]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rmain.c
fix fog after r_restart
[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 r_view_t r_view;
36 r_viewcache_t r_viewcache;
37
38 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"};
39 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
40 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
41 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)"};
42 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
43 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
44 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"};
45 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"};
46 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
47 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"};
48 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"};
49 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"};
50 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
51 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
52 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
53 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
54 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
55 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
56 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
57 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
58 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
59 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
60 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
61 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
62 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
63 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
64 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
65 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"};
66 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"};
67 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
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_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
82 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
83 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
84 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)"};
85 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)"};
86
87 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)"};
88 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
89 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"};
90 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
91 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
92
93 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
94 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
95 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
96 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
97
98 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
99 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
100 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
101 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
102 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
103 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
104 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
105
106 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
107 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
108 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
109 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)"};
110
111 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"};
112
113 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"};
114
115 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
116
117 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
118 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
119 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"};
120 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
121 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
122 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
123
124 extern qboolean v_flipped_state;
125
126 typedef struct r_glsl_bloomshader_s
127 {
128         int program;
129         int loc_Texture_Bloom;
130 }
131 r_glsl_bloomshader_t;
132
133 static struct r_bloomstate_s
134 {
135         qboolean enabled;
136         qboolean hdr;
137
138         int bloomwidth, bloomheight;
139
140         int screentexturewidth, screentextureheight;
141         rtexture_t *texture_screen;
142
143         int bloomtexturewidth, bloomtextureheight;
144         rtexture_t *texture_bloom;
145
146         r_glsl_bloomshader_t *shader;
147
148         // arrays for rendering the screen passes
149         float screentexcoord2f[8];
150         float bloomtexcoord2f[8];
151         float offsettexcoord2f[8];
152 }
153 r_bloomstate;
154
155 typedef struct r_waterstate_waterplane_s
156 {
157         rtexture_t *texture_refraction;
158         rtexture_t *texture_reflection;
159         mplane_t plane;
160         int materialflags; // combined flags of all water surfaces on this plane
161         unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
162         qboolean pvsvalid;
163 }
164 r_waterstate_waterplane_t;
165
166 #define MAX_WATERPLANES 16
167
168 static struct r_waterstate_s
169 {
170         qboolean enabled;
171
172         qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
173
174         int waterwidth, waterheight;
175         int texturewidth, textureheight;
176
177         int maxwaterplanes; // same as MAX_WATERPLANES
178         int numwaterplanes;
179         r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
180
181         float screenscale[2];
182         float screencenter[2];
183 }
184 r_waterstate;
185
186 // shadow volume bsp struct with automatically growing nodes buffer
187 svbsp_t r_svbsp;
188
189 rtexture_t *r_texture_blanknormalmap;
190 rtexture_t *r_texture_white;
191 rtexture_t *r_texture_grey128;
192 rtexture_t *r_texture_black;
193 rtexture_t *r_texture_notexture;
194 rtexture_t *r_texture_whitecube;
195 rtexture_t *r_texture_normalizationcube;
196 rtexture_t *r_texture_fogattenuation;
197 //rtexture_t *r_texture_fogintensity;
198
199 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
200 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
201
202 // vertex coordinates for a quad that covers the screen exactly
203 const static float r_screenvertex3f[12] =
204 {
205         0, 0, 0,
206         1, 0, 0,
207         1, 1, 0,
208         0, 1, 0
209 };
210
211 extern void R_DrawModelShadows(void);
212
213 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
214 {
215         int i;
216         for (i = 0;i < verts;i++)
217         {
218                 out[0] = in[0] * r;
219                 out[1] = in[1] * g;
220                 out[2] = in[2] * b;
221                 out[3] = in[3];
222                 in += 4;
223                 out += 4;
224         }
225 }
226
227 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
228 {
229         int i;
230         for (i = 0;i < verts;i++)
231         {
232                 out[0] = r;
233                 out[1] = g;
234                 out[2] = b;
235                 out[3] = a;
236                 out += 4;
237         }
238 }
239
240 // FIXME: move this to client?
241 void FOG_clear(void)
242 {
243         if (gamemode == GAME_NEHAHRA)
244         {
245                 Cvar_Set("gl_fogenable", "0");
246                 Cvar_Set("gl_fogdensity", "0.2");
247                 Cvar_Set("gl_fogred", "0.3");
248                 Cvar_Set("gl_foggreen", "0.3");
249                 Cvar_Set("gl_fogblue", "0.3");
250         }
251         r_refdef.fog_density = 0;
252         r_refdef.fog_red = 0;
253         r_refdef.fog_green = 0;
254         r_refdef.fog_blue = 0;
255         r_refdef.fog_alpha = 1;
256         r_refdef.fog_start = 0;
257         r_refdef.fog_end = 0;
258 }
259
260 float FogForDistance(vec_t dist)
261 {
262         unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
263         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
264 }
265
266 float FogPoint_World(const vec3_t p)
267 {
268         return FogForDistance(VectorDistance((p), r_view.origin));
269 }
270
271 float FogPoint_Model(const vec3_t p)
272 {
273         return FogForDistance(VectorDistance((p), rsurface.modelorg));
274 }
275
276 static void R_BuildBlankTextures(void)
277 {
278         unsigned char data[4];
279         data[2] = 128; // normal X
280         data[1] = 128; // normal Y
281         data[0] = 255; // normal Z
282         data[3] = 128; // height
283         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
284         data[0] = 255;
285         data[1] = 255;
286         data[2] = 255;
287         data[3] = 255;
288         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
289         data[0] = 128;
290         data[1] = 128;
291         data[2] = 128;
292         data[3] = 255;
293         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
294         data[0] = 0;
295         data[1] = 0;
296         data[2] = 0;
297         data[3] = 255;
298         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
299 }
300
301 static void R_BuildNoTexture(void)
302 {
303         int x, y;
304         unsigned char pix[16][16][4];
305         // this makes a light grey/dark grey checkerboard texture
306         for (y = 0;y < 16;y++)
307         {
308                 for (x = 0;x < 16;x++)
309                 {
310                         if ((y < 8) ^ (x < 8))
311                         {
312                                 pix[y][x][0] = 128;
313                                 pix[y][x][1] = 128;
314                                 pix[y][x][2] = 128;
315                                 pix[y][x][3] = 255;
316                         }
317                         else
318                         {
319                                 pix[y][x][0] = 64;
320                                 pix[y][x][1] = 64;
321                                 pix[y][x][2] = 64;
322                                 pix[y][x][3] = 255;
323                         }
324                 }
325         }
326         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
327 }
328
329 static void R_BuildWhiteCube(void)
330 {
331         unsigned char data[6*1*1*4];
332         memset(data, 255, sizeof(data));
333         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
334 }
335
336 static void R_BuildNormalizationCube(void)
337 {
338         int x, y, side;
339         vec3_t v;
340         vec_t s, t, intensity;
341 #define NORMSIZE 64
342         unsigned char data[6][NORMSIZE][NORMSIZE][4];
343         for (side = 0;side < 6;side++)
344         {
345                 for (y = 0;y < NORMSIZE;y++)
346                 {
347                         for (x = 0;x < NORMSIZE;x++)
348                         {
349                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
350                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
351                                 switch(side)
352                                 {
353                                 default:
354                                 case 0:
355                                         v[0] = 1;
356                                         v[1] = -t;
357                                         v[2] = -s;
358                                         break;
359                                 case 1:
360                                         v[0] = -1;
361                                         v[1] = -t;
362                                         v[2] = s;
363                                         break;
364                                 case 2:
365                                         v[0] = s;
366                                         v[1] = 1;
367                                         v[2] = t;
368                                         break;
369                                 case 3:
370                                         v[0] = s;
371                                         v[1] = -1;
372                                         v[2] = -t;
373                                         break;
374                                 case 4:
375                                         v[0] = s;
376                                         v[1] = -t;
377                                         v[2] = 1;
378                                         break;
379                                 case 5:
380                                         v[0] = -s;
381                                         v[1] = -t;
382                                         v[2] = -1;
383                                         break;
384                                 }
385                                 intensity = 127.0f / sqrt(DotProduct(v, v));
386                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
387                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
388                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
389                                 data[side][y][x][3] = 255;
390                         }
391                 }
392         }
393         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
394 }
395
396 static void R_BuildFogTexture(void)
397 {
398         int x, b;
399 #define FOGWIDTH 256
400         unsigned char data1[FOGWIDTH][4];
401         //unsigned char data2[FOGWIDTH][4];
402         double d, r, alpha;
403
404         r_refdef.fogmasktable_start = r_refdef.fog_start;
405         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
406         r_refdef.fogmasktable_range = r_refdef.fogrange;
407         r_refdef.fogmasktable_density = r_refdef.fog_density;
408
409         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
410         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
411         {
412                 d = (x * r - r_refdef.fogmasktable_start);
413                 Con_Printf("%f ", d);
414                 d = max(0, d);
415                 if (r_fog_exp2.integer)
416                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
417                 else
418                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
419                 Con_Printf(" : %f ", alpha);
420                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
421                 Con_Printf(" = %f\n", alpha);
422                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
423         }
424
425         for (x = 0;x < FOGWIDTH;x++)
426         {
427                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
428                 data1[x][0] = b;
429                 data1[x][1] = b;
430                 data1[x][2] = b;
431                 data1[x][3] = 255;
432                 //data2[x][0] = 255 - b;
433                 //data2[x][1] = 255 - b;
434                 //data2[x][2] = 255 - b;
435                 //data2[x][3] = 255;
436         }
437         if (r_texture_fogattenuation)
438         {
439                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
440                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
441         }
442         else
443         {
444                 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);
445                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
446         }
447 }
448
449 static const char *builtinshaderstring =
450 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
451 "// written by Forest 'LordHavoc' Hale\n"
452 "\n"
453 "// common definitions between vertex shader and fragment shader:\n"
454 "\n"
455 "#ifdef __GLSL_CG_DATA_TYPES\n"
456 "# define myhalf half\n"
457 "# define myhvec2 hvec2\n"
458 "# define myhvec3 hvec3\n"
459 "# define myhvec4 hvec4\n"
460 "#else\n"
461 "# define myhalf float\n"
462 "# define myhvec2 vec2\n"
463 "# define myhvec3 vec3\n"
464 "# define myhvec4 vec4\n"
465 "#endif\n"
466 "\n"
467 "varying vec2 TexCoord;\n"
468 "varying vec2 TexCoordLightmap;\n"
469 "\n"
470 "//#ifdef MODE_LIGHTSOURCE\n"
471 "varying vec3 CubeVector;\n"
472 "//#endif\n"
473 "\n"
474 "//#ifdef MODE_LIGHTSOURCE\n"
475 "varying vec3 LightVector;\n"
476 "//#else\n"
477 "//# ifdef MODE_LIGHTDIRECTION\n"
478 "//varying vec3 LightVector;\n"
479 "//# endif\n"
480 "//#endif\n"
481 "\n"
482 "varying vec3 EyeVector;\n"
483 "//#ifdef USEFOG\n"
484 "varying vec3 EyeVectorModelSpace;\n"
485 "//#endif\n"
486 "\n"
487 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
488 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
489 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
490 "\n"
491 "//#ifdef MODE_WATER\n"
492 "varying vec4 ModelViewProjectionPosition;\n"
493 "//#else\n"
494 "//# ifdef MODE_REFRACTION\n"
495 "//varying vec4 ModelViewProjectionPosition;\n"
496 "//# else\n"
497 "//#  ifdef USEREFLECTION\n"
498 "//varying vec4 ModelViewProjectionPosition;\n"
499 "//#  endif\n"
500 "//# endif\n"
501 "//#endif\n"
502 "\n"
503 "\n"
504 "\n"
505 "\n"
506 "\n"
507 "// vertex shader specific:\n"
508 "#ifdef VERTEX_SHADER\n"
509 "\n"
510 "uniform vec3 LightPosition;\n"
511 "uniform vec3 EyePosition;\n"
512 "uniform vec3 LightDir;\n"
513 "\n"
514 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
515 "\n"
516 "void main(void)\n"
517 "{\n"
518 "       gl_FrontColor = gl_Color;\n"
519 "       // copy the surface texcoord\n"
520 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
521 "#ifndef MODE_LIGHTSOURCE\n"
522 "# ifndef MODE_LIGHTDIRECTION\n"
523 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
524 "# endif\n"
525 "#endif\n"
526 "\n"
527 "#ifdef MODE_LIGHTSOURCE\n"
528 "       // transform vertex position into light attenuation/cubemap space\n"
529 "       // (-1 to +1 across the light box)\n"
530 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
531 "\n"
532 "       // transform unnormalized light direction into tangent space\n"
533 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
534 "       //  normalize it per pixel)\n"
535 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
536 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
537 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
538 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
539 "#endif\n"
540 "\n"
541 "#ifdef MODE_LIGHTDIRECTION\n"
542 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
543 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
544 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
545 "#endif\n"
546 "\n"
547 "       // transform unnormalized eye direction into tangent space\n"
548 "#ifndef USEFOG\n"
549 "       vec3 EyeVectorModelSpace;\n"
550 "#endif\n"
551 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
552 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
553 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
554 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
555 "\n"
556 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
557 "       VectorS = gl_MultiTexCoord1.xyz;\n"
558 "       VectorT = gl_MultiTexCoord2.xyz;\n"
559 "       VectorR = gl_MultiTexCoord3.xyz;\n"
560 "#endif\n"
561 "\n"
562 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
563 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
564 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
565 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
566 "//#endif\n"
567 "\n"
568 "// transform vertex to camera space, using ftransform to match non-VS\n"
569 "       // rendering\n"
570 "       gl_Position = ftransform();\n"
571 "\n"
572 "#ifdef MODE_WATER\n"
573 "       ModelViewProjectionPosition = gl_Position;\n"
574 "#endif\n"
575 "#ifdef MODE_REFRACTION\n"
576 "       ModelViewProjectionPosition = gl_Position;\n"
577 "#endif\n"
578 "#ifdef USEREFLECTION\n"
579 "       ModelViewProjectionPosition = gl_Position;\n"
580 "#endif\n"
581 "}\n"
582 "\n"
583 "#endif // VERTEX_SHADER\n"
584 "\n"
585 "\n"
586 "\n"
587 "\n"
588 "// fragment shader specific:\n"
589 "#ifdef FRAGMENT_SHADER\n"
590 "\n"
591 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
592 "uniform sampler2D Texture_Normal;\n"
593 "uniform sampler2D Texture_Color;\n"
594 "uniform sampler2D Texture_Gloss;\n"
595 "uniform samplerCube Texture_Cube;\n"
596 "uniform sampler2D Texture_Attenuation;\n"
597 "uniform sampler2D Texture_FogMask;\n"
598 "uniform sampler2D Texture_Pants;\n"
599 "uniform sampler2D Texture_Shirt;\n"
600 "uniform sampler2D Texture_Lightmap;\n"
601 "uniform sampler2D Texture_Deluxemap;\n"
602 "uniform sampler2D Texture_Glow;\n"
603 "uniform sampler2D Texture_Reflection;\n"
604 "uniform sampler2D Texture_Refraction;\n"
605 "\n"
606 "uniform myhvec3 LightColor;\n"
607 "uniform myhvec3 AmbientColor;\n"
608 "uniform myhvec3 DiffuseColor;\n"
609 "uniform myhvec3 SpecularColor;\n"
610 "uniform myhvec3 Color_Pants;\n"
611 "uniform myhvec3 Color_Shirt;\n"
612 "uniform myhvec3 FogColor;\n"
613 "\n"
614 "uniform myhvec4 TintColor;\n"
615 "\n"
616 "\n"
617 "//#ifdef MODE_WATER\n"
618 "uniform vec4 DistortScaleRefractReflect;\n"
619 "uniform vec4 ScreenScaleRefractReflect;\n"
620 "uniform vec4 ScreenCenterRefractReflect;\n"
621 "uniform myhvec4 RefractColor;\n"
622 "uniform myhvec4 ReflectColor;\n"
623 "uniform myhalf ReflectFactor;\n"
624 "uniform myhalf ReflectOffset;\n"
625 "//#else\n"
626 "//# ifdef MODE_REFRACTION\n"
627 "//uniform vec4 DistortScaleRefractReflect;\n"
628 "//uniform vec4 ScreenScaleRefractReflect;\n"
629 "//uniform vec4 ScreenCenterRefractReflect;\n"
630 "//uniform myhvec4 RefractColor;\n"
631 "//#  ifdef USEREFLECTION\n"
632 "//uniform myhvec4 ReflectColor;\n"
633 "//#  endif\n"
634 "//# else\n"
635 "//#  ifdef USEREFLECTION\n"
636 "//uniform vec4 DistortScaleRefractReflect;\n"
637 "//uniform vec4 ScreenScaleRefractReflect;\n"
638 "//uniform vec4 ScreenCenterRefractReflect;\n"
639 "//uniform myhvec4 ReflectColor;\n"
640 "//#  endif\n"
641 "//# endif\n"
642 "//#endif\n"
643 "\n"
644 "uniform myhalf GlowScale;\n"
645 "uniform myhalf SceneBrightness;\n"
646 "#ifdef USECONTRASTBOOST\n"
647 "uniform myhalf ContrastBoostCoeff;\n"
648 "#endif\n"
649 "\n"
650 "uniform float OffsetMapping_Scale;\n"
651 "uniform float OffsetMapping_Bias;\n"
652 "uniform float FogRangeRecip;\n"
653 "\n"
654 "uniform myhalf AmbientScale;\n"
655 "uniform myhalf DiffuseScale;\n"
656 "uniform myhalf SpecularScale;\n"
657 "uniform myhalf SpecularPower;\n"
658 "\n"
659 "#ifdef USEOFFSETMAPPING\n"
660 "vec2 OffsetMapping(vec2 TexCoord)\n"
661 "{\n"
662 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
663 "       // 14 sample relief mapping: linear search and then binary search\n"
664 "       // this basically steps forward a small amount repeatedly until it finds\n"
665 "       // itself inside solid, then jitters forward and back using decreasing\n"
666 "       // amounts to find the impact\n"
667 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
668 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
669 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
670 "       vec3 RT = vec3(TexCoord, 1);\n"
671 "       OffsetVector *= 0.1;\n"
672 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
673 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
674 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
675 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
676 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
677 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
678 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
679 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
680 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
681 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
682 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
683 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
684 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
685 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
686 "       return RT.xy;\n"
687 "#else\n"
688 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
689 "       // this basically moves forward the full distance, and then backs up based\n"
690 "       // on height of samples\n"
691 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
692 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
693 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
694 "       TexCoord += OffsetVector;\n"
695 "       OffsetVector *= 0.333;\n"
696 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
697 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
698 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
699 "       return TexCoord;\n"
700 "#endif\n"
701 "}\n"
702 "#endif // USEOFFSETMAPPING\n"
703 "\n"
704 "#ifdef MODE_WATER\n"
705 "\n"
706 "// water pass\n"
707 "void main(void)\n"
708 "{\n"
709 "#ifdef USEOFFSETMAPPING\n"
710 "       // apply offsetmapping\n"
711 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
712 "#define TexCoord TexCoordOffset\n"
713 "#endif\n"
714 "\n"
715 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
716 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
717 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
718 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n"
719 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
720 "}\n"
721 "\n"
722 "#else // MODE_WATER\n"
723 "#ifdef MODE_REFRACTION\n"
724 "\n"
725 "// refraction pass\n"
726 "void main(void)\n"
727 "{\n"
728 "#ifdef USEOFFSETMAPPING\n"
729 "       // apply offsetmapping\n"
730 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
731 "#define TexCoord TexCoordOffset\n"
732 "#endif\n"
733 "\n"
734 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
735 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
736 "       vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
737 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
738 "}\n"
739 "\n"
740 "#else // MODE_REFRACTION\n"
741 "void main(void)\n"
742 "{\n"
743 "#ifdef USEOFFSETMAPPING\n"
744 "       // apply offsetmapping\n"
745 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
746 "#define TexCoord TexCoordOffset\n"
747 "#endif\n"
748 "\n"
749 "       // combine the diffuse textures (base, pants, shirt)\n"
750 "       myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
751 "#ifdef USECOLORMAPPING\n"
752 "       color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
753 "#endif\n"
754 "\n"
755 "\n"
756 "\n"
757 "\n"
758 "#ifdef MODE_LIGHTSOURCE\n"
759 "       // light source\n"
760 "\n"
761 "       // calculate surface normal, light normal, and specular normal\n"
762 "       // compute color intensity for the two textures (colormap and glossmap)\n"
763 "       // scale by light color and attenuation as efficiently as possible\n"
764 "       // (do as much scalar math as possible rather than vector math)\n"
765 "# ifdef USESPECULAR\n"
766 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
767 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
768 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
769 "\n"
770 "       // calculate directional shading\n"
771 "       color.rgb = LightColor * 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)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
772 "# else\n"
773 "#  ifdef USEDIFFUSE\n"
774 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
775 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
776 "\n"
777 "       // calculate directional shading\n"
778 "       color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
779 "#  else\n"
780 "       // calculate directionless shading\n"
781 "       color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
782 "#  endif\n"
783 "# endif\n"
784 "\n"
785 "# ifdef USECUBEFILTER\n"
786 "       // apply light cubemap filter\n"
787 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
788 "       color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
789 "# endif\n"
790 "#endif // MODE_LIGHTSOURCE\n"
791 "\n"
792 "\n"
793 "\n"
794 "\n"
795 "#ifdef MODE_LIGHTDIRECTION\n"
796 "       // directional model lighting\n"
797 "# ifdef USESPECULAR\n"
798 "       // get the surface normal and light normal\n"
799 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
800 "       myhvec3 diffusenormal = myhvec3(LightVector);\n"
801 "\n"
802 "       // calculate directional shading\n"
803 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
804 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
805 "       color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
806 "# else\n"
807 "#  ifdef USEDIFFUSE\n"
808 "       // get the surface normal and light normal\n"
809 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
810 "       myhvec3 diffusenormal = myhvec3(LightVector);\n"
811 "\n"
812 "       // calculate directional shading\n"
813 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
814 "#  else\n"
815 "       color.rgb *= AmbientColor;\n"
816 "#  endif\n"
817 "# endif\n"
818 "\n"
819 "       color.a *= TintColor.a;\n"
820 "#endif // MODE_LIGHTDIRECTION\n"
821 "\n"
822 "\n"
823 "\n"
824 "\n"
825 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
826 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
827 "\n"
828 "       // get the surface normal and light normal\n"
829 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
830 "\n"
831 "       myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
832 "       myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
833 "       // calculate directional shading\n"
834 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
835 "# ifdef USESPECULAR\n"
836 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
837 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
838 "# endif\n"
839 "\n"
840 "       // apply lightmap color\n"
841 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
842 "\n"
843 "       color *= TintColor;\n"
844 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
845 "\n"
846 "\n"
847 "\n"
848 "\n"
849 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
850 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
851 "\n"
852 "       // get the surface normal and light normal\n"
853 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
854 "\n"
855 "       myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
856 "       // calculate directional shading\n"
857 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
858 "# ifdef USESPECULAR\n"
859 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
860 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
861 "# endif\n"
862 "\n"
863 "       // apply lightmap color\n"
864 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
865 "\n"
866 "       color *= TintColor;\n"
867 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
868 "\n"
869 "\n"
870 "\n"
871 "\n"
872 "#ifdef MODE_LIGHTMAP\n"
873 "       // apply lightmap color\n"
874 "       color.rgb = color.rgb * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
875 "\n"
876 "       color *= TintColor;\n"
877 "#endif // MODE_LIGHTMAP\n"
878 "\n"
879 "\n"
880 "\n"
881 "\n"
882 "#ifdef MODE_VERTEXCOLOR\n"
883 "       // apply lightmap color\n"
884 "       color.rgb = color.rgb * myhvec3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
885 "\n"
886 "       color *= TintColor;\n"
887 "#endif // MODE_VERTEXCOLOR\n"
888 "\n"
889 "\n"
890 "\n"
891 "\n"
892 "#ifdef MODE_FLATCOLOR\n"
893 "       color *= TintColor;\n"
894 "#endif // MODE_FLATCOLOR\n"
895 "\n"
896 "\n"
897 "\n"
898 "\n"
899 "\n"
900 "\n"
901 "\n"
902 "\n"
903 "#ifdef USEGLOW\n"
904 "       color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
905 "#endif\n"
906 "\n"
907 "#ifdef USECONTRASTBOOST\n"
908 "       color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
909 "#endif\n"
910 "\n"
911 "       color.rgb *= SceneBrightness;\n"
912 "\n"
913 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
914 "#ifdef USEFOG\n"
915 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
916 "#endif\n"
917 "\n"
918 "       // 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"
919 "#ifdef USEREFLECTION\n"
920 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
921 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
922 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
923 "       color.rgb = mix(color.rgb, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
924 "#endif\n"
925 "\n"
926 "       gl_FragColor = vec4(color);\n"
927 "}\n"
928 "#endif // MODE_REFRACTION\n"
929 "#endif // MODE_WATER\n"
930 "\n"
931 "#endif // FRAGMENT_SHADER\n"
932 ;
933
934 #define SHADERPERMUTATION_COLORMAPPING (1<<0) // indicates this is a colormapped skin
935 #define SHADERPERMUTATION_CONTRASTBOOST (1<<1) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
936 #define SHADERPERMUTATION_FOG (1<<2) // tint the color by fog color or black if using additive blend mode
937 #define SHADERPERMUTATION_CUBEFILTER (1<<3) // (lightsource) use cubemap light filter
938 #define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture
939 #define SHADERPERMUTATION_DIFFUSE (1<<5) // (lightsource) whether to use directional shading
940 #define SHADERPERMUTATION_SPECULAR (1<<6) // (lightsource or deluxemapping) render specular effects
941 #define SHADERPERMUTATION_REFLECTION (1<<7) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
942 #define SHADERPERMUTATION_OFFSETMAPPING (1<<8) // adjust texcoords to roughly simulate a displacement mapped surface
943 #define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<9) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
944 #define SHADERPERMUTATION_MODEBASE (1<<10) // multiplier for the SHADERMODE_ values to get a valid index
945
946 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
947 const char *shaderpermutationinfo[][2] =
948 {
949         {"#define USECOLORMAPPING\n", " colormapping"},
950         {"#define USECONTRASTBOOST\n", " contrastboost"},
951         {"#define USEFOG\n", " fog"},
952         {"#define USECUBEFILTER\n", " cubefilter"},
953         {"#define USEGLOW\n", " glow"},
954         {"#define USEDIFFUSE\n", " diffuse"},
955         {"#define USESPECULAR\n", " specular"},
956         {"#define USEREFLECTION\n", " reflection"},
957         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
958         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
959         {NULL, NULL}
960 };
961
962 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
963 typedef enum shadermode_e
964 {
965         SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
966         SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
967         SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
968         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
969         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
970         SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
971         SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
972         SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
973         SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
974         SHADERMODE_COUNT
975 }
976 shadermode_t;
977
978 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
979 const char *shadermodeinfo[][2] =
980 {
981         {"#define MODE_FLATCOLOR\n", " flatcolor"},
982         {"#define MODE_VERTEXCOLOR\n", " vertexcolor"},
983         {"#define MODE_LIGHTMAP\n", " lightmap"},
984         {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
985         {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
986         {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
987         {"#define MODE_LIGHTSOURCE\n", " lightsource"},
988         {"#define MODE_REFRACTION\n", " refraction"},
989         {"#define MODE_WATER\n", " water"},
990         {NULL, NULL}
991 };
992
993 #define SHADERPERMUTATION_INDICES (SHADERPERMUTATION_MODEBASE * SHADERMODE_COUNT)
994
995 typedef struct r_glsl_permutation_s
996 {
997         // indicates if we have tried compiling this permutation already
998         qboolean compiled;
999         // 0 if compilation failed
1000         int program;
1001         // locations of detected uniforms in program object, or -1 if not found
1002         int loc_Texture_Normal;
1003         int loc_Texture_Color;
1004         int loc_Texture_Gloss;
1005         int loc_Texture_Cube;
1006         int loc_Texture_Attenuation;
1007         int loc_Texture_FogMask;
1008         int loc_Texture_Pants;
1009         int loc_Texture_Shirt;
1010         int loc_Texture_Lightmap;
1011         int loc_Texture_Deluxemap;
1012         int loc_Texture_Glow;
1013         int loc_Texture_Refraction;
1014         int loc_Texture_Reflection;
1015         int loc_FogColor;
1016         int loc_LightPosition;
1017         int loc_EyePosition;
1018         int loc_LightColor;
1019         int loc_Color_Pants;
1020         int loc_Color_Shirt;
1021         int loc_FogRangeRecip;
1022         int loc_AmbientScale;
1023         int loc_DiffuseScale;
1024         int loc_SpecularScale;
1025         int loc_SpecularPower;
1026         int loc_GlowScale;
1027         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1028         int loc_OffsetMapping_Scale;
1029         int loc_TintColor;
1030         int loc_AmbientColor;
1031         int loc_DiffuseColor;
1032         int loc_SpecularColor;
1033         int loc_LightDir;
1034         int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1035         int loc_DistortScaleRefractReflect;
1036         int loc_ScreenScaleRefractReflect;
1037         int loc_ScreenCenterRefractReflect;
1038         int loc_RefractColor;
1039         int loc_ReflectColor;
1040         int loc_ReflectFactor;
1041         int loc_ReflectOffset;
1042 }
1043 r_glsl_permutation_t;
1044
1045 // information about each possible shader permutation
1046 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_INDICES];
1047 // currently selected permutation
1048 r_glsl_permutation_t *r_glsl_permutation;
1049
1050 // these are additional flags used only by R_GLSL_CompilePermutation
1051 #define SHADERTYPE_USES_VERTEXSHADER (1<<0)
1052 #define SHADERTYPE_USES_GEOMETRYSHADER (1<<1)
1053 #define SHADERTYPE_USES_FRAGMENTSHADER (1<<2)
1054
1055 static void R_GLSL_CompilePermutation(const char *filename, int permutation, int shadertype)
1056 {
1057         int i;
1058         qboolean shaderfound;
1059         r_glsl_permutation_t *p = r_glsl_permutations + permutation;
1060         int vertstrings_count;
1061         int geomstrings_count;
1062         int fragstrings_count;
1063         char *shaderstring;
1064         const char *vertstrings_list[32+1];
1065         const char *geomstrings_list[32+1];
1066         const char *fragstrings_list[32+1];
1067         char permutationname[256];
1068         if (p->compiled)
1069                 return;
1070         p->compiled = true;
1071         p->program = 0;
1072         vertstrings_list[0] = "#define VERTEX_SHADER\n";
1073         geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
1074         fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
1075         vertstrings_count = 1;
1076         geomstrings_count = 1;
1077         fragstrings_count = 1;
1078         permutationname[0] = 0;
1079         i = permutation / SHADERPERMUTATION_MODEBASE;
1080         vertstrings_list[vertstrings_count++] = shadermodeinfo[i][0];
1081         geomstrings_list[geomstrings_count++] = shadermodeinfo[i][0];
1082         fragstrings_list[fragstrings_count++] = shadermodeinfo[i][0];
1083         strlcat(permutationname, shadermodeinfo[i][1], sizeof(permutationname));
1084         for (i = 0;shaderpermutationinfo[i][0];i++)
1085         {
1086                 if (permutation & (1<<i))
1087                 {
1088                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i][0];
1089                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i][0];
1090                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i][0];
1091                         strlcat(permutationname, shaderpermutationinfo[i][1], sizeof(permutationname));
1092                 }
1093                 else
1094                 {
1095                         // keep line numbers correct
1096                         vertstrings_list[vertstrings_count++] = "\n";
1097                         geomstrings_list[geomstrings_count++] = "\n";
1098                         fragstrings_list[fragstrings_count++] = "\n";
1099                 }
1100         }
1101         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1102         shaderfound = false;
1103         if (shaderstring)
1104         {
1105                 Con_DPrint("from disk... ");
1106                 vertstrings_list[vertstrings_count++] = shaderstring;
1107                 geomstrings_list[geomstrings_count++] = shaderstring;
1108                 fragstrings_list[fragstrings_count++] = shaderstring;
1109                 shaderfound = true;
1110         }
1111         else if (!strcmp(filename, "glsl/default.glsl"))
1112         {
1113                 vertstrings_list[vertstrings_count++] = builtinshaderstring;
1114                 geomstrings_list[geomstrings_count++] = builtinshaderstring;
1115                 fragstrings_list[fragstrings_count++] = builtinshaderstring;
1116                 shaderfound = true;
1117         }
1118         // clear any lists that are not needed by this shader
1119         if (!(shadertype & SHADERTYPE_USES_VERTEXSHADER))
1120                 vertstrings_count = 0;
1121         if (!(shadertype & SHADERTYPE_USES_GEOMETRYSHADER))
1122                 geomstrings_count = 0;
1123         if (!(shadertype & SHADERTYPE_USES_FRAGMENTSHADER))
1124                 fragstrings_count = 0;
1125         // compile the shader program
1126         if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
1127                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1128         if (p->program)
1129         {
1130                 CHECKGLERROR
1131                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1132                 // look up all the uniform variable names we care about, so we don't
1133                 // have to look them up every time we set them
1134                 p->loc_Texture_Normal      = qglGetUniformLocationARB(p->program, "Texture_Normal");
1135                 p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
1136                 p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1137                 p->loc_Texture_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
1138                 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1139                 p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1140                 p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
1141                 p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1142                 p->loc_Texture_Lightmap    = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1143                 p->loc_Texture_Deluxemap   = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1144                 p->loc_Texture_Glow        = qglGetUniformLocationARB(p->program, "Texture_Glow");
1145                 p->loc_Texture_Refraction  = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1146                 p->loc_Texture_Reflection  = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1147                 p->loc_FogColor            = qglGetUniformLocationARB(p->program, "FogColor");
1148                 p->loc_LightPosition       = qglGetUniformLocationARB(p->program, "LightPosition");
1149                 p->loc_EyePosition         = qglGetUniformLocationARB(p->program, "EyePosition");
1150                 p->loc_LightColor          = qglGetUniformLocationARB(p->program, "LightColor");
1151                 p->loc_Color_Pants         = qglGetUniformLocationARB(p->program, "Color_Pants");
1152                 p->loc_Color_Shirt         = qglGetUniformLocationARB(p->program, "Color_Shirt");
1153                 p->loc_FogRangeRecip       = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1154                 p->loc_AmbientScale        = qglGetUniformLocationARB(p->program, "AmbientScale");
1155                 p->loc_DiffuseScale        = qglGetUniformLocationARB(p->program, "DiffuseScale");
1156                 p->loc_SpecularPower       = qglGetUniformLocationARB(p->program, "SpecularPower");
1157                 p->loc_SpecularScale       = qglGetUniformLocationARB(p->program, "SpecularScale");
1158                 p->loc_GlowScale           = qglGetUniformLocationARB(p->program, "GlowScale");
1159                 p->loc_SceneBrightness     = qglGetUniformLocationARB(p->program, "SceneBrightness");
1160                 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1161                 p->loc_TintColor       = qglGetUniformLocationARB(p->program, "TintColor");
1162                 p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
1163                 p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
1164                 p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
1165                 p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
1166                 p->loc_ContrastBoostCoeff  = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1167                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1168                 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1169                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1170                 p->loc_RefractColor        = qglGetUniformLocationARB(p->program, "RefractColor");
1171                 p->loc_ReflectColor        = qglGetUniformLocationARB(p->program, "ReflectColor");
1172                 p->loc_ReflectFactor       = qglGetUniformLocationARB(p->program, "ReflectFactor");
1173                 p->loc_ReflectOffset       = qglGetUniformLocationARB(p->program, "ReflectOffset");
1174                 // initialize the samplers to refer to the texture units we use
1175                 if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
1176                 if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
1177                 if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
1178                 if (p->loc_Texture_Cube >= 0)      qglUniform1iARB(p->loc_Texture_Cube, 3);
1179                 if (p->loc_Texture_FogMask >= 0)   qglUniform1iARB(p->loc_Texture_FogMask, 4);
1180                 if (p->loc_Texture_Pants >= 0)     qglUniform1iARB(p->loc_Texture_Pants, 5);
1181                 if (p->loc_Texture_Shirt >= 0)     qglUniform1iARB(p->loc_Texture_Shirt, 6);
1182                 if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
1183                 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
1184                 if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
1185                 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
1186                 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction, 11);
1187                 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12);
1188                 CHECKGLERROR
1189                 qglUseProgramObjectARB(0);CHECKGLERROR
1190                 if (developer.integer)
1191                         Con_Printf("GLSL shader %s :%s compiled.\n", filename, permutationname);
1192         }
1193         else
1194         {
1195                 if (developer.integer)
1196                         Con_Printf("GLSL shader %s :%s failed!  source code line offset for above errors is %i.\n", permutationname, filename, -(vertstrings_count - 1));
1197                 else
1198                         Con_Printf("GLSL shader %s :%s failed!  some features may not work properly.\n", permutationname, filename);
1199         }
1200         if (shaderstring)
1201                 Mem_Free(shaderstring);
1202 }
1203
1204 void R_GLSL_Restart_f(void)
1205 {
1206         int i;
1207         for (i = 0;i < SHADERPERMUTATION_INDICES;i++)
1208                 if (r_glsl_permutations[i].program)
1209                         GL_Backend_FreeProgram(r_glsl_permutations[i].program);
1210         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1211 }
1212
1213 void R_GLSL_DumpShader_f(void)
1214 {
1215         int i;
1216
1217         qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1218         if(!file)
1219         {
1220                 Con_Printf("failed to write to glsl/default.glsl\n");
1221                 return;
1222         }
1223
1224         FS_Print(file, "// The engine may define the following macros:\n");
1225         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1226         for (i = 0;shadermodeinfo[i][0];i++)
1227                 FS_Printf(file, "// %s", shadermodeinfo[i][0]);
1228         for (i = 0;shaderpermutationinfo[i][0];i++)
1229                 FS_Printf(file, "// %s", shaderpermutationinfo[i][0]);
1230         FS_Print(file, "\n");
1231         FS_Print(file, builtinshaderstring);
1232         FS_Close(file);
1233
1234         Con_Printf("glsl/default.glsl written\n");
1235 }
1236
1237 extern rtexture_t *r_shadow_attenuationgradienttexture;
1238 extern rtexture_t *r_shadow_attenuation2dtexture;
1239 extern rtexture_t *r_shadow_attenuation3dtexture;
1240 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1241 {
1242         // select a permutation of the lighting shader appropriate to this
1243         // combination of texture, entity, light source, and fogging, only use the
1244         // minimum features necessary to avoid wasting rendering time in the
1245         // fragment shader on features that are not being used
1246         const char *shaderfilename = NULL;
1247         unsigned int permutation = 0;
1248         unsigned int shadertype = 0;
1249         shadermode_t mode = 0;
1250         r_glsl_permutation = NULL;
1251         shaderfilename = "glsl/default.glsl";
1252         shadertype = SHADERTYPE_USES_VERTEXSHADER | SHADERTYPE_USES_FRAGMENTSHADER;
1253         // TODO: implement geometry-shader based shadow volumes someday
1254         if (r_glsl_offsetmapping.integer)
1255         {
1256                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1257                 if (r_glsl_offsetmapping_reliefmapping.integer)
1258                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1259         }
1260         if (rsurfacepass == RSURFPASS_BACKGROUND)
1261         {
1262                 // distorted background
1263                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1264                         mode = SHADERMODE_WATER;
1265                 else
1266                         mode = SHADERMODE_REFRACTION;
1267         }
1268         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1269         {
1270                 // light source
1271                 mode = SHADERMODE_LIGHTSOURCE;
1272                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1273                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1274                 if (diffusescale > 0)
1275                         permutation |= SHADERPERMUTATION_DIFFUSE;
1276                 if (specularscale > 0)
1277                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1278                 if (r_refdef.fogenabled)
1279                         permutation |= SHADERPERMUTATION_FOG;
1280                 if (rsurface.texture->colormapping)
1281                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1282                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1283                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1284         }
1285         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1286         {
1287                 // unshaded geometry (fullbright or ambient model lighting)
1288                 mode = SHADERMODE_FLATCOLOR;
1289                 if (rsurface.texture->currentskinframe->glow)
1290                         permutation |= SHADERPERMUTATION_GLOW;
1291                 if (r_refdef.fogenabled)
1292                         permutation |= SHADERPERMUTATION_FOG;
1293                 if (rsurface.texture->colormapping)
1294                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1295                 if (r_glsl_offsetmapping.integer)
1296                 {
1297                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1298                         if (r_glsl_offsetmapping_reliefmapping.integer)
1299                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1300                 }
1301                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1302                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1303                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1304                         permutation |= SHADERPERMUTATION_REFLECTION;
1305         }
1306         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1307         {
1308                 // directional model lighting
1309                 mode = SHADERMODE_LIGHTDIRECTION;
1310                 if (rsurface.texture->currentskinframe->glow)
1311                         permutation |= SHADERPERMUTATION_GLOW;
1312                 permutation |= SHADERPERMUTATION_DIFFUSE;
1313                 if (specularscale > 0)
1314                         permutation |= SHADERPERMUTATION_SPECULAR;
1315                 if (r_refdef.fogenabled)
1316                         permutation |= SHADERPERMUTATION_FOG;
1317                 if (rsurface.texture->colormapping)
1318                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1319                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1320                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1321                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1322                         permutation |= SHADERPERMUTATION_REFLECTION;
1323         }
1324         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1325         {
1326                 // ambient model lighting
1327                 mode = SHADERMODE_LIGHTDIRECTION;
1328                 if (rsurface.texture->currentskinframe->glow)
1329                         permutation |= SHADERPERMUTATION_GLOW;
1330                 if (r_refdef.fogenabled)
1331                         permutation |= SHADERPERMUTATION_FOG;
1332                 if (rsurface.texture->colormapping)
1333                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1334                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1335                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1336                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1337                         permutation |= SHADERPERMUTATION_REFLECTION;
1338         }
1339         else
1340         {
1341                 // lightmapped wall
1342                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
1343                 {
1344                         // deluxemapping (light direction texture)
1345                         if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
1346                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1347                         else
1348                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1349                         if (specularscale > 0)
1350                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1351                 }
1352                 else if (r_glsl_deluxemapping.integer >= 2)
1353                 {
1354                         // fake deluxemapping (uniform light direction in tangentspace)
1355                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1356                         if (specularscale > 0)
1357                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1358                 }
1359                 else if (rsurface.uselightmaptexture)
1360                 {
1361                         // ordinary lightmapping (q1bsp, q3bsp)
1362                         mode = SHADERMODE_LIGHTMAP;
1363                 }
1364                 else
1365                 {
1366                         // ordinary vertex coloring (q3bsp)
1367                         mode = SHADERMODE_VERTEXCOLOR;
1368                 }
1369                 if (rsurface.texture->currentskinframe->glow)
1370                         permutation |= SHADERPERMUTATION_GLOW;
1371                 if (r_refdef.fogenabled)
1372                         permutation |= SHADERPERMUTATION_FOG;
1373                 if (rsurface.texture->colormapping)
1374                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1375                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1376                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1377                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1378                         permutation |= SHADERPERMUTATION_REFLECTION;
1379         }
1380         permutation |= mode * SHADERPERMUTATION_MODEBASE;
1381         if (!r_glsl_permutations[permutation].program)
1382         {
1383                 if (!r_glsl_permutations[permutation].compiled)
1384                         R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
1385                 if (!r_glsl_permutations[permutation].program)
1386                 {
1387                         // remove features until we find a valid permutation
1388                         unsigned int i;
1389                         for (i = (SHADERPERMUTATION_MODEBASE >> 1);;i>>=1)
1390                         {
1391                                 if (!i)
1392                                 {
1393                                         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");
1394                                         Cvar_SetValueQuick(&r_glsl, 0);
1395                                         return 0; // no bit left to clear
1396                                 }
1397                                 // reduce i more quickly whenever it would not remove any bits
1398                                 if (!(permutation & i))
1399                                         continue;
1400                                 permutation &= ~i;
1401                                 if (!r_glsl_permutations[permutation].compiled)
1402                                         R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
1403                                 if (r_glsl_permutations[permutation].program)
1404                                         break;
1405                         }
1406                 }
1407         }
1408         r_glsl_permutation = r_glsl_permutations + permutation;
1409         CHECKGLERROR
1410         qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1411         if (mode == SHADERMODE_LIGHTSOURCE)
1412         {
1413                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1414                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1415                 {
1416                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
1417                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1418                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1419                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1420                 }
1421                 else
1422                 {
1423                         // ambient only is simpler
1424                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
1425                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1426                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1427                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1428                 }
1429         }
1430         else if (mode == SHADERMODE_LIGHTDIRECTION)
1431         {
1432                 if (r_glsl_permutation->loc_AmbientColor >= 0)
1433                         qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale  * rsurface.texture->lightmapcolor[0] * 0.5f, rsurface.modellight_ambient[1] * ambientscale  * rsurface.texture->lightmapcolor[1] * 0.5f, rsurface.modellight_ambient[2] * ambientscale  * rsurface.texture->lightmapcolor[2] * 0.5f);
1434                 if (r_glsl_permutation->loc_DiffuseColor >= 0)
1435                         qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale  * rsurface.texture->lightmapcolor[0] * 0.5f, rsurface.modellight_diffuse[1] * diffusescale  * rsurface.texture->lightmapcolor[1] * 0.5f, rsurface.modellight_diffuse[2] * diffusescale  * rsurface.texture->lightmapcolor[2] * 0.5f);
1436                 if (r_glsl_permutation->loc_SpecularColor >= 0)
1437                         qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * rsurface.texture->lightmapcolor[0] * 0.5f, rsurface.modellight_diffuse[1] * specularscale * rsurface.texture->lightmapcolor[1] * 0.5f, rsurface.modellight_diffuse[2] * specularscale * rsurface.texture->lightmapcolor[2] * 0.5f);
1438                 if (r_glsl_permutation->loc_LightDir >= 0)
1439                         qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1440         }
1441         else
1442         {
1443                 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
1444                 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1445                 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1446         }
1447         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]);
1448         if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1449         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1450         {
1451                 // The formula used is actually:
1452                 //   color.rgb *= SceneBrightness;
1453                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1454                 // I simplify that to
1455                 //   color.rgb *= [[SceneBrightness * ContrastBoost]];
1456                 //   color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
1457                 // and Black:
1458                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[(ContrastBoost - 1) * SceneBrightness]] * color.rgb + 1);
1459                 // and do [[calculations]] here in the engine
1460                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
1461                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
1462         }
1463         else
1464                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1465         if (r_glsl_permutation->loc_FogColor >= 0)
1466         {
1467                 // additive passes are only darkened by fog, not tinted
1468                 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1469                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1470                 else
1471                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1472         }
1473         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1474         if (r_glsl_permutation->loc_Color_Pants >= 0)
1475         {
1476                 if (rsurface.texture->currentskinframe->pants)
1477                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1478                 else
1479                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1480         }
1481         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1482         {
1483                 if (rsurface.texture->currentskinframe->shirt)
1484                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1485                 else
1486                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1487         }
1488         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1489         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1490         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1491         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);
1492         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]);
1493         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]);
1494         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1495         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1496         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1497         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1498         CHECKGLERROR
1499         return permutation;
1500 }
1501
1502 #define SKINFRAME_HASH 1024
1503
1504 struct
1505 {
1506         int loadsequence; // incremented each level change
1507         memexpandablearray_t array;
1508         skinframe_t *hash[SKINFRAME_HASH];
1509 }
1510 r_skinframe;
1511
1512 void R_SkinFrame_PrepareForPurge(void)
1513 {
1514         r_skinframe.loadsequence++;
1515         // wrap it without hitting zero
1516         if (r_skinframe.loadsequence >= 200)
1517                 r_skinframe.loadsequence = 1;
1518 }
1519
1520 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1521 {
1522         if (!skinframe)
1523                 return;
1524         // mark the skinframe as used for the purging code
1525         skinframe->loadsequence = r_skinframe.loadsequence;
1526 }
1527
1528 void R_SkinFrame_Purge(void)
1529 {
1530         int i;
1531         skinframe_t *s;
1532         for (i = 0;i < SKINFRAME_HASH;i++)
1533         {
1534                 for (s = r_skinframe.hash[i];s;s = s->next)
1535                 {
1536                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1537                         {
1538                                 if (s->merged == s->base)
1539                                         s->merged = NULL;
1540                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1541                                 R_PurgeTexture(s->stain );s->stain  = NULL;
1542                                 R_PurgeTexture(s->merged);s->merged = NULL;
1543                                 R_PurgeTexture(s->base  );s->base   = NULL;
1544                                 R_PurgeTexture(s->pants );s->pants  = NULL;
1545                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
1546                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
1547                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
1548                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
1549                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
1550                                 s->loadsequence = 0;
1551                         }
1552                 }
1553         }
1554 }
1555
1556 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1557         skinframe_t *item;
1558         char basename[MAX_QPATH];
1559
1560         Image_StripImageExtension(name, basename, sizeof(basename));
1561
1562         if( last == NULL ) {
1563                 int hashindex;
1564                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1565                 item = r_skinframe.hash[hashindex];
1566         } else {
1567                 item = last->next;
1568         }
1569
1570         // linearly search through the hash bucket
1571         for( ; item ; item = item->next ) {
1572                 if( !strcmp( item->basename, basename ) ) {
1573                         return item;
1574                 }
1575         }
1576         return NULL;
1577 }
1578
1579 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1580 {
1581         skinframe_t *item;
1582         int hashindex;
1583         char basename[MAX_QPATH];
1584
1585         Image_StripImageExtension(name, basename, sizeof(basename));
1586
1587         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1588         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1589                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1590                         break;
1591
1592         if (!item) {
1593                 rtexture_t *dyntexture;
1594                 // check whether its a dynamic texture
1595                 dyntexture = CL_GetDynTexture( basename );
1596                 if (!add && !dyntexture)
1597                         return NULL;
1598                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1599                 memset(item, 0, sizeof(*item));
1600                 strlcpy(item->basename, basename, sizeof(item->basename));
1601                 item->base = dyntexture; // either NULL or dyntexture handle
1602                 item->textureflags = textureflags;
1603                 item->comparewidth = comparewidth;
1604                 item->compareheight = compareheight;
1605                 item->comparecrc = comparecrc;
1606                 item->next = r_skinframe.hash[hashindex];
1607                 r_skinframe.hash[hashindex] = item;
1608         }
1609         else if( item->base == NULL )
1610         {
1611                 rtexture_t *dyntexture;
1612                 // check whether its a dynamic texture
1613                 // 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]
1614                 dyntexture = CL_GetDynTexture( basename );
1615                 item->base = dyntexture; // either NULL or dyntexture handle
1616         }
1617
1618         R_SkinFrame_MarkUsed(item);
1619         return item;
1620 }
1621
1622 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1623 {
1624         // FIXME: it should be possible to disable loading various layers using
1625         // cvars, to prevent wasted loading time and memory usage if the user does
1626         // not want them
1627         qboolean loadnormalmap = true;
1628         qboolean loadgloss = true;
1629         qboolean loadpantsandshirt = true;
1630         qboolean loadglow = true;
1631         int j;
1632         unsigned char *pixels;
1633         unsigned char *bumppixels;
1634         unsigned char *basepixels = NULL;
1635         int basepixels_width;
1636         int basepixels_height;
1637         skinframe_t *skinframe;
1638
1639         if (cls.state == ca_dedicated)
1640                 return NULL;
1641
1642         // return an existing skinframe if already loaded
1643         // if loading of the first image fails, don't make a new skinframe as it
1644         // would cause all future lookups of this to be missing
1645         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1646         if (skinframe && skinframe->base)
1647                 return skinframe;
1648
1649         basepixels = loadimagepixelsbgra(name, complain, true);
1650         if (basepixels == NULL)
1651                 return NULL;
1652
1653         // we've got some pixels to store, so really allocate this new texture now
1654         if (!skinframe)
1655                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1656         skinframe->stain = NULL;
1657         skinframe->merged = NULL;
1658         skinframe->base = r_texture_notexture;
1659         skinframe->pants = NULL;
1660         skinframe->shirt = NULL;
1661         skinframe->nmap = r_texture_blanknormalmap;
1662         skinframe->gloss = NULL;
1663         skinframe->glow = NULL;
1664         skinframe->fog = NULL;
1665
1666         basepixels_width = image_width;
1667         basepixels_height = image_height;
1668         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);
1669
1670         if (textureflags & TEXF_ALPHA)
1671         {
1672                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1673                         if (basepixels[j] < 255)
1674                                 break;
1675                 if (j < basepixels_width * basepixels_height * 4)
1676                 {
1677                         // has transparent pixels
1678                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1679                         for (j = 0;j < image_width * image_height * 4;j += 4)
1680                         {
1681                                 pixels[j+0] = 255;
1682                                 pixels[j+1] = 255;
1683                                 pixels[j+2] = 255;
1684                                 pixels[j+3] = basepixels[j+3];
1685                         }
1686                         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);
1687                         Mem_Free(pixels);
1688                 }
1689         }
1690
1691         // _norm is the name used by tenebrae and has been adopted as standard
1692         if (loadnormalmap)
1693         {
1694                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1695                 {
1696                         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);
1697                         Mem_Free(pixels);
1698                         pixels = NULL;
1699                 }
1700                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1701                 {
1702                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1703                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1704                         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);
1705                         Mem_Free(pixels);
1706                         Mem_Free(bumppixels);
1707                 }
1708                 else if (r_shadow_bumpscale_basetexture.value > 0)
1709                 {
1710                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1711                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1712                         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);
1713                         Mem_Free(pixels);
1714                 }
1715         }
1716         // _luma is supported for tenebrae compatibility
1717         // (I think it's a very stupid name, but oh well)
1718         // _glow is the preferred name
1719         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;}
1720         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;}
1721         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;}
1722         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;}
1723
1724         if (basepixels)
1725                 Mem_Free(basepixels);
1726
1727         return skinframe;
1728 }
1729
1730 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)
1731 {
1732         int i;
1733         if (!force)
1734         {
1735                 for (i = 0;i < width*height;i++)
1736                         if (((unsigned char *)&palette[in[i]])[3] > 0)
1737                                 break;
1738                 if (i == width*height)
1739                         return NULL;
1740         }
1741         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1742 }
1743
1744 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1745 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1746 {
1747         int i;
1748         unsigned char *temp1, *temp2;
1749         skinframe_t *skinframe;
1750
1751         if (cls.state == ca_dedicated)
1752                 return NULL;
1753
1754         // if already loaded just return it, otherwise make a new skinframe
1755         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
1756         if (skinframe && skinframe->base)
1757                 return skinframe;
1758
1759         skinframe->stain = NULL;
1760         skinframe->merged = NULL;
1761         skinframe->base = r_texture_notexture;
1762         skinframe->pants = NULL;
1763         skinframe->shirt = NULL;
1764         skinframe->nmap = r_texture_blanknormalmap;
1765         skinframe->gloss = NULL;
1766         skinframe->glow = NULL;
1767         skinframe->fog = NULL;
1768
1769         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1770         if (!skindata)
1771                 return NULL;
1772
1773         if (r_shadow_bumpscale_basetexture.value > 0)
1774         {
1775                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1776                 temp2 = temp1 + width * height * 4;
1777                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1778                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1779                 Mem_Free(temp1);
1780         }
1781         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1782         if (textureflags & TEXF_ALPHA)
1783         {
1784                 for (i = 3;i < width * height * 4;i += 4)
1785                         if (skindata[i] < 255)
1786                                 break;
1787                 if (i < width * height * 4)
1788                 {
1789                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1790                         memcpy(fogpixels, skindata, width * height * 4);
1791                         for (i = 0;i < width * height * 4;i += 4)
1792                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1793                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1794                         Mem_Free(fogpixels);
1795                 }
1796         }
1797
1798         return skinframe;
1799 }
1800
1801 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
1802 {
1803         int i;
1804         unsigned char *temp1, *temp2;
1805         skinframe_t *skinframe;
1806
1807         if (cls.state == ca_dedicated)
1808                 return NULL;
1809
1810         // if already loaded just return it, otherwise make a new skinframe
1811         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
1812         if (skinframe && skinframe->base)
1813                 return skinframe;
1814
1815         skinframe->stain = NULL;
1816         skinframe->merged = NULL;
1817         skinframe->base = r_texture_notexture;
1818         skinframe->pants = NULL;
1819         skinframe->shirt = NULL;
1820         skinframe->nmap = r_texture_blanknormalmap;
1821         skinframe->gloss = NULL;
1822         skinframe->glow = NULL;
1823         skinframe->fog = NULL;
1824
1825         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1826         if (!skindata)
1827                 return NULL;
1828
1829         if (r_shadow_bumpscale_basetexture.value > 0)
1830         {
1831                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1832                 temp2 = temp1 + width * height * 4;
1833                 // use either a custom palette or the quake palette
1834                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
1835                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1836                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1837                 Mem_Free(temp1);
1838         }
1839         // use either a custom palette, or the quake palette
1840         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
1841         if (loadglowtexture)
1842                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
1843         if (loadpantsandshirt)
1844         {
1845                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
1846                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
1847         }
1848         if (skinframe->pants || skinframe->shirt)
1849                 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
1850         if (textureflags & TEXF_ALPHA)
1851         {
1852                 for (i = 0;i < width * height;i++)
1853                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
1854                                 break;
1855                 if (i < width * height)
1856                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
1857         }
1858
1859         return skinframe;
1860 }
1861
1862 skinframe_t *R_SkinFrame_LoadMissing(void)
1863 {
1864         skinframe_t *skinframe;
1865
1866         if (cls.state == ca_dedicated)
1867                 return NULL;
1868
1869         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1870         skinframe->stain = NULL;
1871         skinframe->merged = NULL;
1872         skinframe->base = r_texture_notexture;
1873         skinframe->pants = NULL;
1874         skinframe->shirt = NULL;
1875         skinframe->nmap = r_texture_blanknormalmap;
1876         skinframe->gloss = NULL;
1877         skinframe->glow = NULL;
1878         skinframe->fog = NULL;
1879
1880         return skinframe;
1881 }
1882
1883 void gl_main_start(void)
1884 {
1885         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1886         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1887
1888         // set up r_skinframe loading system for textures
1889         memset(&r_skinframe, 0, sizeof(r_skinframe));
1890         r_skinframe.loadsequence = 1;
1891         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1892
1893         r_main_texturepool = R_AllocTexturePool();
1894         R_BuildBlankTextures();
1895         R_BuildNoTexture();
1896         if (gl_texturecubemap)
1897         {
1898                 R_BuildWhiteCube();
1899                 R_BuildNormalizationCube();
1900         }
1901         r_texture_fogattenuation = NULL;
1902         //r_texture_fogintensity = NULL;
1903         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1904         memset(&r_waterstate, 0, sizeof(r_waterstate));
1905         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1906         memset(&r_svbsp, 0, sizeof (r_svbsp));
1907
1908         r_refdef.fogmasktable_density = 0;
1909 }
1910
1911 void gl_main_shutdown(void)
1912 {
1913         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1914         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1915
1916         // clear out the r_skinframe state
1917         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1918         memset(&r_skinframe, 0, sizeof(r_skinframe));
1919
1920         if (r_svbsp.nodes)
1921                 Mem_Free(r_svbsp.nodes);
1922         memset(&r_svbsp, 0, sizeof (r_svbsp));
1923         R_FreeTexturePool(&r_main_texturepool);
1924         r_texture_blanknormalmap = NULL;
1925         r_texture_white = NULL;
1926         r_texture_grey128 = NULL;
1927         r_texture_black = NULL;
1928         r_texture_whitecube = NULL;
1929         r_texture_normalizationcube = NULL;
1930         r_texture_fogattenuation = NULL;
1931         //r_texture_fogintensity = NULL;
1932         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1933         memset(&r_waterstate, 0, sizeof(r_waterstate));
1934         R_GLSL_Restart_f();
1935 }
1936
1937 extern void CL_ParseEntityLump(char *entitystring);
1938 void gl_main_newmap(void)
1939 {
1940         // FIXME: move this code to client
1941         int l;
1942         char *entities, entname[MAX_QPATH];
1943         if (cl.worldmodel)
1944         {
1945                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1946                 l = (int)strlen(entname) - 4;
1947                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1948                 {
1949                         memcpy(entname + l, ".ent", 5);
1950                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1951                         {
1952                                 CL_ParseEntityLump(entities);
1953                                 Mem_Free(entities);
1954                                 return;
1955                         }
1956                 }
1957                 if (cl.worldmodel->brush.entities)
1958                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
1959         }
1960 }
1961
1962 void GL_Main_Init(void)
1963 {
1964         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1965
1966         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1967         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
1968         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1969         if (gamemode == GAME_NEHAHRA)
1970         {
1971                 Cvar_RegisterVariable (&gl_fogenable);
1972                 Cvar_RegisterVariable (&gl_fogdensity);
1973                 Cvar_RegisterVariable (&gl_fogred);
1974                 Cvar_RegisterVariable (&gl_foggreen);
1975                 Cvar_RegisterVariable (&gl_fogblue);
1976                 Cvar_RegisterVariable (&gl_fogstart);
1977                 Cvar_RegisterVariable (&gl_fogend);
1978                 Cvar_RegisterVariable (&gl_skyclip);
1979         }
1980         Cvar_RegisterVariable(&r_depthfirst);
1981         Cvar_RegisterVariable(&r_nearclip);
1982         Cvar_RegisterVariable(&r_showbboxes);
1983         Cvar_RegisterVariable(&r_showsurfaces);
1984         Cvar_RegisterVariable(&r_showtris);
1985         Cvar_RegisterVariable(&r_shownormals);
1986         Cvar_RegisterVariable(&r_showlighting);
1987         Cvar_RegisterVariable(&r_showshadowvolumes);
1988         Cvar_RegisterVariable(&r_showcollisionbrushes);
1989         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1990         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1991         Cvar_RegisterVariable(&r_showdisabledepthtest);
1992         Cvar_RegisterVariable(&r_drawportals);
1993         Cvar_RegisterVariable(&r_drawentities);
1994         Cvar_RegisterVariable(&r_cullentities_trace);
1995         Cvar_RegisterVariable(&r_cullentities_trace_samples);
1996         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1997         Cvar_RegisterVariable(&r_cullentities_trace_delay);
1998         Cvar_RegisterVariable(&r_drawviewmodel);
1999         Cvar_RegisterVariable(&r_speeds);
2000         Cvar_RegisterVariable(&r_fullbrights);
2001         Cvar_RegisterVariable(&r_wateralpha);
2002         Cvar_RegisterVariable(&r_dynamic);
2003         Cvar_RegisterVariable(&r_fullbright);
2004         Cvar_RegisterVariable(&r_shadows);
2005         Cvar_RegisterVariable(&r_shadows_throwdistance);
2006         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2007         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2008         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2009         Cvar_RegisterVariable(&r_fog_exp2);
2010         Cvar_RegisterVariable(&r_textureunits);
2011         Cvar_RegisterVariable(&r_glsl);
2012         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2013         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2014         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2015         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2016         Cvar_RegisterVariable(&r_water);
2017         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2018         Cvar_RegisterVariable(&r_water_clippingplanebias);
2019         Cvar_RegisterVariable(&r_water_refractdistort);
2020         Cvar_RegisterVariable(&r_water_reflectdistort);
2021         Cvar_RegisterVariable(&r_lerpsprites);
2022         Cvar_RegisterVariable(&r_lerpmodels);
2023         Cvar_RegisterVariable(&r_lerplightstyles);
2024         Cvar_RegisterVariable(&r_waterscroll);
2025         Cvar_RegisterVariable(&r_bloom);
2026         Cvar_RegisterVariable(&r_bloom_colorscale);
2027         Cvar_RegisterVariable(&r_bloom_brighten);
2028         Cvar_RegisterVariable(&r_bloom_blur);
2029         Cvar_RegisterVariable(&r_bloom_resolution);
2030         Cvar_RegisterVariable(&r_bloom_colorexponent);
2031         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2032         Cvar_RegisterVariable(&r_hdr);
2033         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2034         Cvar_RegisterVariable(&r_glsl_contrastboost);
2035         Cvar_RegisterVariable(&r_hdr_glowintensity);
2036         Cvar_RegisterVariable(&r_hdr_range);
2037         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2038         Cvar_RegisterVariable(&developer_texturelogging);
2039         Cvar_RegisterVariable(&gl_lightmaps);
2040         Cvar_RegisterVariable(&r_test);
2041         Cvar_RegisterVariable(&r_batchmode);
2042         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2043                 Cvar_SetValue("r_fullbrights", 0);
2044         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2045
2046         Cvar_RegisterVariable(&r_track_sprites);
2047         Cvar_RegisterVariable(&r_track_sprites_flags);
2048         Cvar_RegisterVariable(&r_track_sprites_scalew);
2049         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2050 }
2051
2052 extern void R_Textures_Init(void);
2053 extern void GL_Draw_Init(void);
2054 extern void GL_Main_Init(void);
2055 extern void R_Shadow_Init(void);
2056 extern void R_Sky_Init(void);
2057 extern void GL_Surf_Init(void);
2058 extern void R_Particles_Init(void);
2059 extern void R_Explosion_Init(void);
2060 extern void gl_backend_init(void);
2061 extern void Sbar_Init(void);
2062 extern void R_LightningBeams_Init(void);
2063 extern void Mod_RenderInit(void);
2064
2065 void Render_Init(void)
2066 {
2067         gl_backend_init();
2068         R_Textures_Init();
2069         GL_Main_Init();
2070         GL_Draw_Init();
2071         R_Shadow_Init();
2072         R_Sky_Init();
2073         GL_Surf_Init();
2074         Sbar_Init();
2075         R_Particles_Init();
2076         R_Explosion_Init();
2077         R_LightningBeams_Init();
2078         Mod_RenderInit();
2079 }
2080
2081 /*
2082 ===============
2083 GL_Init
2084 ===============
2085 */
2086 extern char *ENGINE_EXTENSIONS;
2087 void GL_Init (void)
2088 {
2089         VID_CheckExtensions();
2090
2091         // LordHavoc: report supported extensions
2092         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2093
2094         // clear to black (loading plaque will be seen over this)
2095         CHECKGLERROR
2096         qglClearColor(0,0,0,1);CHECKGLERROR
2097         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2098 }
2099
2100 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2101 {
2102         int i;
2103         mplane_t *p;
2104         for (i = 0;i < r_view.numfrustumplanes;i++)
2105         {
2106                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2107                 if (i == 4)
2108                         continue;
2109                 p = r_view.frustum + i;
2110                 switch(p->signbits)
2111                 {
2112                 default:
2113                 case 0:
2114                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2115                                 return true;
2116                         break;
2117                 case 1:
2118                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2119                                 return true;
2120                         break;
2121                 case 2:
2122                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2123                                 return true;
2124                         break;
2125                 case 3:
2126                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2127                                 return true;
2128                         break;
2129                 case 4:
2130                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2131                                 return true;
2132                         break;
2133                 case 5:
2134                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2135                                 return true;
2136                         break;
2137                 case 6:
2138                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2139                                 return true;
2140                         break;
2141                 case 7:
2142                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2143                                 return true;
2144                         break;
2145                 }
2146         }
2147         return false;
2148 }
2149
2150 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2151 {
2152         int i;
2153         const mplane_t *p;
2154         for (i = 0;i < numplanes;i++)
2155         {
2156                 p = planes + i;
2157                 switch(p->signbits)
2158                 {
2159                 default:
2160                 case 0:
2161                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2162                                 return true;
2163                         break;
2164                 case 1:
2165                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2166                                 return true;
2167                         break;
2168                 case 2:
2169                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2170                                 return true;
2171                         break;
2172                 case 3:
2173                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2174                                 return true;
2175                         break;
2176                 case 4:
2177                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2178                                 return true;
2179                         break;
2180                 case 5:
2181                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2182                                 return true;
2183                         break;
2184                 case 6:
2185                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2186                                 return true;
2187                         break;
2188                 case 7:
2189                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2190                                 return true;
2191                         break;
2192                 }
2193         }
2194         return false;
2195 }
2196
2197 //==================================================================================
2198
2199 static void R_View_UpdateEntityVisible (void)
2200 {
2201         int i, renderimask;
2202         entity_render_t *ent;
2203
2204         if (!r_drawentities.integer)
2205                 return;
2206
2207         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2208         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
2209         {
2210                 // worldmodel can check visibility
2211                 for (i = 0;i < r_refdef.numentities;i++)
2212                 {
2213                         ent = r_refdef.entities[i];
2214                         r_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.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
2215
2216                 }
2217                 if(r_cullentities_trace.integer)
2218                 {
2219                         for (i = 0;i < r_refdef.numentities;i++)
2220                         {
2221                                 ent = r_refdef.entities[i];
2222                                 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2223                                 {
2224                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
2225                                                 ent->last_trace_visibility = realtime;
2226                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2227                                                 r_viewcache.entityvisible[i] = 0;
2228                                 }
2229                         }
2230                 }
2231         }
2232         else
2233         {
2234                 // no worldmodel or it can't check visibility
2235                 for (i = 0;i < r_refdef.numentities;i++)
2236                 {
2237                         ent = r_refdef.entities[i];
2238                         r_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));
2239                 }
2240         }
2241 }
2242
2243 // only used if skyrendermasked, and normally returns false
2244 int R_DrawBrushModelsSky (void)
2245 {
2246         int i, sky;
2247         entity_render_t *ent;
2248
2249         if (!r_drawentities.integer)
2250                 return false;
2251
2252         sky = false;
2253         for (i = 0;i < r_refdef.numentities;i++)
2254         {
2255                 if (!r_viewcache.entityvisible[i])
2256                         continue;
2257                 ent = r_refdef.entities[i];
2258                 if (!ent->model || !ent->model->DrawSky)
2259                         continue;
2260                 ent->model->DrawSky(ent);
2261                 sky = true;
2262         }
2263         return sky;
2264 }
2265
2266 static void R_DrawNoModel(entity_render_t *ent);
2267 static void R_DrawModels(void)
2268 {
2269         int i;
2270         entity_render_t *ent;
2271
2272         if (!r_drawentities.integer)
2273                 return;
2274
2275         for (i = 0;i < r_refdef.numentities;i++)
2276         {
2277                 if (!r_viewcache.entityvisible[i])
2278                         continue;
2279                 ent = r_refdef.entities[i];
2280                 r_refdef.stats.entities++;
2281                 if (ent->model && ent->model->Draw != NULL)
2282                         ent->model->Draw(ent);
2283                 else
2284                         R_DrawNoModel(ent);
2285         }
2286 }
2287
2288 static void R_DrawModelsDepth(void)
2289 {
2290         int i;
2291         entity_render_t *ent;
2292
2293         if (!r_drawentities.integer)
2294                 return;
2295
2296         for (i = 0;i < r_refdef.numentities;i++)
2297         {
2298                 if (!r_viewcache.entityvisible[i])
2299                         continue;
2300                 ent = r_refdef.entities[i];
2301                 if (ent->model && ent->model->DrawDepth != NULL)
2302                         ent->model->DrawDepth(ent);
2303         }
2304 }
2305
2306 static void R_DrawModelsDebug(void)
2307 {
2308         int i;
2309         entity_render_t *ent;
2310
2311         if (!r_drawentities.integer)
2312                 return;
2313
2314         for (i = 0;i < r_refdef.numentities;i++)
2315         {
2316                 if (!r_viewcache.entityvisible[i])
2317                         continue;
2318                 ent = r_refdef.entities[i];
2319                 if (ent->model && ent->model->DrawDebug != NULL)
2320                         ent->model->DrawDebug(ent);
2321         }
2322 }
2323
2324 static void R_DrawModelsAddWaterPlanes(void)
2325 {
2326         int i;
2327         entity_render_t *ent;
2328
2329         if (!r_drawentities.integer)
2330                 return;
2331
2332         for (i = 0;i < r_refdef.numentities;i++)
2333         {
2334                 if (!r_viewcache.entityvisible[i])
2335                         continue;
2336                 ent = r_refdef.entities[i];
2337                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2338                         ent->model->DrawAddWaterPlanes(ent);
2339         }
2340 }
2341
2342 static void R_View_SetFrustum(void)
2343 {
2344         int i;
2345         double slopex, slopey;
2346
2347         // break apart the view matrix into vectors for various purposes
2348         Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
2349         VectorNegate(r_view.left, r_view.right);
2350
2351 #if 0
2352         r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
2353         r_view.frustum[0].normal[1] = 0 - 0;
2354         r_view.frustum[0].normal[2] = -1 - 0;
2355         r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
2356         r_view.frustum[1].normal[1] = 0 + 0;
2357         r_view.frustum[1].normal[2] = -1 + 0;
2358         r_view.frustum[2].normal[0] = 0 - 0;
2359         r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
2360         r_view.frustum[2].normal[2] = -1 - 0;
2361         r_view.frustum[3].normal[0] = 0 + 0;
2362         r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
2363         r_view.frustum[3].normal[2] = -1 + 0;
2364 #endif
2365
2366 #if 0
2367         zNear = r_refdef.nearclip;
2368         nudge = 1.0 - 1.0 / (1<<23);
2369         r_view.frustum[4].normal[0] = 0 - 0;
2370         r_view.frustum[4].normal[1] = 0 - 0;
2371         r_view.frustum[4].normal[2] = -1 - -nudge;
2372         r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
2373         r_view.frustum[5].normal[0] = 0 + 0;
2374         r_view.frustum[5].normal[1] = 0 + 0;
2375         r_view.frustum[5].normal[2] = -1 + -nudge;
2376         r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
2377 #endif
2378
2379
2380
2381 #if 0
2382         r_view.frustum[0].normal[0] = m[3] - m[0];
2383         r_view.frustum[0].normal[1] = m[7] - m[4];
2384         r_view.frustum[0].normal[2] = m[11] - m[8];
2385         r_view.frustum[0].dist = m[15] - m[12];
2386
2387         r_view.frustum[1].normal[0] = m[3] + m[0];
2388         r_view.frustum[1].normal[1] = m[7] + m[4];
2389         r_view.frustum[1].normal[2] = m[11] + m[8];
2390         r_view.frustum[1].dist = m[15] + m[12];
2391
2392         r_view.frustum[2].normal[0] = m[3] - m[1];
2393         r_view.frustum[2].normal[1] = m[7] - m[5];
2394         r_view.frustum[2].normal[2] = m[11] - m[9];
2395         r_view.frustum[2].dist = m[15] - m[13];
2396
2397         r_view.frustum[3].normal[0] = m[3] + m[1];
2398         r_view.frustum[3].normal[1] = m[7] + m[5];
2399         r_view.frustum[3].normal[2] = m[11] + m[9];
2400         r_view.frustum[3].dist = m[15] + m[13];
2401
2402         r_view.frustum[4].normal[0] = m[3] - m[2];
2403         r_view.frustum[4].normal[1] = m[7] - m[6];
2404         r_view.frustum[4].normal[2] = m[11] - m[10];
2405         r_view.frustum[4].dist = m[15] - m[14];
2406
2407         r_view.frustum[5].normal[0] = m[3] + m[2];
2408         r_view.frustum[5].normal[1] = m[7] + m[6];
2409         r_view.frustum[5].normal[2] = m[11] + m[10];
2410         r_view.frustum[5].dist = m[15] + m[14];
2411 #endif
2412
2413         if (r_view.useperspective)
2414         {
2415                 slopex = 1.0 / r_view.frustum_x;
2416                 slopey = 1.0 / r_view.frustum_y;
2417                 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
2418                 VectorMA(r_view.forward,  slopex, r_view.left, r_view.frustum[1].normal);
2419                 VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
2420                 VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
2421                 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2422
2423                 // Leaving those out was a mistake, those were in the old code, and they
2424                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2425                 // I couldn't reproduce it after adding those normalizations. --blub
2426                 VectorNormalize(r_view.frustum[0].normal);
2427                 VectorNormalize(r_view.frustum[1].normal);
2428                 VectorNormalize(r_view.frustum[2].normal);
2429                 VectorNormalize(r_view.frustum[3].normal);
2430
2431                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2432                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
2433                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
2434                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[2]);
2435                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[3]);
2436
2437                 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
2438                 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
2439                 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
2440                 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
2441                 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2442         }
2443         else
2444         {
2445                 VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal);
2446                 VectorScale(r_view.left,  r_view.ortho_x, r_view.frustum[1].normal);
2447                 VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal);
2448                 VectorScale(r_view.up,  r_view.ortho_y, r_view.frustum[3].normal);
2449                 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2450                 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x;
2451                 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x;
2452                 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y;
2453                 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y;
2454                 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2455         }
2456         r_view.numfrustumplanes = 5;
2457
2458         if (r_view.useclipplane)
2459         {
2460                 r_view.numfrustumplanes = 6;
2461                 r_view.frustum[5] = r_view.clipplane;
2462         }
2463
2464         for (i = 0;i < r_view.numfrustumplanes;i++)
2465                 PlaneClassify(r_view.frustum + i);
2466
2467         // LordHavoc: note to all quake engine coders, Quake had a special case
2468         // for 90 degrees which assumed a square view (wrong), so I removed it,
2469         // Quake2 has it disabled as well.
2470
2471         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2472         //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
2473         //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
2474         //PlaneClassify(&frustum[0]);
2475
2476         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2477         //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
2478         //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
2479         //PlaneClassify(&frustum[1]);
2480
2481         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2482         //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
2483         //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
2484         //PlaneClassify(&frustum[2]);
2485
2486         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2487         //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
2488         //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
2489         //PlaneClassify(&frustum[3]);
2490
2491         // nearclip plane
2492         //VectorCopy(r_view.forward, r_view.frustum[4].normal);
2493         //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
2494         //PlaneClassify(&frustum[4]);
2495 }
2496
2497 void R_View_Update(void)
2498 {
2499         R_View_SetFrustum();
2500         R_View_WorldVisibility(r_view.useclipplane);
2501         R_View_UpdateEntityVisible();
2502 }
2503
2504 void R_SetupView(void)
2505 {
2506         if (!r_view.useperspective)
2507                 GL_SetupView_Mode_Ortho(-r_view.ortho_x, -r_view.ortho_y, r_view.ortho_x, r_view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2508         else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2509                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
2510         else
2511                 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2512
2513         GL_SetupView_Orientation_FromEntity(&r_view.matrix);
2514
2515         if (r_view.useclipplane)
2516         {
2517                 // LordHavoc: couldn't figure out how to make this approach the
2518                 vec_t dist = r_view.clipplane.dist - r_water_clippingplanebias.value;
2519                 vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal);
2520                 if (viewdist < r_view.clipplane.dist + r_water_clippingplanebias.value)
2521                         dist = r_view.clipplane.dist;
2522                 GL_SetupView_ApplyCustomNearClipPlane(r_view.clipplane.normal[0], r_view.clipplane.normal[1], r_view.clipplane.normal[2], dist);
2523         }
2524 }
2525
2526 void R_ResetViewRendering2D(void)
2527 {
2528         if (gl_support_fragment_shader)
2529         {
2530                 qglUseProgramObjectARB(0);CHECKGLERROR
2531         }
2532
2533         DrawQ_Finish();
2534
2535         // GL is weird because it's bottom to top, r_view.y is top to bottom
2536         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2537         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2538         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2539         GL_Color(1, 1, 1, 1);
2540         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2541         GL_BlendFunc(GL_ONE, GL_ZERO);
2542         GL_AlphaTest(false);
2543         GL_ScissorTest(false);
2544         GL_DepthMask(false);
2545         GL_DepthRange(0, 1);
2546         GL_DepthTest(false);
2547         R_Mesh_Matrix(&identitymatrix);
2548         R_Mesh_ResetTextureState();
2549         GL_PolygonOffset(0, 0);
2550         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2551         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2552         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2553         qglStencilMask(~0);CHECKGLERROR
2554         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2555         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2556         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2557 }
2558
2559 void R_ResetViewRendering3D(void)
2560 {
2561         if (gl_support_fragment_shader)
2562         {
2563                 qglUseProgramObjectARB(0);CHECKGLERROR
2564         }
2565
2566         DrawQ_Finish();
2567
2568         // GL is weird because it's bottom to top, r_view.y is top to bottom
2569         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2570         R_SetupView();
2571         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2572         GL_Color(1, 1, 1, 1);
2573         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2574         GL_BlendFunc(GL_ONE, GL_ZERO);
2575         GL_AlphaTest(false);
2576         GL_ScissorTest(true);
2577         GL_DepthMask(true);
2578         GL_DepthRange(0, 1);
2579         GL_DepthTest(true);
2580         R_Mesh_Matrix(&identitymatrix);
2581         R_Mesh_ResetTextureState();
2582         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2583         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2584         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2585         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2586         qglStencilMask(~0);CHECKGLERROR
2587         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2588         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2589         GL_CullFace(r_view.cullface_back);
2590 }
2591
2592 /*
2593         R_Bloom_SetupShader(
2594 "// bloom shader\n"
2595 "// written by Forest 'LordHavoc' Hale\n"
2596 "\n"
2597 "// common definitions between vertex shader and fragment shader:\n"
2598 "\n"
2599 "#ifdef __GLSL_CG_DATA_TYPES\n"
2600 "#define myhalf half\n"
2601 "#define myhvec2 hvec2\n"
2602 "#define myhvec3 hvec3\n"
2603 "#define myhvec4 hvec4\n"
2604 "#else\n"
2605 "#define myhalf float\n"
2606 "#define myhvec2 vec2\n"
2607 "#define myhvec3 vec3\n"
2608 "#define myhvec4 vec4\n"
2609 "#endif\n"
2610 "\n"
2611 "varying vec2 ScreenTexCoord;\n"
2612 "varying vec2 BloomTexCoord;\n"
2613 "\n"
2614 "\n"
2615 "\n"
2616 "\n"
2617 "// vertex shader specific:\n"
2618 "#ifdef VERTEX_SHADER\n"
2619 "\n"
2620 "void main(void)\n"
2621 "{\n"
2622 "       ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2623 "       BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2624 "       // transform vertex to camera space, using ftransform to match non-VS\n"
2625 "       // rendering\n"
2626 "       gl_Position = ftransform();\n"
2627 "}\n"
2628 "\n"
2629 "#endif // VERTEX_SHADER\n"
2630 "\n"
2631 "\n"
2632 "\n"
2633 "\n"
2634 "// fragment shader specific:\n"
2635 "#ifdef FRAGMENT_SHADER\n"
2636 "\n"
2637 "void main(void)\n"
2638 "{\n"
2639 "       int x, y;
2640 "       myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2641 "       for (x = -BLUR_X;x <= BLUR_X;x++)
2642 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2643 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2644 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2645 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2646
2647 "       gl_FragColor = vec4(color);\n"
2648 "}\n"
2649 "\n"
2650 "#endif // FRAGMENT_SHADER\n"
2651 */
2652
2653 void R_RenderScene(qboolean addwaterplanes);
2654
2655 static void R_Water_StartFrame(void)
2656 {
2657         int i;
2658         int waterwidth, waterheight, texturewidth, textureheight;
2659         r_waterstate_waterplane_t *p;
2660
2661         // set waterwidth and waterheight to the water resolution that will be
2662         // used (often less than the screen resolution for faster rendering)
2663         waterwidth = (int)bound(1, r_view.width * r_water_resolutionmultiplier.value, r_view.width);
2664         waterheight = (int)bound(1, r_view.height * r_water_resolutionmultiplier.value, r_view.height);
2665
2666         // calculate desired texture sizes
2667         // can't use water if the card does not support the texture size
2668         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2669                 texturewidth = textureheight = waterwidth = waterheight = 0;
2670         else if (gl_support_arb_texture_non_power_of_two)
2671         {
2672                 texturewidth = waterwidth;
2673                 textureheight = waterheight;
2674         }
2675         else
2676         {
2677                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
2678                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
2679         }
2680
2681         // allocate textures as needed
2682         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2683         {
2684                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2685                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2686                 {
2687                         if (p->texture_refraction)
2688                                 R_FreeTexture(p->texture_refraction);
2689                         p->texture_refraction = NULL;
2690                         if (p->texture_reflection)
2691                                 R_FreeTexture(p->texture_reflection);
2692                         p->texture_reflection = NULL;
2693                 }
2694                 memset(&r_waterstate, 0, sizeof(r_waterstate));
2695                 r_waterstate.waterwidth = waterwidth;
2696                 r_waterstate.waterheight = waterheight;
2697                 r_waterstate.texturewidth = texturewidth;
2698                 r_waterstate.textureheight = textureheight;
2699         }
2700
2701         if (r_waterstate.waterwidth)
2702         {
2703                 r_waterstate.enabled = true;
2704
2705                 // set up variables that will be used in shader setup
2706                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2707                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2708                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2709                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2710         }
2711
2712         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2713         r_waterstate.numwaterplanes = 0;
2714 }
2715
2716 static void R_Water_AddWaterPlane(msurface_t *surface)
2717 {
2718         int triangleindex, planeindex;
2719         const int *e;
2720         vec3_t vert[3];
2721         vec3_t normal;
2722         vec3_t center;
2723         r_waterstate_waterplane_t *p;
2724         // just use the first triangle with a valid normal for any decisions
2725         VectorClear(normal);
2726         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2727         {
2728                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2729                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2730                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2731                 TriangleNormal(vert[0], vert[1], vert[2], normal);
2732                 if (VectorLength2(normal) >= 0.001)
2733                         break;
2734         }
2735
2736         // find a matching plane if there is one
2737         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2738                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2739                         break;
2740         if (planeindex >= r_waterstate.maxwaterplanes)
2741                 return; // nothing we can do, out of planes
2742
2743         // if this triangle does not fit any known plane rendered this frame, add one
2744         if (planeindex >= r_waterstate.numwaterplanes)
2745         {
2746                 // store the new plane
2747                 r_waterstate.numwaterplanes++;
2748                 VectorCopy(normal, p->plane.normal);
2749                 VectorNormalize(p->plane.normal);
2750                 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2751                 PlaneClassify(&p->plane);
2752                 // flip the plane if it does not face the viewer
2753                 if (PlaneDiff(r_view.origin, &p->plane) < 0)
2754                 {
2755                         VectorNegate(p->plane.normal, p->plane.normal);
2756                         p->plane.dist *= -1;
2757                         PlaneClassify(&p->plane);
2758                 }
2759                 // clear materialflags and pvs
2760                 p->materialflags = 0;
2761                 p->pvsvalid = false;
2762         }
2763         // merge this surface's materialflags into the waterplane
2764         p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2765         // merge this surface's PVS into the waterplane
2766         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2767         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS
2768          && r_refdef.worldmodel->brush.PointInLeaf && r_refdef.worldmodel->brush.PointInLeaf(r_refdef.worldmodel, center)->clusterindex >= 0)
2769         {
2770                 r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2771                 p->pvsvalid = true;
2772         }
2773 }
2774
2775 static void R_Water_ProcessPlanes(void)
2776 {
2777         r_view_t originalview;
2778         int planeindex;
2779         r_waterstate_waterplane_t *p;
2780
2781         originalview = r_view;
2782
2783         // make sure enough textures are allocated
2784         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2785         {
2786                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2787                 {
2788                         if (!p->texture_refraction)
2789                                 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);
2790                         if (!p->texture_refraction)
2791                                 goto error;
2792                 }
2793
2794                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2795                 {
2796                         if (!p->texture_reflection)
2797                                 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);
2798                         if (!p->texture_reflection)
2799                                 goto error;
2800                 }
2801         }
2802
2803         // render views
2804         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2805         {
2806                 r_view.showdebug = false;
2807                 r_view.width = r_waterstate.waterwidth;
2808                 r_view.height = r_waterstate.waterheight;
2809                 r_view.useclipplane = true;
2810                 r_waterstate.renderingscene = true;
2811
2812                 // render the normal view scene and copy into texture
2813                 // (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)
2814                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2815                 {
2816                         r_view.clipplane = p->plane;
2817                         VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal);
2818                         r_view.clipplane.dist = -r_view.clipplane.dist;
2819                         PlaneClassify(&r_view.clipplane);
2820
2821                         R_RenderScene(false);
2822
2823                         // copy view into the screen texture
2824                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
2825                         GL_ActiveTexture(0);
2826                         CHECKGLERROR
2827                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2828                 }
2829
2830                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2831                 {
2832                         // render reflected scene and copy into texture
2833                         Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
2834                         r_view.clipplane = p->plane;
2835                         // reverse the cullface settings for this render
2836                         r_view.cullface_front = GL_FRONT;
2837                         r_view.cullface_back = GL_BACK;
2838                         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.num_pvsclusterbytes)
2839                         {
2840                                 r_view.usecustompvs = true;
2841                                 if (p->pvsvalid)
2842                                         memcpy(r_viewcache.world_pvsbits, p->pvsbits, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2843                                 else
2844                                         memset(r_viewcache.world_pvsbits, 0xFF, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2845                         }
2846
2847                         R_ResetViewRendering3D();
2848                         R_ClearScreen(r_refdef.fogenabled);
2849                         if (r_timereport_active)
2850                                 R_TimeReport("viewclear");
2851
2852                         R_RenderScene(false);
2853
2854                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
2855                         GL_ActiveTexture(0);
2856                         CHECKGLERROR
2857                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2858
2859                         R_ResetViewRendering3D();
2860                         R_ClearScreen(r_refdef.fogenabled);
2861                         if (r_timereport_active)
2862                                 R_TimeReport("viewclear");
2863                 }
2864
2865                 r_view = originalview;
2866                 r_view.clear = true;
2867                 r_waterstate.renderingscene = false;
2868         }
2869         return;
2870 error:
2871         r_view = originalview;
2872         r_waterstate.renderingscene = false;
2873         Cvar_SetValueQuick(&r_water, 0);
2874         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
2875         return;
2876 }
2877
2878 void R_Bloom_StartFrame(void)
2879 {
2880         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2881
2882         // set bloomwidth and bloomheight to the bloom resolution that will be
2883         // used (often less than the screen resolution for faster rendering)
2884         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2885         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2886         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2887
2888         // calculate desired texture sizes
2889         if (gl_support_arb_texture_non_power_of_two)
2890         {
2891                 screentexturewidth = r_view.width;
2892                 screentextureheight = r_view.height;
2893                 bloomtexturewidth = r_bloomstate.bloomwidth;
2894                 bloomtextureheight = r_bloomstate.bloomheight;
2895         }
2896         else
2897         {
2898                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
2899                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
2900                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
2901                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
2902         }
2903
2904         if (r_hdr.integer)
2905         {
2906                 screentexturewidth = screentextureheight = 0;
2907         }
2908         else if (r_bloom.integer)
2909         {
2910         }
2911         else
2912         {
2913                 screentexturewidth = screentextureheight = 0;
2914                 bloomtexturewidth = bloomtextureheight = 0;
2915         }
2916
2917         if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2918         {
2919                 // can't use bloom if the parameters are too weird
2920                 // can't use bloom if the card does not support the texture size
2921                 if (r_bloomstate.texture_screen)
2922                         R_FreeTexture(r_bloomstate.texture_screen);
2923                 if (r_bloomstate.texture_bloom)
2924                         R_FreeTexture(r_bloomstate.texture_bloom);
2925                 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2926                 return;
2927         }
2928
2929         r_bloomstate.enabled = true;
2930         r_bloomstate.hdr = r_hdr.integer != 0;
2931
2932         // allocate textures as needed
2933         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2934         {
2935                 if (r_bloomstate.texture_screen)
2936                         R_FreeTexture(r_bloomstate.texture_screen);
2937                 r_bloomstate.texture_screen = NULL;
2938                 r_bloomstate.screentexturewidth = screentexturewidth;
2939                 r_bloomstate.screentextureheight = screentextureheight;
2940                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2941                         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);
2942         }
2943         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2944         {
2945                 if (r_bloomstate.texture_bloom)
2946                         R_FreeTexture(r_bloomstate.texture_bloom);
2947                 r_bloomstate.texture_bloom = NULL;
2948                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2949                 r_bloomstate.bloomtextureheight = bloomtextureheight;
2950                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2951                         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);
2952         }
2953
2954         // set up a texcoord array for the full resolution screen image
2955         // (we have to keep this around to copy back during final render)
2956         r_bloomstate.screentexcoord2f[0] = 0;
2957         r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2958         r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2959         r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2960         r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2961         r_bloomstate.screentexcoord2f[5] = 0;
2962         r_bloomstate.screentexcoord2f[6] = 0;
2963         r_bloomstate.screentexcoord2f[7] = 0;
2964
2965         // set up a texcoord array for the reduced resolution bloom image
2966         // (which will be additive blended over the screen image)
2967         r_bloomstate.bloomtexcoord2f[0] = 0;
2968         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2969         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2970         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2971         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2972         r_bloomstate.bloomtexcoord2f[5] = 0;
2973         r_bloomstate.bloomtexcoord2f[6] = 0;
2974         r_bloomstate.bloomtexcoord2f[7] = 0;
2975 }
2976
2977 void R_Bloom_CopyScreenTexture(float colorscale)
2978 {
2979         r_refdef.stats.bloom++;
2980
2981         R_ResetViewRendering2D();
2982         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2983         R_Mesh_ColorPointer(NULL, 0, 0);
2984         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2985         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2986
2987         // copy view into the screen texture
2988         GL_ActiveTexture(0);
2989         CHECKGLERROR
2990         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2991         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2992
2993         // now scale it down to the bloom texture size
2994         CHECKGLERROR
2995         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2996         GL_BlendFunc(GL_ONE, GL_ZERO);
2997         GL_Color(colorscale, colorscale, colorscale, 1);
2998         // TODO: optimize with multitexture or GLSL
2999         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3000         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3001
3002         // we now have a bloom image in the framebuffer
3003         // copy it into the bloom image texture for later processing
3004         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3005         GL_ActiveTexture(0);
3006         CHECKGLERROR
3007         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3008         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3009 }
3010
3011 void R_Bloom_CopyHDRTexture(void)
3012 {
3013         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3014         GL_ActiveTexture(0);
3015         CHECKGLERROR
3016         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
3017         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
3018 }
3019
3020 void R_Bloom_MakeTexture(void)
3021 {
3022         int x, range, dir;
3023         float xoffset, yoffset, r, brighten;
3024
3025         r_refdef.stats.bloom++;
3026
3027         R_ResetViewRendering2D();
3028         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3029         R_Mesh_ColorPointer(NULL, 0, 0);
3030
3031         // we have a bloom image in the framebuffer
3032         CHECKGLERROR
3033         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3034
3035         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3036         {
3037                 x *= 2;
3038                 r = bound(0, r_bloom_colorexponent.value / x, 1);
3039                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3040                 GL_Color(r, r, r, 1);
3041                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3042                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3043                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3044                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3045
3046                 // copy the vertically blurred bloom view to a texture
3047                 GL_ActiveTexture(0);
3048                 CHECKGLERROR
3049                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3050                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3051         }
3052
3053         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3054         brighten = r_bloom_brighten.value;
3055         if (r_hdr.integer)
3056                 brighten *= r_hdr_range.value;
3057         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3058         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3059
3060         for (dir = 0;dir < 2;dir++)
3061         {
3062                 // blend on at multiple vertical offsets to achieve a vertical blur
3063                 // TODO: do offset blends using GLSL
3064                 GL_BlendFunc(GL_ONE, GL_ZERO);
3065                 for (x = -range;x <= range;x++)
3066                 {
3067                         if (!dir){xoffset = 0;yoffset = x;}
3068                         else {xoffset = x;yoffset = 0;}
3069                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
3070                         yoffset /= (float)r_bloomstate.bloomtextureheight;
3071                         // compute a texcoord array with the specified x and y offset
3072                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3073                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3074                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3075                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3076                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3077                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3078                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3079                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3080                         // this r value looks like a 'dot' particle, fading sharply to
3081                         // black at the edges
3082                         // (probably not realistic but looks good enough)
3083                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3084                         //r = (dir ? 1.0f : brighten)/(range*2+1);
3085                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3086                         GL_Color(r, r, r, 1);
3087                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3088                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3089                         GL_BlendFunc(GL_ONE, GL_ONE);
3090                 }
3091
3092                 // copy the vertically blurred bloom view to a texture
3093                 GL_ActiveTexture(0);
3094                 CHECKGLERROR
3095                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3096                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3097         }
3098
3099         // apply subtract last
3100         // (just like it would be in a GLSL shader)
3101         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3102         {
3103                 GL_BlendFunc(GL_ONE, GL_ZERO);
3104                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3105                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3106                 GL_Color(1, 1, 1, 1);
3107                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3108                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3109
3110                 GL_BlendFunc(GL_ONE, GL_ONE);
3111                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3112                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3113                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3114                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3115                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3116                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3117                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3118
3119                 // copy the darkened bloom view to a texture
3120                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3121                 GL_ActiveTexture(0);
3122                 CHECKGLERROR
3123                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3124                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3125         }
3126 }
3127
3128 void R_HDR_RenderBloomTexture(void)
3129 {
3130         int oldwidth, oldheight;
3131         float oldcolorscale;
3132
3133         oldcolorscale = r_view.colorscale;
3134         oldwidth = r_view.width;
3135         oldheight = r_view.height;
3136         r_view.width = r_bloomstate.bloomwidth;
3137         r_view.height = r_bloomstate.bloomheight;
3138
3139         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
3140         // TODO: add exposure compensation features
3141         // TODO: add fp16 framebuffer support
3142
3143         r_view.showdebug = false;
3144         r_view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3145
3146         R_ClearScreen(r_refdef.fogenabled);
3147         if (r_timereport_active)
3148                 R_TimeReport("HDRclear");
3149
3150         r_waterstate.numwaterplanes = 0;
3151         R_RenderScene(r_waterstate.enabled);
3152         r_view.showdebug = true;
3153
3154         R_ResetViewRendering2D();
3155
3156         R_Bloom_CopyHDRTexture();
3157         R_Bloom_MakeTexture();
3158
3159         // restore the view settings
3160         r_view.width = oldwidth;
3161         r_view.height = oldheight;
3162         r_view.colorscale = oldcolorscale;
3163
3164         R_ResetViewRendering3D();
3165
3166         R_ClearScreen(r_refdef.fogenabled);
3167         if (r_timereport_active)
3168                 R_TimeReport("viewclear");
3169 }
3170
3171 static void R_BlendView(void)
3172 {
3173         if (r_bloomstate.enabled && r_bloomstate.hdr)
3174         {
3175                 // render high dynamic range bloom effect
3176                 // the bloom texture was made earlier this render, so we just need to
3177                 // blend it onto the screen...
3178                 R_ResetViewRendering2D();
3179                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3180                 R_Mesh_ColorPointer(NULL, 0, 0);
3181                 GL_Color(1, 1, 1, 1);
3182                 GL_BlendFunc(GL_ONE, GL_ONE);
3183                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3184                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3185                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3186                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3187         }
3188         else if (r_bloomstate.enabled)
3189         {
3190                 // render simple bloom effect
3191                 // copy the screen and shrink it and darken it for the bloom process
3192                 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
3193                 // make the bloom texture
3194                 R_Bloom_MakeTexture();
3195                 // put the original screen image back in place and blend the bloom
3196                 // texture on it
3197                 R_ResetViewRendering2D();
3198                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3199                 R_Mesh_ColorPointer(NULL, 0, 0);
3200                 GL_Color(1, 1, 1, 1);
3201                 GL_BlendFunc(GL_ONE, GL_ZERO);
3202                 // do both in one pass if possible
3203                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3204                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3205                 if (r_textureunits.integer >= 2 && gl_combine.integer)
3206                 {
3207                         R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
3208                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3209                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3210                 }
3211                 else
3212                 {
3213                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3214                         r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3215                         // now blend on the bloom texture
3216                         GL_BlendFunc(GL_ONE, GL_ONE);
3217                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3218                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3219                 }
3220                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3221                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3222         }
3223         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3224         {
3225                 // apply a color tint to the whole view
3226                 R_ResetViewRendering2D();
3227                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3228                 R_Mesh_ColorPointer(NULL, 0, 0);
3229                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3230                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3231                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3232         }
3233 }
3234
3235 void R_RenderScene(qboolean addwaterplanes);
3236
3237 matrix4x4_t r_waterscrollmatrix;
3238
3239 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3240 {
3241         if (r_refdef.fog_density)
3242         {
3243                 r_refdef.fogcolor[0] = r_refdef.fog_red;
3244                 r_refdef.fogcolor[1] = r_refdef.fog_green;
3245                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3246
3247                 {
3248                         vec3_t fogvec;
3249                         VectorCopy(r_refdef.fogcolor, fogvec);
3250                         //   color.rgb *= SceneBrightness;
3251                         if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3252                         {
3253                                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
3254                                 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3255                                 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3256                                 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3257                         }
3258                         VectorScale(fogvec, r_view.colorscale, fogvec);
3259                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3260                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3261                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3262                 }
3263         }
3264 }
3265
3266 void R_UpdateVariables(void)
3267 {
3268         R_Textures_Frame();
3269
3270         r_refdef.farclip = 4096;
3271         if (r_refdef.worldmodel)
3272                 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
3273         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3274
3275         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3276                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3277         r_refdef.polygonfactor = 0;
3278         r_refdef.polygonoffset = 0;
3279         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3280         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3281
3282         r_refdef.rtworld = r_shadow_realtime_world.integer;
3283         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3284         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3285         r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3286         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3287         if (r_showsurfaces.integer)
3288         {
3289                 r_refdef.rtworld = false;
3290                 r_refdef.rtworldshadows = false;
3291                 r_refdef.rtdlight = false;
3292                 r_refdef.rtdlightshadows = false;
3293                 r_refdef.lightmapintensity = 0;
3294         }
3295
3296         if (gamemode == GAME_NEHAHRA)
3297         {
3298                 if (gl_fogenable.integer)
3299                 {
3300                         r_refdef.oldgl_fogenable = true;
3301                         r_refdef.fog_density = gl_fogdensity.value;
3302                         r_refdef.fog_red = gl_fogred.value;
3303                         r_refdef.fog_green = gl_foggreen.value;
3304                         r_refdef.fog_blue = gl_fogblue.value;
3305                         r_refdef.fog_alpha = 1;
3306                         r_refdef.fog_start = 0;
3307                         r_refdef.fog_end = gl_skyclip.value;
3308                 }
3309                 else if (r_refdef.oldgl_fogenable)
3310                 {
3311                         r_refdef.oldgl_fogenable = false;
3312                         r_refdef.fog_density = 0;
3313                         r_refdef.fog_red = 0;
3314                         r_refdef.fog_green = 0;
3315                         r_refdef.fog_blue = 0;
3316                         r_refdef.fog_alpha = 0;
3317                         r_refdef.fog_start = 0;
3318                         r_refdef.fog_end = 0;
3319                 }
3320         }
3321
3322         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3323         r_refdef.fog_start = max(0, r_refdef.fog_start);
3324         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3325
3326         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3327
3328         if (r_refdef.fog_density)
3329         {
3330                 r_refdef.fogenabled = true;
3331                 // this is the point where the fog reaches 0.9986 alpha, which we
3332                 // consider a good enough cutoff point for the texture
3333                 // (0.9986 * 256 == 255.6)
3334                 if (r_fog_exp2.integer)
3335                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3336                 else
3337                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3338                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3339                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3340                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3341                 // fog color was already set
3342                 // update the fog texture
3343                 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)
3344                         R_BuildFogTexture();
3345         }
3346         else
3347                 r_refdef.fogenabled = false;
3348 }
3349
3350 /*
3351 ================
3352 R_RenderView
3353 ================
3354 */
3355 void R_RenderView(void)
3356 {
3357         if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
3358                 return; //Host_Error ("R_RenderView: NULL worldmodel");
3359
3360         r_view.colorscale = r_hdr_scenebrightness.value;
3361
3362         R_Shadow_UpdateWorldLightSelection();
3363
3364         R_Bloom_StartFrame();
3365         R_Water_StartFrame();
3366
3367         CHECKGLERROR
3368         if (r_timereport_active)
3369                 R_TimeReport("viewsetup");
3370
3371         R_ResetViewRendering3D();
3372
3373         if (r_view.clear || r_refdef.fogenabled)
3374         {
3375                 R_ClearScreen(r_refdef.fogenabled);
3376                 if (r_timereport_active)
3377                         R_TimeReport("viewclear");
3378         }
3379         r_view.clear = true;
3380
3381         r_view.showdebug = true;
3382
3383         // this produces a bloom texture to be used in R_BlendView() later
3384         if (r_hdr.integer)
3385                 R_HDR_RenderBloomTexture();
3386
3387         r_waterstate.numwaterplanes = 0;
3388         R_RenderScene(r_waterstate.enabled);
3389
3390         R_BlendView();
3391         if (r_timereport_active)
3392                 R_TimeReport("blendview");
3393
3394         GL_Scissor(0, 0, vid.width, vid.height);
3395         GL_ScissorTest(false);
3396         CHECKGLERROR
3397 }
3398
3399 extern void R_DrawLightningBeams (void);
3400 extern void VM_CL_AddPolygonsToMeshQueue (void);
3401 extern void R_DrawPortals (void);
3402 extern cvar_t cl_locs_show;
3403 static void R_DrawLocs(void);
3404 static void R_DrawEntityBBoxes(void);
3405 void R_RenderScene(qboolean addwaterplanes)
3406 {
3407         R_UpdateFogColor();
3408
3409         if (addwaterplanes)
3410         {
3411                 R_ResetViewRendering3D();
3412
3413                 R_View_Update();
3414                 if (r_timereport_active)
3415                         R_TimeReport("watervis");
3416
3417                 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes)
3418                 {
3419                         r_refdef.worldmodel->DrawAddWaterPlanes(r_refdef.worldentity);
3420                         if (r_timereport_active)
3421                                 R_TimeReport("waterworld");
3422                 }
3423
3424                 // don't let sound skip if going slow
3425                 if (r_refdef.extraupdate)
3426                         S_ExtraUpdate ();
3427
3428                 R_DrawModelsAddWaterPlanes();
3429                 if (r_timereport_active)
3430                         R_TimeReport("watermodels");
3431
3432                 R_Water_ProcessPlanes();
3433                 if (r_timereport_active)
3434                         R_TimeReport("waterscenes");
3435         }
3436
3437         R_ResetViewRendering3D();
3438
3439         // don't let sound skip if going slow
3440         if (r_refdef.extraupdate)
3441                 S_ExtraUpdate ();
3442
3443         R_MeshQueue_BeginScene();
3444
3445         R_SkyStartFrame();
3446
3447         R_View_Update();
3448         if (r_timereport_active)
3449                 R_TimeReport("visibility");
3450
3451         Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
3452
3453         if (cl.csqc_vidvars.drawworld)
3454         {
3455                 // don't let sound skip if going slow
3456                 if (r_refdef.extraupdate)
3457                         S_ExtraUpdate ();
3458
3459                 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
3460                 {
3461                         r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
3462                         if (r_timereport_active)
3463                                 R_TimeReport("worldsky");
3464                 }
3465
3466                 if (R_DrawBrushModelsSky() && r_timereport_active)
3467                         R_TimeReport("bmodelsky");
3468         }
3469
3470         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
3471         {
3472                 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
3473                 if (r_timereport_active)
3474                         R_TimeReport("worlddepth");
3475         }
3476         if (r_depthfirst.integer >= 2)
3477         {
3478                 R_DrawModelsDepth();
3479                 if (r_timereport_active)
3480                         R_TimeReport("modeldepth");
3481         }
3482
3483         if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
3484         {
3485                 r_refdef.worldmodel->Draw(r_refdef.worldentity);
3486                 if (r_timereport_active)
3487                         R_TimeReport("world");
3488         }
3489
3490         // don't let sound skip if going slow
3491         if (r_refdef.extraupdate)
3492                 S_ExtraUpdate ();
3493
3494         R_DrawModels();
3495         if (r_timereport_active)
3496                 R_TimeReport("models");
3497
3498         // don't let sound skip if going slow
3499         if (r_refdef.extraupdate)
3500                 S_ExtraUpdate ();
3501
3502         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3503         {
3504                 R_DrawModelShadows();
3505
3506                 R_ResetViewRendering3D();
3507
3508                 // don't let sound skip if going slow
3509                 if (r_refdef.extraupdate)
3510                         S_ExtraUpdate ();
3511         }
3512
3513         R_ShadowVolumeLighting(false);
3514         if (r_timereport_active)
3515                 R_TimeReport("rtlights");
3516
3517         // don't let sound skip if going slow
3518         if (r_refdef.extraupdate)
3519                 S_ExtraUpdate ();
3520
3521         if (cl.csqc_vidvars.drawworld)
3522         {
3523                 R_DrawLightningBeams();
3524                 if (r_timereport_active)
3525                         R_TimeReport("lightning");
3526
3527                 R_DrawDecals();
3528                 if (r_timereport_active)
3529                         R_TimeReport("decals");
3530
3531                 R_DrawParticles();
3532                 if (r_timereport_active)
3533                         R_TimeReport("particles");
3534
3535                 R_DrawExplosions();
3536                 if (r_timereport_active)
3537                         R_TimeReport("explosions");
3538         }
3539
3540         if (gl_support_fragment_shader)
3541         {
3542                 qglUseProgramObjectARB(0);CHECKGLERROR
3543         }
3544         VM_CL_AddPolygonsToMeshQueue();
3545
3546         if (r_view.showdebug)
3547         {
3548                 if (cl_locs_show.integer)
3549                 {
3550                         R_DrawLocs();
3551                         if (r_timereport_active)
3552                                 R_TimeReport("showlocs");
3553                 }
3554
3555                 if (r_drawportals.integer)
3556                 {
3557                         R_DrawPortals();
3558                         if (r_timereport_active)
3559                                 R_TimeReport("portals");
3560                 }
3561
3562                 if (r_showbboxes.value > 0)
3563                 {
3564                         R_DrawEntityBBoxes();
3565                         if (r_timereport_active)
3566                                 R_TimeReport("bboxes");
3567                 }
3568         }
3569
3570         if (gl_support_fragment_shader)
3571         {
3572                 qglUseProgramObjectARB(0);CHECKGLERROR
3573         }
3574         R_MeshQueue_RenderTransparent();
3575         if (r_timereport_active)
3576                 R_TimeReport("drawtrans");
3577
3578         if (gl_support_fragment_shader)
3579         {
3580                 qglUseProgramObjectARB(0);CHECKGLERROR
3581         }
3582
3583         if (r_view.showdebug && r_refdef.worldmodel && r_refdef.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
3584         {
3585                 r_refdef.worldmodel->DrawDebug(r_refdef.worldentity);
3586                 if (r_timereport_active)
3587                         R_TimeReport("worlddebug");
3588                 R_DrawModelsDebug();
3589                 if (r_timereport_active)
3590                         R_TimeReport("modeldebug");
3591         }
3592
3593         if (gl_support_fragment_shader)
3594         {
3595                 qglUseProgramObjectARB(0);CHECKGLERROR
3596         }
3597
3598         if (cl.csqc_vidvars.drawworld)
3599         {
3600                 R_DrawCoronas();
3601                 if (r_timereport_active)
3602                         R_TimeReport("coronas");
3603         }
3604
3605         // don't let sound skip if going slow
3606         if (r_refdef.extraupdate)
3607                 S_ExtraUpdate ();
3608
3609         R_ResetViewRendering2D();
3610 }
3611
3612 static const int bboxelements[36] =
3613 {
3614         5, 1, 3, 5, 3, 7,
3615         6, 2, 0, 6, 0, 4,
3616         7, 3, 2, 7, 2, 6,
3617         4, 0, 1, 4, 1, 5,
3618         4, 5, 7, 4, 7, 6,
3619         1, 0, 2, 1, 2, 3,
3620 };
3621
3622 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3623 {
3624         int i;
3625         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3626         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3627         GL_DepthMask(false);
3628         GL_DepthRange(0, 1);
3629         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3630         R_Mesh_Matrix(&identitymatrix);
3631         R_Mesh_ResetTextureState();
3632
3633         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3634         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3635         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3636         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3637         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3638         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3639         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3640         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3641         R_FillColors(color4f, 8, cr, cg, cb, ca);
3642         if (r_refdef.fogenabled)
3643         {
3644                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3645                 {
3646                         f1 = FogPoint_World(v);
3647                         f2 = 1 - f1;
3648                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3649                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3650                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3651                 }
3652         }
3653         R_Mesh_VertexPointer(vertex3f, 0, 0);
3654         R_Mesh_ColorPointer(color4f, 0, 0);
3655         R_Mesh_ResetTextureState();
3656         R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3657 }
3658
3659 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3660 {
3661         int i;
3662         float color[4];
3663         prvm_edict_t *edict;
3664         // this function draws bounding boxes of server entities
3665         if (!sv.active)
3666                 return;
3667         SV_VM_Begin();
3668         for (i = 0;i < numsurfaces;i++)
3669         {
3670                 edict = PRVM_EDICT_NUM(surfacelist[i]);
3671                 switch ((int)edict->fields.server->solid)
3672                 {
3673                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
3674                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
3675                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
3676                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
3677                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
3678                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
3679                 }
3680                 color[3] *= r_showbboxes.value;
3681                 color[3] = bound(0, color[3], 1);
3682                 GL_DepthTest(!r_showdisabledepthtest.integer);
3683                 GL_CullFace(r_view.cullface_front);
3684                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
3685         }
3686         SV_VM_End();
3687 }
3688
3689 static void R_DrawEntityBBoxes(void)
3690 {
3691         int i;
3692         prvm_edict_t *edict;
3693         vec3_t center;
3694         // this function draws bounding boxes of server entities
3695         if (!sv.active)
3696                 return;
3697         SV_VM_Begin();
3698         for (i = 0;i < prog->num_edicts;i++)
3699         {
3700                 edict = PRVM_EDICT_NUM(i);
3701                 if (edict->priv.server->free)
3702                         continue;
3703                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
3704                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
3705         }
3706         SV_VM_End();
3707 }
3708
3709 int nomodelelements[24] =
3710 {
3711         5, 2, 0,
3712         5, 1, 2,
3713         5, 0, 3,
3714         5, 3, 1,
3715         0, 2, 4,
3716         2, 1, 4,
3717         3, 0, 4,
3718         1, 3, 4
3719 };
3720
3721 float nomodelvertex3f[6*3] =
3722 {
3723         -16,   0,   0,
3724          16,   0,   0,
3725           0, -16,   0,
3726           0,  16,   0,
3727           0,   0, -16,
3728           0,   0,  16
3729 };
3730
3731 float nomodelcolor4f[6*4] =
3732 {
3733         0.0f, 0.0f, 0.5f, 1.0f,
3734         0.0f, 0.0f, 0.5f, 1.0f,
3735         0.0f, 0.5f, 0.0f, 1.0f,
3736         0.0f, 0.5f, 0.0f, 1.0f,
3737         0.5f, 0.0f, 0.0f, 1.0f,
3738         0.5f, 0.0f, 0.0f, 1.0f
3739 };
3740
3741 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3742 {
3743         int i;
3744         float f1, f2, *c;
3745         float color4f[6*4];
3746         // this is only called once per entity so numsurfaces is always 1, and
3747         // surfacelist is always {0}, so this code does not handle batches
3748         R_Mesh_Matrix(&ent->matrix);
3749
3750         if (ent->flags & EF_ADDITIVE)
3751         {
3752                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
3753                 GL_DepthMask(false);
3754         }
3755         else if (ent->alpha < 1)
3756         {
3757                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3758                 GL_DepthMask(false);
3759         }
3760         else
3761         {
3762                 GL_BlendFunc(GL_ONE, GL_ZERO);
3763                 GL_DepthMask(true);
3764         }
3765         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
3766         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3767         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
3768         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_view.cullface_back);
3769         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
3770         if (r_refdef.fogenabled)
3771         {
3772                 vec3_t org;
3773                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3774                 R_Mesh_ColorPointer(color4f, 0, 0);
3775                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3776                 f1 = FogPoint_World(org);
3777                 f2 = 1 - f1;
3778                 for (i = 0, c = color4f;i < 6;i++, c += 4)
3779                 {
3780                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
3781                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
3782                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
3783                         c[3] *= ent->alpha;
3784                 }
3785         }
3786         else if (ent->alpha != 1)
3787         {
3788                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3789                 R_Mesh_ColorPointer(color4f, 0, 0);
3790                 for (i = 0, c = color4f;i < 6;i++, c += 4)
3791                         c[3] *= ent->alpha;
3792         }
3793         else
3794                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
3795         R_Mesh_ResetTextureState();
3796         R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
3797 }
3798
3799 void R_DrawNoModel(entity_render_t *ent)
3800 {
3801         vec3_t org;
3802         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3803         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
3804                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
3805         //else
3806         //      R_DrawNoModelCallback(ent, 0);
3807 }
3808
3809 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
3810 {
3811         vec3_t right1, right2, diff, normal;
3812
3813         VectorSubtract (org2, org1, normal);
3814
3815         // calculate 'right' vector for start
3816         VectorSubtract (r_view.origin, org1, diff);
3817         CrossProduct (normal, diff, right1);
3818         VectorNormalize (right1);
3819
3820         // calculate 'right' vector for end
3821         VectorSubtract (r_view.origin, org2, diff);
3822         CrossProduct (normal, diff, right2);
3823         VectorNormalize (right2);
3824
3825         vert[ 0] = org1[0] + width * right1[0];
3826         vert[ 1] = org1[1] + width * right1[1];
3827         vert[ 2] = org1[2] + width * right1[2];
3828         vert[ 3] = org1[0] - width * right1[0];
3829         vert[ 4] = org1[1] - width * right1[1];
3830         vert[ 5] = org1[2] - width * right1[2];
3831         vert[ 6] = org2[0] - width * right2[0];
3832         vert[ 7] = org2[1] - width * right2[1];
3833         vert[ 8] = org2[2] - width * right2[2];
3834         vert[ 9] = org2[0] + width * right2[0];
3835         vert[10] = org2[1] + width * right2[1];
3836         vert[11] = org2[2] + width * right2[2];
3837 }
3838
3839 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
3840
3841 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)
3842 {
3843         float fog = 1.0f;
3844         float vertex3f[12];
3845
3846         if (r_refdef.fogenabled)
3847                 fog = FogPoint_World(origin);
3848
3849         R_Mesh_Matrix(&identitymatrix);
3850         GL_BlendFunc(blendfunc1, blendfunc2);
3851
3852         if(v_flipped_state)
3853         {
3854                 scalex1 = -scalex1;
3855                 scalex2 = -scalex2;
3856                 GL_CullFace(r_view.cullface_front);
3857         }
3858         else
3859                 GL_CullFace(r_view.cullface_back);
3860
3861         GL_DepthMask(false);
3862         GL_DepthRange(0, depthshort ? 0.0625 : 1);
3863         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3864         GL_DepthTest(!depthdisable);
3865
3866         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
3867         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
3868         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
3869         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
3870         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
3871         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
3872         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
3873         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
3874         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
3875         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
3876         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
3877         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
3878
3879         R_Mesh_VertexPointer(vertex3f, 0, 0);
3880         R_Mesh_ColorPointer(NULL, 0, 0);
3881         R_Mesh_ResetTextureState();
3882         R_Mesh_TexBind(0, R_GetTexture(texture));
3883         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
3884         // FIXME: fixed function path can't properly handle r_view.colorscale > 1
3885         GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
3886         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3887
3888         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
3889         {
3890                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
3891                 GL_BlendFunc(blendfunc1, GL_ONE);
3892                 fog = 1 - fog;
3893                 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
3894                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3895         }
3896 }
3897
3898 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3899 {
3900         int i;
3901         float *vertex3f;
3902         float v[3];
3903         VectorSet(v, x, y, z);
3904         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3905                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3906                         break;
3907         if (i == mesh->numvertices)
3908         {
3909                 if (mesh->numvertices < mesh->maxvertices)
3910                 {
3911                         VectorCopy(v, vertex3f);
3912                         mesh->numvertices++;
3913                 }
3914                 return mesh->numvertices;
3915         }
3916         else
3917                 return i;
3918 }
3919
3920 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3921 {
3922         int i;
3923         int *e, element[3];
3924         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3925         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3926         e = mesh->element3i + mesh->numtriangles * 3;
3927         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3928         {
3929                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3930                 if (mesh->numtriangles < mesh->maxtriangles)
3931                 {
3932                         *e++ = element[0];
3933                         *e++ = element[1];
3934                         *e++ = element[2];
3935                         mesh->numtriangles++;
3936                 }
3937                 element[1] = element[2];
3938         }
3939 }
3940
3941 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3942 {
3943         int i;
3944         int *e, element[3];
3945         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3946         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3947         e = mesh->element3i + mesh->numtriangles * 3;
3948         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3949         {
3950                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3951                 if (mesh->numtriangles < mesh->maxtriangles)
3952                 {
3953                         *e++ = element[0];
3954                         *e++ = element[1];
3955                         *e++ = element[2];
3956                         mesh->numtriangles++;
3957                 }
3958                 element[1] = element[2];
3959         }
3960 }
3961
3962 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3963 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3964 {
3965         int planenum, planenum2;
3966         int w;
3967         int tempnumpoints;
3968         mplane_t *plane, *plane2;
3969         double maxdist;
3970         double temppoints[2][256*3];
3971         // figure out how large a bounding box we need to properly compute this brush
3972         maxdist = 0;
3973         for (w = 0;w < numplanes;w++)
3974                 maxdist = max(maxdist, planes[w].dist);
3975         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3976         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3977         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3978         {
3979                 w = 0;
3980                 tempnumpoints = 4;
3981                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3982                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3983                 {
3984                         if (planenum2 == planenum)
3985                                 continue;
3986                         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);
3987                         w = !w;
3988                 }
3989                 if (tempnumpoints < 3)
3990                         continue;
3991                 // generate elements forming a triangle fan for this polygon
3992                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3993         }
3994 }
3995
3996 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)
3997 {
3998         texturelayer_t *layer;
3999         layer = t->currentlayers + t->currentnumlayers++;
4000         layer->type = type;
4001         layer->depthmask = depthmask;
4002         layer->blendfunc1 = blendfunc1;
4003         layer->blendfunc2 = blendfunc2;
4004         layer->texture = texture;
4005         layer->texmatrix = *matrix;
4006         layer->color[0] = r * r_view.colorscale;
4007         layer->color[1] = g * r_view.colorscale;
4008         layer->color[2] = b * r_view.colorscale;
4009         layer->color[3] = a;
4010 }
4011
4012 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4013 {
4014         double index, f;
4015         index = parms[2] + r_refdef.time * parms[3];
4016         index -= floor(index);
4017         switch (func)
4018         {
4019         default:
4020         case Q3WAVEFUNC_NONE:
4021         case Q3WAVEFUNC_NOISE:
4022         case Q3WAVEFUNC_COUNT:
4023                 f = 0;
4024                 break;
4025         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4026         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4027         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4028         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4029         case Q3WAVEFUNC_TRIANGLE:
4030                 index *= 4;
4031                 f = index - floor(index);
4032                 if (index < 1)
4033                         f = f;
4034                 else if (index < 2)
4035                         f = 1 - f;
4036                 else if (index < 3)
4037                         f = -f;
4038                 else
4039                         f = -(1 - f);
4040                 break;
4041         }
4042         return (float)(parms[0] + parms[1] * f);
4043 }
4044
4045 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4046 {
4047         int i;
4048         model_t *model = ent->model;
4049         float f;
4050         float tcmat[12];
4051         q3shaderinfo_layer_tcmod_t *tcmod;
4052
4053         // switch to an alternate material if this is a q1bsp animated material
4054         {
4055                 texture_t *texture = t;
4056                 int s = ent->skinnum;
4057                 if ((unsigned int)s >= (unsigned int)model->numskins)
4058                         s = 0;
4059                 if (model->skinscenes)
4060                 {
4061                         if (model->skinscenes[s].framecount > 1)
4062                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4063                         else
4064                                 s = model->skinscenes[s].firstframe;
4065                 }
4066                 if (s > 0)
4067                         t = t + s * model->num_surfaces;
4068                 if (t->animated)
4069                 {
4070                         // use an alternate animation if the entity's frame is not 0,
4071                         // and only if the texture has an alternate animation
4072                         if (ent->frame2 != 0 && t->anim_total[1])
4073                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
4074                         else
4075                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
4076                 }
4077                 texture->currentframe = t;
4078         }
4079
4080         // update currentskinframe to be a qw skin or animation frame
4081         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4082         {
4083                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4084                 {
4085                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4086                         Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
4087                         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);
4088                 }
4089                 t->currentskinframe = r_qwskincache_skinframe[i];
4090                 if (t->currentskinframe == NULL)
4091                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4092         }
4093         else if (t->numskinframes >= 2)
4094                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4095         if (t->backgroundnumskinframes >= 2)
4096                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4097
4098         t->currentmaterialflags = t->basematerialflags;
4099         t->currentalpha = ent->alpha;
4100         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4101         {
4102                 t->currentalpha *= r_wateralpha.value;
4103                 /*
4104                  * FIXME what is this supposed to do?
4105                 // if rendering refraction/reflection, disable transparency
4106                 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4107                         t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4108                 */
4109         }
4110         if(!r_waterstate.enabled)
4111                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4112         if (!(ent->flags & RENDER_LIGHT))
4113                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4114         else if (rsurface.modeltexcoordlightmap2f == NULL)
4115         {
4116                 // pick a model lighting mode
4117                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4118                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4119                 else
4120                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4121         }
4122         if (ent->effects & EF_ADDITIVE)
4123                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4124         else if (t->currentalpha < 1)
4125                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4126         if (ent->effects & EF_DOUBLESIDED)
4127                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4128         if (ent->effects & EF_NODEPTHTEST)
4129                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4130         if (ent->flags & RENDER_VIEWMODEL)
4131                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4132         if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4133                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4134
4135         // make sure that the waterscroll matrix is used on water surfaces when
4136         // there is no tcmod
4137         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4138                 t->currenttexmatrix = r_waterscrollmatrix;
4139
4140         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4141         {
4142                 matrix4x4_t matrix;
4143                 switch(tcmod->tcmod)
4144                 {
4145                 case Q3TCMOD_COUNT:
4146                 case Q3TCMOD_NONE:
4147                         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4148                                 matrix = r_waterscrollmatrix;
4149                         else
4150                                 matrix = identitymatrix;
4151                         break;
4152                 case Q3TCMOD_ENTITYTRANSLATE:
4153                         // this is used in Q3 to allow the gamecode to control texcoord
4154                         // scrolling on the entity, which is not supported in darkplaces yet.
4155                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4156                         break;
4157                 case Q3TCMOD_ROTATE:
4158                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4159                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1);
4160                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4161                         break;
4162                 case Q3TCMOD_SCALE:
4163                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4164                         break;
4165                 case Q3TCMOD_SCROLL:
4166                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.time, tcmod->parms[1] * r_refdef.time, 0);
4167                         break;
4168                 case Q3TCMOD_STRETCH:
4169                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4170                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4171                         break;
4172                 case Q3TCMOD_TRANSFORM:
4173                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
4174                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
4175                         VectorSet(tcmat +  6, 0                   , 0                , 1);
4176                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
4177                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4178                         break;
4179                 case Q3TCMOD_TURBULENT:
4180                         // this is handled in the RSurf_PrepareVertices function
4181                         matrix = identitymatrix;
4182                         break;
4183                 }
4184                 // either replace or concatenate the transformation
4185                 if (i < 1)
4186                         t->currenttexmatrix = matrix;
4187                 else
4188                 {
4189                         matrix4x4_t temp = t->currenttexmatrix;
4190                         Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4191                 }
4192         }
4193
4194         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4195         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4196         t->glosstexture = r_texture_black;
4197         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4198         t->backgroundglosstexture = r_texture_black;
4199         t->specularpower = r_shadow_glossexponent.value;
4200         // TODO: store reference values for these in the texture?
4201         t->specularscale = 0;
4202         if (r_shadow_gloss.integer > 0)
4203         {
4204                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4205                 {
4206                         if (r_shadow_glossintensity.value > 0)
4207                         {
4208                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4209                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4210                                 t->specularscale = r_shadow_glossintensity.value;
4211                         }
4212                 }
4213                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4214                 {
4215                         t->glosstexture = r_texture_white;
4216                         t->backgroundglosstexture = r_texture_white;
4217                         t->specularscale = r_shadow_gloss2intensity.value;
4218                 }
4219         }
4220
4221         // lightmaps mode looks bad with dlights using actual texturing, so turn
4222         // off the colormap and glossmap, but leave the normalmap on as it still
4223         // accurately represents the shading involved
4224         if (gl_lightmaps.integer && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
4225         {
4226                 t->basetexture = r_texture_white;
4227                 t->specularscale = 0;
4228         }
4229
4230         VectorClear(t->dlightcolor);
4231         t->currentnumlayers = 0;
4232         if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
4233         {
4234                 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
4235                 {
4236                         int blendfunc1, blendfunc2, depthmask;
4237                         if (t->currentmaterialflags & MATERIALFLAG_ADD)
4238                         {
4239                                 blendfunc1 = GL_SRC_ALPHA;
4240                                 blendfunc2 = GL_ONE;
4241                         }
4242                         else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4243                         {
4244                                 blendfunc1 = GL_SRC_ALPHA;
4245                                 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4246                         }
4247                         else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4248                         {
4249                                 blendfunc1 = t->customblendfunc[0];
4250                                 blendfunc2 = t->customblendfunc[1];
4251                         }
4252                         else
4253                         {
4254                                 blendfunc1 = GL_ONE;
4255                                 blendfunc2 = GL_ZERO;
4256                         }
4257                         depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4258                         if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
4259                         {
4260                                 rtexture_t *currentbasetexture;
4261                                 int layerflags = 0;
4262                                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4263                                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4264                                 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4265                                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4266                                 {
4267                                         // fullbright is not affected by r_refdef.lightmapintensity
4268                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4269                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4270                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
4271                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4272                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
4273                                 }
4274                                 else
4275                                 {
4276                                         float colorscale;
4277                                         // set the color tint used for lights affecting this surface
4278                                         VectorSet(t->dlightcolor, ent->colormod[0] * t->currentalpha, ent->colormod[1] * t->currentalpha, ent->colormod[2] * t->currentalpha);
4279                                         colorscale = 2;
4280                                         // q3bsp has no lightmap updates, so the lightstylevalue that
4281                                         // would normally be baked into the lightmap must be
4282                                         // applied to the color
4283                                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4284                                         if (ent->model->type == mod_brushq3)
4285                                                 colorscale *= r_refdef.rtlightstylevalue[0];
4286                                         colorscale *= r_refdef.lightmapintensity;
4287                                         Vector4Set(t->lightmapcolor, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
4288                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
4289                                         if (r_ambient.value >= (1.0f/64.0f))
4290                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
4291                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4292                                         {
4293                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2]  * ent->colormod[2] * colorscale, t->currentalpha);
4294                                                 if (r_ambient.value >= (1.0f/64.0f))
4295                                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
4296                                         }
4297                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4298                                         {
4299                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
4300                                                 if (r_ambient.value >= (1.0f/64.0f))
4301                                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
4302                                         }
4303                                 }
4304                                 if (t->currentskinframe->glow != NULL)
4305                                         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->currentalpha);
4306                                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4307                                 {
4308                                         // if this is opaque use alpha blend which will darken the earlier
4309                                         // passes cheaply.
4310                                         //
4311                                         // if this is an alpha blended material, all the earlier passes
4312                                         // were darkened by fog already, so we only need to add the fog
4313                                         // color ontop through the fog mask texture
4314                                         //
4315                                         // if this is an additive blended material, all the earlier passes
4316                                         // were darkened by fog already, and we should not add fog color
4317                                         // (because the background was not darkened, there is no fog color
4318                                         // that was lost behind it).
4319                                         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_view.colorscale, r_refdef.fogcolor[1] / r_view.colorscale, r_refdef.fogcolor[2] / r_view.colorscale, t->currentalpha);
4320                                 }
4321                         }
4322                 }
4323         }
4324 }
4325
4326 void R_UpdateAllTextureInfo(entity_render_t *ent)
4327 {
4328         int i;
4329         if (ent->model)
4330                 for (i = 0;i < ent->model->num_texturesperskin;i++)
4331                         R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4332 }
4333
4334 rsurfacestate_t rsurface;
4335
4336 void R_Mesh_ResizeArrays(int newvertices)
4337 {
4338         float *base;
4339         if (rsurface.array_size >= newvertices)
4340                 return;
4341         if (rsurface.array_modelvertex3f)
4342                 Mem_Free(rsurface.array_modelvertex3f);
4343         rsurface.array_size = (newvertices + 1023) & ~1023;
4344         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4345         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
4346         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
4347         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
4348         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
4349         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
4350         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4351         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4352         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
4353         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
4354         rsurface.array_color4f           = base + rsurface.array_size * 27;
4355         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4356 }
4357
4358 void RSurf_CleanUp(void)
4359 {
4360         CHECKGLERROR
4361         if (rsurface.mode == RSURFMODE_GLSL)
4362         {
4363                 qglUseProgramObjectARB(0);CHECKGLERROR
4364         }
4365         GL_AlphaTest(false);
4366         rsurface.mode = RSURFMODE_NONE;
4367         rsurface.uselightmaptexture = false;
4368         rsurface.texture = NULL;
4369 }
4370
4371 void RSurf_ActiveWorldEntity(void)
4372 {
4373         model_t *model = r_refdef.worldmodel;
4374         RSurf_CleanUp();
4375         if (rsurface.array_size < model->surfmesh.num_vertices)
4376                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4377         rsurface.matrix = identitymatrix;
4378         rsurface.inversematrix = identitymatrix;
4379         R_Mesh_Matrix(&identitymatrix);
4380         VectorCopy(r_view.origin, rsurface.modelorg);
4381         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4382         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4383         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4384         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4385         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4386         rsurface.frameblend[0].frame = 0;
4387         rsurface.frameblend[0].lerp = 1;
4388         rsurface.frameblend[1].frame = 0;
4389         rsurface.frameblend[1].lerp = 0;
4390         rsurface.frameblend[2].frame = 0;
4391         rsurface.frameblend[2].lerp = 0;
4392         rsurface.frameblend[3].frame = 0;
4393         rsurface.frameblend[3].lerp = 0;
4394         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4395         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4396         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4397         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4398         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4399         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4400         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4401         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4402         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4403         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4404         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4405         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4406         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4407         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4408         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4409         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4410         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4411         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4412         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4413         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4414         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4415         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4416         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4417         rsurface.modelelement3i = model->surfmesh.data_element3i;
4418         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4419         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4420         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4421         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4422         rsurface.modelsurfaces = model->data_surfaces;
4423         rsurface.generatedvertex = false;
4424         rsurface.vertex3f  = rsurface.modelvertex3f;
4425         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4426         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4427         rsurface.svector3f = rsurface.modelsvector3f;
4428         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4429         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4430         rsurface.tvector3f = rsurface.modeltvector3f;
4431         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4432         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4433         rsurface.normal3f  = rsurface.modelnormal3f;
4434         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4435         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4436         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4437 }
4438
4439 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4440 {
4441         model_t *model = ent->model;
4442         RSurf_CleanUp();
4443         if (rsurface.array_size < model->surfmesh.num_vertices)
4444                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4445         rsurface.matrix = ent->matrix;
4446         rsurface.inversematrix = ent->inversematrix;
4447         R_Mesh_Matrix(&rsurface.matrix);
4448         Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
4449         rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4450         rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4451         rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4452         rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4453         rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4454         rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4455         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4456         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4457         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4458         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4459         rsurface.frameblend[0] = ent->frameblend[0];
4460         rsurface.frameblend[1] = ent->frameblend[1];
4461         rsurface.frameblend[2] = ent->frameblend[2];
4462         rsurface.frameblend[3] = ent->frameblend[3];
4463         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4464         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4465         if (ent->model->brush.submodel)
4466         {
4467                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4468                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4469         }
4470         if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4471         {
4472                 if (wanttangents)
4473                 {
4474                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4475                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4476                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4477                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4478                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4479                 }
4480                 else if (wantnormals)
4481                 {
4482                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4483                         rsurface.modelsvector3f = NULL;
4484                         rsurface.modeltvector3f = NULL;
4485                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4486                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4487                 }
4488                 else
4489                 {
4490                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4491                         rsurface.modelsvector3f = NULL;
4492                         rsurface.modeltvector3f = NULL;
4493                         rsurface.modelnormal3f = NULL;
4494                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4495                 }
4496                 rsurface.modelvertex3f_bufferobject = 0;
4497                 rsurface.modelvertex3f_bufferoffset = 0;
4498                 rsurface.modelsvector3f_bufferobject = 0;
4499                 rsurface.modelsvector3f_bufferoffset = 0;
4500                 rsurface.modeltvector3f_bufferobject = 0;
4501                 rsurface.modeltvector3f_bufferoffset = 0;
4502                 rsurface.modelnormal3f_bufferobject = 0;
4503                 rsurface.modelnormal3f_bufferoffset = 0;
4504                 rsurface.generatedvertex = true;
4505         }
4506         else
4507         {
4508                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4509                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4510                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4511                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4512                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4513                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4514                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4515                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4516                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4517                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4518                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4519                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4520                 rsurface.generatedvertex = false;
4521         }
4522         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4523         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4524         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4525         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4526         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4527         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4528         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4529         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4530         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4531         rsurface.modelelement3i = model->surfmesh.data_element3i;
4532         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4533         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4534         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4535         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4536         rsurface.modelsurfaces = model->data_surfaces;
4537         rsurface.vertex3f  = rsurface.modelvertex3f;
4538         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4539         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4540         rsurface.svector3f = rsurface.modelsvector3f;
4541         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4542         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4543         rsurface.tvector3f = rsurface.modeltvector3f;
4544         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4545         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4546         rsurface.normal3f  = rsurface.modelnormal3f;
4547         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4548         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4549         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4550 }
4551
4552 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4553 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4554 {
4555         int deformindex;
4556         int texturesurfaceindex;
4557         int i, j;
4558         float amplitude;
4559         float animpos;
4560         float scale;
4561         const float *v1, *in_tc;
4562         float *out_tc;
4563         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4564         float waveparms[4];
4565         q3shaderinfo_deform_t *deform;
4566         // 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
4567         if (rsurface.generatedvertex)
4568         {
4569                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4570                         generatenormals = true;
4571                 for (i = 0;i < Q3MAXDEFORMS;i++)
4572                 {
4573                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4574                         {
4575                                 generatetangents = true;
4576                                 generatenormals = true;
4577                         }
4578                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4579                                 generatenormals = true;
4580                 }
4581                 if (generatenormals && !rsurface.modelnormal3f)
4582                 {
4583                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4584                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4585                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4586                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4587                 }
4588                 if (generatetangents && !rsurface.modelsvector3f)
4589                 {
4590                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4591                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4592                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4593                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4594                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4595                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4596                         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);
4597                 }
4598         }
4599         rsurface.vertex3f  = rsurface.modelvertex3f;
4600         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4601         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4602         rsurface.svector3f = rsurface.modelsvector3f;
4603         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4604         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4605         rsurface.tvector3f = rsurface.modeltvector3f;
4606         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4607         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4608         rsurface.normal3f  = rsurface.modelnormal3f;
4609         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4610         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4611         // if vertices are deformed (sprite flares and things in maps, possibly
4612         // water waves, bulges and other deformations), generate them into
4613         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4614         // (may be static model data or generated data for an animated model, or
4615         //  the previous deform pass)
4616         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4617         {
4618                 switch (deform->deform)
4619                 {
4620                 default:
4621                 case Q3DEFORM_PROJECTIONSHADOW:
4622                 case Q3DEFORM_TEXT0:
4623                 case Q3DEFORM_TEXT1:
4624                 case Q3DEFORM_TEXT2:
4625                 case Q3DEFORM_TEXT3:
4626                 case Q3DEFORM_TEXT4:
4627                 case Q3DEFORM_TEXT5:
4628                 case Q3DEFORM_TEXT6:
4629                 case Q3DEFORM_TEXT7:
4630                 case Q3DEFORM_NONE:
4631                         break;
4632                 case Q3DEFORM_AUTOSPRITE:
4633                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
4634                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
4635                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
4636                         VectorNormalize(newforward);
4637                         VectorNormalize(newright);
4638                         VectorNormalize(newup);
4639                         // make deformed versions of only the model vertices used by the specified surfaces
4640                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4641                         {
4642                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4643                                 // a single autosprite surface can contain multiple sprites...
4644                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
4645                                 {
4646                                         VectorClear(center);
4647                                         for (i = 0;i < 4;i++)
4648                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4649                                         VectorScale(center, 0.25f, center);
4650                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
4651                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4652                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4653                                         for (i = 0;i < 4;i++)
4654                                         {
4655                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4656                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4657                                         }
4658                                 }
4659                                 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);
4660                                 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);
4661                         }
4662                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4663                         rsurface.vertex3f_bufferobject = 0;
4664                         rsurface.vertex3f_bufferoffset = 0;
4665                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4666                         rsurface.svector3f_bufferobject = 0;
4667                         rsurface.svector3f_bufferoffset = 0;
4668                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4669                         rsurface.tvector3f_bufferobject = 0;
4670                         rsurface.tvector3f_bufferoffset = 0;
4671                         rsurface.normal3f = rsurface.array_deformednormal3f;
4672                         rsurface.normal3f_bufferobject = 0;
4673                         rsurface.normal3f_bufferoffset = 0;
4674                         break;
4675                 case Q3DEFORM_AUTOSPRITE2:
4676                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
4677                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
4678                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
4679                         VectorNormalize(newforward);
4680                         VectorNormalize(newright);
4681                         VectorNormalize(newup);
4682                         // make deformed versions of only the model vertices used by the specified surfaces
4683                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4684                         {
4685                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4686                                 const float *v1, *v2;
4687                                 vec3_t start, end;
4688                                 float f, l;
4689                                 struct
4690                                 {
4691                                         float length2;
4692                                         const float *v1;
4693                                         const float *v2;
4694                                 }
4695                                 shortest[2];
4696                                 memset(shortest, 0, sizeof(shortest));
4697                                 // a single autosprite surface can contain multiple sprites...
4698                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
4699                                 {
4700                                         VectorClear(center);
4701                                         for (i = 0;i < 4;i++)
4702                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4703                                         VectorScale(center, 0.25f, center);
4704                                         // find the two shortest edges, then use them to define the
4705                                         // axis vectors for rotating around the central axis
4706                                         for (i = 0;i < 6;i++)
4707                                         {
4708                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
4709                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
4710 #if 0
4711                                                 Debug_PolygonBegin(NULL, 0, false, 0);
4712                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
4713                                                 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);
4714                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
4715                                                 Debug_PolygonEnd();
4716 #endif
4717                                                 l = VectorDistance2(v1, v2);
4718                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
4719                                                 if (v1[2] != v2[2])
4720                                                         l += (1.0f / 1024.0f);
4721                                                 if (shortest[0].length2 > l || i == 0)
4722                                                 {
4723                                                         shortest[1] = shortest[0];
4724                                                         shortest[0].length2 = l;
4725                                                         shortest[0].v1 = v1;
4726                                                         shortest[0].v2 = v2;
4727                                                 }
4728                                                 else if (shortest[1].length2 > l || i == 1)
4729                                                 {
4730                                                         shortest[1].length2 = l;
4731                                                         shortest[1].v1 = v1;
4732                                                         shortest[1].v2 = v2;
4733                                                 }
4734                                         }
4735                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
4736                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
4737 #if 0
4738                                         Debug_PolygonBegin(NULL, 0, false, 0);
4739                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
4740                                         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);
4741                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
4742                                         Debug_PolygonEnd();
4743 #endif
4744                                         // this calculates the right vector from the shortest edge
4745                                         // and the up vector from the edge midpoints
4746                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
4747                                         VectorNormalize(right);
4748                                         VectorSubtract(end, start, up);
4749                                         VectorNormalize(up);
4750                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
4751                                         //VectorSubtract(rsurface.modelorg, center, forward);
4752                                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, forward);
4753                                         VectorNegate(forward, forward);
4754                                         VectorReflect(forward, 0, up, forward);
4755                                         VectorNormalize(forward);
4756                                         CrossProduct(up, forward, newright);
4757                                         VectorNormalize(newright);
4758 #if 0
4759                                         Debug_PolygonBegin(NULL, 0, false, 0);
4760                                         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);
4761                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
4762                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
4763                                         Debug_PolygonEnd();
4764 #endif
4765 #if 0
4766                                         Debug_PolygonBegin(NULL, 0, false, 0);
4767                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
4768                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
4769                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
4770                                         Debug_PolygonEnd();
4771 #endif
4772                                         // rotate the quad around the up axis vector, this is made
4773                                         // especially easy by the fact we know the quad is flat,
4774                                         // so we only have to subtract the center position and
4775                                         // measure distance along the right vector, and then
4776                                         // multiply that by the newright vector and add back the
4777                                         // center position
4778                                         // we also need to subtract the old position to undo the
4779                                         // displacement from the center, which we do with a
4780                                         // DotProduct, the subtraction/addition of center is also
4781                                         // optimized into DotProducts here
4782                                         l = DotProduct(right, center);
4783                                         for (i = 0;i < 4;i++)
4784                                         {
4785                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
4786                                                 f = DotProduct(right, v1) - l;
4787                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4788                                         }
4789                                 }
4790                                 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);
4791                                 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);
4792                         }
4793                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4794                         rsurface.vertex3f_bufferobject = 0;
4795                         rsurface.vertex3f_bufferoffset = 0;
4796                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4797                         rsurface.svector3f_bufferobject = 0;
4798                         rsurface.svector3f_bufferoffset = 0;
4799                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4800                         rsurface.tvector3f_bufferobject = 0;
4801                         rsurface.tvector3f_bufferoffset = 0;
4802                         rsurface.normal3f = rsurface.array_deformednormal3f;
4803                         rsurface.normal3f_bufferobject = 0;
4804                         rsurface.normal3f_bufferoffset = 0;
4805                         break;
4806                 case Q3DEFORM_NORMAL:
4807                         // deform the normals to make reflections wavey
4808                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4809                         {
4810                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4811                                 for (j = 0;j < surface->num_vertices;j++)
4812                                 {
4813                                         float vertex[3];
4814                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
4815                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
4816                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
4817                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4818                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4819                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4820                                         VectorNormalize(normal);
4821                                 }
4822                                 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);
4823                         }
4824                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4825                         rsurface.svector3f_bufferobject = 0;
4826                         rsurface.svector3f_bufferoffset = 0;
4827                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4828                         rsurface.tvector3f_bufferobject = 0;
4829                         rsurface.tvector3f_bufferoffset = 0;
4830                         rsurface.normal3f = rsurface.array_deformednormal3f;
4831                         rsurface.normal3f_bufferobject = 0;
4832                         rsurface.normal3f_bufferoffset = 0;
4833                         break;
4834                 case Q3DEFORM_WAVE:
4835                         // deform vertex array to make wavey water and flags and such
4836                         waveparms[0] = deform->waveparms[0];
4837                         waveparms[1] = deform->waveparms[1];
4838                         waveparms[2] = deform->waveparms[2];
4839                         waveparms[3] = deform->waveparms[3];
4840                         // this is how a divisor of vertex influence on deformation
4841                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
4842                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4843                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4844                         {
4845                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4846                                 for (j = 0;j < surface->num_vertices;j++)
4847                                 {
4848                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
4849                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
4850                                         // if the wavefunc depends on time, evaluate it per-vertex
4851                                         if (waveparms[3])
4852                                         {
4853                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
4854                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4855                                         }
4856                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
4857                                 }
4858                         }
4859                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4860                         rsurface.vertex3f_bufferobject = 0;
4861                         rsurface.vertex3f_bufferoffset = 0;
4862                         break;
4863                 case Q3DEFORM_BULGE:
4864                         // deform vertex array to make the surface have moving bulges
4865                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4866                         {
4867                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4868                                 for (j = 0;j < surface->num_vertices;j++)
4869                                 {
4870                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.time * deform->parms[2])) * deform->parms[1];
4871                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4872                                 }
4873                         }
4874                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4875                         rsurface.vertex3f_bufferobject = 0;
4876                         rsurface.vertex3f_bufferoffset = 0;
4877                         break;
4878                 case Q3DEFORM_MOVE:
4879                         // deform vertex array
4880                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
4881                         VectorScale(deform->parms, scale, waveparms);
4882                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4883                         {
4884                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4885                                 for (j = 0;j < surface->num_vertices;j++)
4886                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4887                         }
4888                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4889                         rsurface.vertex3f_bufferobject = 0;
4890                         rsurface.vertex3f_bufferoffset = 0;
4891                         break;
4892                 }
4893         }
4894         // generate texcoords based on the chosen texcoord source
4895         switch(rsurface.texture->tcgen.tcgen)
4896         {
4897         default:
4898         case Q3TCGEN_TEXTURE:
4899                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
4900                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
4901                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
4902                 break;
4903         case Q3TCGEN_LIGHTMAP:
4904                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
4905                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
4906                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
4907                 break;
4908         case Q3TCGEN_VECTOR:
4909                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4910                 {
4911                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4912                         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)
4913                         {
4914                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
4915                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
4916                         }
4917                 }
4918                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
4919                 rsurface.texcoordtexture2f_bufferobject  = 0;
4920                 rsurface.texcoordtexture2f_bufferoffset  = 0;
4921                 break;
4922         case Q3TCGEN_ENVIRONMENT:
4923                 // make environment reflections using a spheremap
4924                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4925                 {
4926                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4927                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
4928                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
4929                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
4930                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
4931                         {
4932                                 float l, d, eyedir[3];
4933                                 VectorSubtract(rsurface.modelorg, vertex, eyedir);
4934                                 l = 0.5f / VectorLength(eyedir);
4935                                 d = DotProduct(normal, eyedir)*2;
4936                                 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
4937                                 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
4938                         }
4939                 }
4940                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
4941                 rsurface.texcoordtexture2f_bufferobject  = 0;
4942                 rsurface.texcoordtexture2f_bufferoffset  = 0;
4943                 break;
4944         }
4945         // the only tcmod that needs software vertex processing is turbulent, so
4946         // check for it here and apply the changes if needed
4947         // and we only support that as the first one
4948         // (handling a mixture of turbulent and other tcmods would be problematic
4949         //  without punting it entirely to a software path)
4950         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
4951         {
4952                 amplitude = rsurface.texture->tcmods[0].parms[1];
4953                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.time * rsurface.texture->tcmods[0].parms[3];
4954                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4955                 {
4956                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4957                         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)
4958                         {
4959                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4960                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4961                         }
4962                 }
4963                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
4964                 rsurface.texcoordtexture2f_bufferobject  = 0;
4965                 rsurface.texcoordtexture2f_bufferoffset  = 0;
4966         }
4967         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
4968         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4969         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4970         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
4971 }
4972
4973 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
4974 {
4975         int i, j;
4976         const msurface_t *surface = texturesurfacelist[0];
4977         const msurface_t *surface2;
4978         int firstvertex;
4979         int endvertex;
4980         int numvertices;
4981         int numtriangles;
4982         // TODO: lock all array ranges before render, rather than on each surface
4983         if (texturenumsurfaces == 1)
4984         {
4985                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4986                 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));
4987         }
4988         else if (r_batchmode.integer == 2)
4989         {
4990                 #define MAXBATCHTRIANGLES 4096
4991                 int batchtriangles = 0;
4992                 int batchelements[MAXBATCHTRIANGLES*3];
4993                 for (i = 0;i < texturenumsurfaces;i = j)
4994                 {
4995                         surface = texturesurfacelist[i];
4996                         j = i + 1;
4997                         if (surface->num_triangles > MAXBATCHTRIANGLES)
4998                         {
4999                                 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));
5000                                 continue;
5001                         }
5002                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5003                         batchtriangles = surface->num_triangles;
5004                         firstvertex = surface->num_firstvertex;
5005                         endvertex = surface->num_firstvertex + surface->num_vertices;
5006                         for (;j < texturenumsurfaces;j++)
5007                         {
5008                                 surface2 = texturesurfacelist[j];
5009                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5010                                         break;
5011                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5012                                 batchtriangles += surface2->num_triangles;
5013                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5014                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5015                         }
5016                         surface2 = texturesurfacelist[j-1];
5017                         numvertices = endvertex - firstvertex;
5018                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5019                 }
5020         }
5021         else if (r_batchmode.integer == 1)
5022         {
5023                 for (i = 0;i < texturenumsurfaces;i = j)
5024                 {
5025                         surface = texturesurfacelist[i];
5026                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5027                                 if (texturesurfacelist[j] != surface2)
5028                                         break;
5029                         surface2 = texturesurfacelist[j-1];
5030                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5031                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5032                         GL_LockArrays(surface->num_firstvertex, numvertices);
5033                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5034                 }
5035         }
5036         else
5037         {
5038                 for (i = 0;i < texturenumsurfaces;i++)
5039                 {
5040                         surface = texturesurfacelist[i];
5041                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5042                         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));
5043                 }
5044         }
5045 }
5046
5047 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5048 {
5049         int i, planeindex, vertexindex;
5050         float d, bestd;
5051         vec3_t vert;
5052         const float *v;
5053         r_waterstate_waterplane_t *p, *bestp;
5054         msurface_t *surface;
5055         if (r_waterstate.renderingscene)
5056                 return;
5057         for (i = 0;i < texturenumsurfaces;i++)
5058         {
5059                 surface = texturesurfacelist[i];
5060                 if (lightmaptexunit >= 0)
5061                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5062                 if (deluxemaptexunit >= 0)
5063                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5064                 // pick the closest matching water plane
5065                 bestd = 0;
5066                 bestp = NULL;
5067                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5068                 {
5069                         d = 0;
5070                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5071                         {
5072                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5073                                 d += fabs(PlaneDiff(vert, &p->plane));
5074                         }
5075                         if (bestd > d || !bestp)
5076                         {
5077                                 bestd = d;
5078                                 bestp = p;
5079                         }
5080                 }
5081                 if (bestp)
5082                 {
5083                         if (refractiontexunit >= 0)
5084                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5085                         if (reflectiontexunit >= 0)
5086                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5087                 }
5088                 else
5089                 {
5090                         if (refractiontexunit >= 0)
5091                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5092                         if (reflectiontexunit >= 0)
5093                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5094                 }
5095                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5096                 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));
5097         }
5098 }
5099
5100 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5101 {
5102         int i;
5103         int j;
5104         const msurface_t *surface = texturesurfacelist[0];
5105         const msurface_t *surface2;
5106         int firstvertex;
5107         int endvertex;
5108         int numvertices;
5109         int numtriangles;
5110         // TODO: lock all array ranges before render, rather than on each surface
5111         if (texturenumsurfaces == 1)
5112         {
5113                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5114                 if (deluxemaptexunit >= 0)
5115                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5116                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5117                 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));
5118         }
5119         else if (r_batchmode.integer == 2)
5120         {
5121                 #define MAXBATCHTRIANGLES 4096
5122                 int batchtriangles = 0;
5123                 int batchelements[MAXBATCHTRIANGLES*3];
5124                 for (i = 0;i < texturenumsurfaces;i = j)
5125                 {
5126                         surface = texturesurfacelist[i];
5127                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5128                         if (deluxemaptexunit >= 0)
5129                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5130                         j = i + 1;
5131                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5132                         {
5133                                 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));
5134                                 continue;
5135                         }
5136                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5137                         batchtriangles = surface->num_triangles;
5138                         firstvertex = surface->num_firstvertex;
5139                         endvertex = surface->num_firstvertex + surface->num_vertices;
5140                         for (;j < texturenumsurfaces;j++)
5141                         {
5142                                 surface2 = texturesurfacelist[j];
5143                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5144                                         break;
5145                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5146                                 batchtriangles += surface2->num_triangles;
5147                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5148                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5149                         }
5150                         surface2 = texturesurfacelist[j-1];
5151                         numvertices = endvertex - firstvertex;
5152                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5153                 }
5154         }
5155         else if (r_batchmode.integer == 1)
5156         {
5157 #if 0
5158                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5159                 for (i = 0;i < texturenumsurfaces;i = j)
5160                 {
5161                         surface = texturesurfacelist[i];
5162                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5163                                 if (texturesurfacelist[j] != surface2)
5164                                         break;
5165                         Con_Printf(" %i", j - i);
5166                 }
5167                 Con_Printf("\n");
5168                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5169 #endif
5170                 for (i = 0;i < texturenumsurfaces;i = j)
5171                 {
5172                         surface = texturesurfacelist[i];
5173                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5174                         if (deluxemaptexunit >= 0)
5175                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5176                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5177                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5178                                         break;
5179 #if 0
5180                         Con_Printf(" %i", j - i);
5181 #endif
5182                         surface2 = texturesurfacelist[j-1];
5183                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5184                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5185                         GL_LockArrays(surface->num_firstvertex, numvertices);
5186                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5187                 }
5188 #if 0
5189                 Con_Printf("\n");
5190 #endif
5191         }
5192         else
5193         {
5194                 for (i = 0;i < texturenumsurfaces;i++)
5195                 {
5196                         surface = texturesurfacelist[i];
5197                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5198                         if (deluxemaptexunit >= 0)
5199                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5200                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5201                         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));
5202                 }
5203         }
5204 }
5205
5206 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5207 {
5208         int j;
5209         int texturesurfaceindex;
5210         if (r_showsurfaces.integer == 2)
5211         {
5212                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5213                 {
5214                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5215                         for (j = 0;j < surface->num_triangles;j++)
5216                         {
5217                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
5218                                 GL_Color(f, f, f, 1);
5219                                 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)));
5220                         }
5221                 }
5222         }
5223         else
5224         {
5225                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5226                 {
5227                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5228                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
5229                         GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
5230                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5231                         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));
5232                 }
5233         }
5234 }
5235
5236 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5237 {
5238         int texturesurfaceindex;
5239         int i;
5240         float f;
5241         float *v, *c, *c2;
5242         if (rsurface.lightmapcolor4f)
5243         {
5244                 // generate color arrays for the surfaces in this list
5245                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5246                 {
5247                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5248                         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)
5249                         {
5250                                 f = FogPoint_Model(v);
5251                                 c2[0] = c[0] * f;
5252                                 c2[1] = c[1] * f;
5253                                 c2[2] = c[2] * f;
5254                                 c2[3] = c[3];
5255                         }
5256                 }
5257         }
5258         else
5259         {
5260                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5261                 {
5262                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5263                         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)
5264                         {
5265                                 f = FogPoint_Model(v);
5266                                 c2[0] = f;
5267                                 c2[1] = f;
5268                                 c2[2] = f;
5269                                 c2[3] = 1;
5270                         }
5271                 }
5272         }
5273         rsurface.lightmapcolor4f = rsurface.array_color4f;
5274         rsurface.lightmapcolor4f_bufferobject = 0;
5275         rsurface.lightmapcolor4f_bufferoffset = 0;
5276 }
5277
5278 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5279 {
5280         int texturesurfaceindex;
5281         int i;
5282         float *c, *c2;
5283         if (!rsurface.lightmapcolor4f)
5284                 return;
5285         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5286         {
5287                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5288                 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)
5289                 {
5290                         c2[0] = c[0] * r;
5291                         c2[1] = c[1] * g;
5292                         c2[2] = c[2] * b;
5293                         c2[3] = c[3] * a;
5294                 }
5295         }
5296         rsurface.lightmapcolor4f = rsurface.array_color4f;
5297         rsurface.lightmapcolor4f_bufferobject = 0;
5298         rsurface.lightmapcolor4f_bufferoffset = 0;
5299 }
5300
5301 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5302 {
5303         // TODO: optimize
5304         rsurface.lightmapcolor4f = NULL;
5305         rsurface.lightmapcolor4f_bufferobject = 0;
5306         rsurface.lightmapcolor4f_bufferoffset = 0;
5307         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5308         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5309         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5310         GL_Color(r, g, b, a);
5311         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5312 }
5313
5314 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5315 {
5316         // TODO: optimize applyfog && applycolor case
5317         // just apply fog if necessary, and tint the fog color array if necessary
5318         rsurface.lightmapcolor4f = NULL;
5319         rsurface.lightmapcolor4f_bufferobject = 0;
5320         rsurface.lightmapcolor4f_bufferoffset = 0;
5321         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5322         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5323         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5324         GL_Color(r, g, b, a);
5325         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5326 }
5327
5328 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5329 {
5330         int texturesurfaceindex;
5331         int i;
5332         float *c;
5333         // TODO: optimize
5334         if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5335         {
5336                 // generate color arrays for the surfaces in this list
5337                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5338                 {
5339                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5340                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5341                         {
5342                                 if (surface->lightmapinfo->samples)
5343                                 {
5344                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5345                                         float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5346                                         VectorScale(lm, scale, c);
5347                                         if (surface->lightmapinfo->styles[1] != 255)
5348                                         {
5349                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5350                                                 lm += size3;
5351                                                 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5352                                                 VectorMA(c, scale, lm, c);
5353                                                 if (surface->lightmapinfo->styles[2] != 255)
5354                                                 {
5355                                                         lm += size3;
5356                                                         scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5357                                                         VectorMA(c, scale, lm, c);
5358                                                         if (surface->lightmapinfo->styles[3] != 255)
5359                                                         {
5360                                                                 lm += size3;
5361                                                                 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5362                                                                 VectorMA(c, scale, lm, c);
5363                                                         }
5364                                                 }
5365                                         }
5366                                 }
5367                                 else
5368                                         VectorClear(c);
5369                                 c[3] = 1;
5370                         }
5371                 }
5372                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5373                 rsurface.lightmapcolor4f_bufferobject = 0;
5374                 rsurface.lightmapcolor4f_bufferoffset = 0;
5375         }
5376         else
5377         {
5378                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5379                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5380                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5381         }
5382         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5383         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5384         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5385         GL_Color(r, g, b, a);
5386         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5387 }
5388
5389 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5390 {
5391         int texturesurfaceindex;
5392         int i;
5393         float f;
5394         float *v, *c, *c2;
5395         vec3_t ambientcolor;
5396         vec3_t diffusecolor;
5397         vec3_t lightdir;
5398         // TODO: optimize
5399         // model lighting
5400         VectorCopy(rsurface.modellight_lightdir, lightdir);
5401         f = 0.5f * r_refdef.lightmapintensity;
5402         ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5403         ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5404         ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5405         diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5406         diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5407         diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5408         if (VectorLength2(diffusecolor) > 0)
5409         {
5410                 // generate color arrays for the surfaces in this list
5411                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5412                 {
5413                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5414                         int numverts = surface->num_vertices;
5415                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5416                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5417                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5418                         // q3-style directional shading
5419                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5420                         {
5421                                 if ((f = DotProduct(c2, lightdir)) > 0)
5422                                         VectorMA(ambientcolor, f, diffusecolor, c);
5423                                 else
5424                                         VectorCopy(ambientcolor, c);
5425                                 c[3] = a;
5426                         }
5427                 }
5428                 r = 1;
5429                 g = 1;
5430                 b = 1;
5431                 a = 1;
5432                 applycolor = false;
5433                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5434                 rsurface.lightmapcolor4f_bufferobject = 0;
5435                 rsurface.lightmapcolor4f_bufferoffset = 0;
5436         }
5437         else
5438         {
5439                 r = ambientcolor[0];
5440                 g = ambientcolor[1];
5441                 b = ambientcolor[2];
5442                 rsurface.lightmapcolor4f = NULL;
5443                 rsurface.lightmapcolor4f_bufferobject = 0;
5444                 rsurface.lightmapcolor4f_bufferoffset = 0;
5445         }
5446         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5447         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5448         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5449         GL_Color(r, g, b, a);
5450         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5451 }
5452
5453 void RSurf_SetupDepthAndCulling(void)
5454 {
5455         // submodels are biased to avoid z-fighting with world surfaces that they
5456         // may be exactly overlapping (avoids z-fighting artifacts on certain
5457         // doors and things in Quake maps)
5458         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5459         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5460         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5461         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5462 }
5463
5464 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5465 {
5466         RSurf_SetupDepthAndCulling();
5467         if (rsurface.mode != RSURFMODE_SHOWSURFACES)
5468         {
5469                 rsurface.mode = RSURFMODE_SHOWSURFACES;
5470                 GL_DepthMask(true);
5471                 GL_BlendFunc(GL_ONE, GL_ZERO);
5472                 R_Mesh_ColorPointer(NULL, 0, 0);
5473                 R_Mesh_ResetTextureState();
5474         }
5475         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5476         RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5477 }
5478
5479 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5480 {
5481         // transparent sky would be ridiculous
5482         if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
5483                 return;
5484         if (rsurface.mode != RSURFMODE_SKY)
5485         {
5486                 if (rsurface.mode == RSURFMODE_GLSL)
5487                 {
5488                         qglUseProgramObjectARB(0);CHECKGLERROR
5489                 }
5490                 rsurface.mode = RSURFMODE_SKY;
5491         }
5492         if (skyrendernow)
5493         {
5494                 skyrendernow = false;
5495                 R_Sky();
5496                 // restore entity matrix
5497                 R_Mesh_Matrix(&rsurface.matrix);
5498         }
5499         RSurf_SetupDepthAndCulling();
5500         GL_DepthMask(true);
5501         // LordHavoc: HalfLife maps have freaky skypolys so don't use
5502         // skymasking on them, and Quake3 never did sky masking (unlike
5503         // software Quake and software Quake2), so disable the sky masking
5504         // in Quake3 maps as it causes problems with q3map2 sky tricks,
5505         // and skymasking also looks very bad when noclipping outside the
5506         // level, so don't use it then either.
5507         if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
5508         {
5509                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5510                 R_Mesh_ColorPointer(NULL, 0, 0);
5511                 R_Mesh_ResetTextureState();
5512                 if (skyrendermasked)
5513                 {
5514                         // depth-only (masking)
5515                         GL_ColorMask(0,0,0,0);
5516                         // just to make sure that braindead drivers don't draw
5517                         // anything despite that colormask...
5518                         GL_BlendFunc(GL_ZERO, GL_ONE);
5519                 }
5520                 else
5521                 {
5522                         // fog sky
5523                         GL_BlendFunc(GL_ONE, GL_ZERO);
5524                 }
5525                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5526                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5527                 if (skyrendermasked)
5528                         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
5529         }
5530 }
5531
5532 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
5533 {
5534         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5535                 return;
5536
5537         if (rsurface.mode != RSURFMODE_GLSL)
5538         {
5539                 rsurface.mode = RSURFMODE_GLSL;
5540                 R_Mesh_ResetTextureState();
5541                 GL_Color(1, 1, 1, 1);
5542         }
5543
5544         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5545         R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5546         R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
5547         R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
5548         R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
5549         R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
5550         R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5551         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5552         {
5553                 R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
5554                 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5555                 R_Mesh_ColorPointer(NULL, 0, 0);
5556         }
5557         else if (rsurface.uselightmaptexture)
5558         {
5559                 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
5560                 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
5561                 R_Mesh_ColorPointer(NULL, 0, 0);
5562         }
5563         else
5564         {
5565                 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
5566                 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5567                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5568         }
5569         R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
5570         R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
5571         R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
5572
5573         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5574         {
5575                 // render background
5576                 GL_BlendFunc(GL_ONE, GL_ZERO);
5577                 GL_DepthMask(true);
5578                 GL_AlphaTest(false);
5579
5580                 GL_Color(1, 1, 1, 1);
5581                 R_Mesh_ColorPointer(NULL, 0, 0);
5582
5583                 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5584                 if (r_glsl_permutation)
5585                 {
5586                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5587                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5588                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5589                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5590                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5591                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5592                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection ? 12 : -1);
5593                 }
5594
5595                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5596                 GL_DepthMask(false);
5597                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5598                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5599                 {
5600                         R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
5601                         R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5602                         R_Mesh_ColorPointer(NULL, 0, 0);
5603                 }
5604                 else if (rsurface.uselightmaptexture)
5605                 {
5606                         R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
5607                         R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
5608                         R_Mesh_ColorPointer(NULL, 0, 0);
5609                 }
5610                 else
5611                 {
5612                         R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
5613                         R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5614                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5615                 }
5616                 R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
5617                 R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
5618         }
5619
5620         R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5621         if (!r_glsl_permutation)
5622                 return;
5623
5624         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5625         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5626         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5627         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5628         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5629         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5630
5631         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5632         {
5633                 GL_BlendFunc(GL_ONE, GL_ZERO);
5634                 GL_DepthMask(true);
5635                 GL_AlphaTest(false);
5636         }
5637
5638         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5639         {
5640                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5641                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
5642                 else
5643                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
5644         }
5645         else
5646         {
5647                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5648                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
5649                 else
5650                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5651         }
5652         if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
5653         {
5654         }
5655 }
5656
5657 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
5658 {
5659         // OpenGL 1.3 path - anything not completely ancient
5660         int texturesurfaceindex;
5661         qboolean applycolor;
5662         qboolean applyfog;
5663         rmeshstate_t m;
5664         int layerindex;
5665         const texturelayer_t *layer;
5666         if (rsurface.mode != RSURFMODE_MULTIPASS)
5667                 rsurface.mode = RSURFMODE_MULTIPASS;
5668         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5669
5670         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5671         {
5672                 vec4_t layercolor;
5673                 int layertexrgbscale;
5674                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5675                 {
5676                         if (layerindex == 0)
5677                                 GL_AlphaTest(true);
5678                         else
5679                         {
5680                                 GL_AlphaTest(false);
5681                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5682                         }
5683                 }
5684                 GL_DepthMask(layer->depthmask);
5685                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5686                 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
5687                 {
5688                         layertexrgbscale = 4;
5689                         VectorScale(layer->color, 0.25f, layercolor);
5690                 }
5691                 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
5692                 {
5693                         layertexrgbscale = 2;
5694                         VectorScale(layer->color, 0.5f, layercolor);
5695                 }
5696                 else
5697                 {
5698                         layertexrgbscale = 1;
5699                         VectorScale(layer->color, 1.0f, layercolor);
5700                 }
5701                 layercolor[3] = layer->color[3];
5702                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5703                 R_Mesh_ColorPointer(NULL, 0, 0);
5704                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5705                 switch (layer->type)
5706                 {
5707                 case TEXTURELAYERTYPE_LITTEXTURE:
5708                         memset(&m, 0, sizeof(m));
5709                         m.tex[0] = R_GetTexture(r_texture_white);
5710                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5711                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5712                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5713                         m.tex[1] = R_GetTexture(layer->texture);
5714                         m.texmatrix[1] = layer->texmatrix;
5715                         m.texrgbscale[1] = layertexrgbscale;
5716                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
5717                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
5718                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
5719                         R_Mesh_TextureState(&m);
5720                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5721                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5722                         else if (rsurface.uselightmaptexture)
5723                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5724                         else
5725                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5726                         break;
5727                 case TEXTURELAYERTYPE_TEXTURE:
5728                         memset(&m, 0, sizeof(m));
5729                         m.tex[0] = R_GetTexture(layer->texture);
5730                         m.texmatrix[0] = layer->texmatrix;
5731                         m.texrgbscale[0] = layertexrgbscale;
5732                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5733                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5734                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5735                         R_Mesh_TextureState(&m);
5736                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5737                         break;
5738                 case TEXTURELAYERTYPE_FOG:
5739                         memset(&m, 0, sizeof(m));
5740                         m.texrgbscale[0] = layertexrgbscale;
5741                         if (layer->texture)
5742                         {
5743                                 m.tex[0] = R_GetTexture(layer->texture);
5744                                 m.texmatrix[0] = layer->texmatrix;
5745                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5746                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5747                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5748                         }
5749                         R_Mesh_TextureState(&m);
5750                         // generate a color array for the fog pass
5751                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5752                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5753                         {
5754                                 int i;
5755                                 float f, *v, *c;
5756                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5757                                 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)
5758                                 {
5759                                         f = 1 - FogPoint_Model(v);
5760                                         c[0] = layercolor[0];
5761                                         c[1] = layercolor[1];
5762                                         c[2] = layercolor[2];
5763                                         c[3] = f * layercolor[3];
5764                                 }
5765                         }
5766                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5767                         break;
5768                 default:
5769                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5770                 }
5771                 GL_LockArrays(0, 0);
5772         }
5773         CHECKGLERROR
5774         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5775         {
5776                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5777                 GL_AlphaTest(false);
5778         }
5779 }
5780
5781 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
5782 {
5783         // OpenGL 1.1 - crusty old voodoo path
5784         int texturesurfaceindex;
5785         qboolean applyfog;
5786         rmeshstate_t m;
5787         int layerindex;
5788         const texturelayer_t *layer;
5789         if (rsurface.mode != RSURFMODE_MULTIPASS)
5790                 rsurface.mode = RSURFMODE_MULTIPASS;
5791         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5792
5793         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5794         {
5795                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5796                 {
5797                         if (layerindex == 0)
5798                                 GL_AlphaTest(true);
5799                         else
5800                         {
5801                                 GL_AlphaTest(false);
5802                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5803                         }
5804                 }
5805                 GL_DepthMask(layer->depthmask);
5806                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5807                 R_Mesh_ColorPointer(NULL, 0, 0);
5808                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5809                 switch (layer->type)
5810                 {
5811                 case TEXTURELAYERTYPE_LITTEXTURE:
5812                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
5813                         {
5814                                 // two-pass lit texture with 2x rgbscale
5815                                 // first the lightmap pass
5816                                 memset(&m, 0, sizeof(m));
5817                                 m.tex[0] = R_GetTexture(r_texture_white);
5818                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5819                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5820                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5821                                 R_Mesh_TextureState(&m);
5822                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5823                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5824                                 else if (rsurface.uselightmaptexture)
5825                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5826                                 else
5827                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5828                                 GL_LockArrays(0, 0);
5829                                 // then apply the texture to it
5830                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
5831                                 memset(&m, 0, sizeof(m));
5832                                 m.tex[0] = R_GetTexture(layer->texture);
5833                                 m.texmatrix[0] = layer->texmatrix;
5834                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5835                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5836                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5837                                 R_Mesh_TextureState(&m);
5838                                 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);
5839                         }
5840                         else
5841                         {
5842                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
5843                                 memset(&m, 0, sizeof(m));
5844                                 m.tex[0] = R_GetTexture(layer->texture);
5845                                 m.texmatrix[0] = layer->texmatrix;
5846                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5847                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5848                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5849                                 R_Mesh_TextureState(&m);
5850                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5851                                         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);
5852                                 else
5853                                         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);
5854                         }
5855                         break;
5856                 case TEXTURELAYERTYPE_TEXTURE:
5857                         // singletexture unlit texture with transparency support
5858                         memset(&m, 0, sizeof(m));
5859                         m.tex[0] = R_GetTexture(layer->texture);
5860                         m.texmatrix[0] = layer->texmatrix;
5861                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5862                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5863                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5864                         R_Mesh_TextureState(&m);
5865                         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);
5866                         break;
5867                 case TEXTURELAYERTYPE_FOG:
5868                         // singletexture fogging
5869                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5870                         if (layer->texture)
5871                         {
5872                                 memset(&m, 0, sizeof(m));
5873                                 m.tex[0] = R_GetTexture(layer->texture);
5874                                 m.texmatrix[0] = layer->texmatrix;
5875                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5876                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5877                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5878                                 R_Mesh_TextureState(&m);
5879                         }
5880                         else
5881                                 R_Mesh_ResetTextureState();
5882                         // generate a color array for the fog pass
5883                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5884                         {
5885                                 int i;
5886                                 float f, *v, *c;
5887                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5888                                 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)
5889                                 {
5890                                         f = 1 - FogPoint_Model(v);
5891                                         c[0] = layer->color[0];
5892                                         c[1] = layer->color[1];
5893                                         c[2] = layer->color[2];
5894                                         c[3] = f * layer->color[3];
5895                                 }
5896                         }
5897                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5898                         break;
5899                 default:
5900                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5901                 }
5902                 GL_LockArrays(0, 0);
5903         }
5904         CHECKGLERROR
5905         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5906         {
5907                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5908                 GL_AlphaTest(false);
5909         }
5910 }
5911
5912 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
5913 {
5914         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
5915                 return;
5916         rsurface.rtlight = NULL;
5917         CHECKGLERROR
5918         if (depthonly)
5919         {
5920                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
5921                         return;
5922                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
5923                         return;
5924                 if (rsurface.mode != RSURFMODE_MULTIPASS)
5925                         rsurface.mode = RSURFMODE_MULTIPASS;
5926                 if (r_depthfirst.integer == 3)
5927                 {
5928                         int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
5929                         if (!r_view.showdebug)
5930                                 GL_Color(0, 0, 0, 1);
5931                         else
5932                                 GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
5933                 }
5934                 else
5935                 {
5936                         GL_ColorMask(0,0,0,0);
5937                         GL_Color(1,1,1,1);
5938                 }
5939                 RSurf_SetupDepthAndCulling();
5940                 GL_DepthTest(true);
5941                 GL_BlendFunc(GL_ONE, GL_ZERO);
5942                 GL_DepthMask(true);
5943                 GL_AlphaTest(false);
5944                 R_Mesh_ColorPointer(NULL, 0, 0);
5945                 R_Mesh_ResetTextureState();
5946                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5947                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5948                 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
5949         }
5950         else if (r_depthfirst.integer == 3)
5951                 return;
5952         else if (!r_view.showdebug && (r_showsurfaces.integer || gl_lightmaps.integer))
5953         {
5954                 GL_Color(0, 0, 0, 1);
5955                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5956         }
5957         else if (r_showsurfaces.integer)
5958         {
5959                 if (rsurface.mode != RSURFMODE_MULTIPASS)
5960                         rsurface.mode = RSURFMODE_MULTIPASS;
5961                 RSurf_SetupDepthAndCulling();
5962                 GL_DepthTest(true);
5963                 GL_BlendFunc(GL_ONE, GL_ZERO);
5964                 GL_DepthMask(writedepth);
5965                 GL_Color(1,1,1,1);
5966                 GL_AlphaTest(false);
5967                 R_Mesh_ColorPointer(NULL, 0, 0);
5968                 R_Mesh_ResetTextureState();
5969                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5970                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5971         }
5972         else if (gl_lightmaps.integer)
5973         {
5974                 rmeshstate_t m;
5975                 if (rsurface.mode != RSURFMODE_MULTIPASS)
5976                         rsurface.mode = RSURFMODE_MULTIPASS;
5977                 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5978                 GL_DepthTest(true);
5979                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5980                 GL_BlendFunc(GL_ONE, GL_ZERO);
5981                 GL_DepthMask(writedepth);
5982                 GL_Color(1,1,1,1);
5983                 GL_AlphaTest(false);
5984                 R_Mesh_ColorPointer(NULL, 0, 0);
5985                 memset(&m, 0, sizeof(m));
5986                 m.tex[0] = R_GetTexture(r_texture_white);
5987                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5988                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5989                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5990                 R_Mesh_TextureState(&m);
5991                 RSurf_PrepareVerticesForBatch(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, false, texturenumsurfaces, texturesurfacelist);
5992                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5993                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5994                 else if (rsurface.uselightmaptexture)
5995                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5996                 else
5997                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5998         }
5999         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6000                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6001         else if (rsurface.texture->currentnumlayers)
6002         {
6003                 // write depth for anything we skipped on the depth-only pass earlier
6004                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6005                         writedepth = true;
6006                 RSurf_SetupDepthAndCulling();
6007                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6008                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6009                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6010                 if (r_glsl.integer && gl_support_fragment_shader)
6011                         R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
6012                 else if (gl_combine.integer && r_textureunits.integer >= 2)
6013                         R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
6014                 else
6015                         R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
6016         }
6017         CHECKGLERROR
6018         GL_LockArrays(0, 0);
6019 }
6020
6021 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6022 {
6023         int i, j;
6024         int texturenumsurfaces, endsurface;
6025         texture_t *texture;
6026         msurface_t *surface;
6027         msurface_t *texturesurfacelist[1024];
6028
6029         // if the model is static it doesn't matter what value we give for
6030         // wantnormals and wanttangents, so this logic uses only rules applicable
6031         // to a model, knowing that they are meaningless otherwise
6032         if (ent == r_refdef.worldentity)
6033                 RSurf_ActiveWorldEntity();
6034         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6035                 RSurf_ActiveModelEntity(ent, false, false);
6036         else
6037                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6038
6039         for (i = 0;i < numsurfaces;i = j)
6040         {
6041                 j = i + 1;
6042                 surface = rsurface.modelsurfaces + surfacelist[i];
6043                 texture = surface->texture;
6044                 R_UpdateTextureInfo(ent, texture);
6045                 rsurface.texture = texture->currentframe;
6046                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6047                 // scan ahead until we find a different texture
6048                 endsurface = min(i + 1024, numsurfaces);
6049                 texturenumsurfaces = 0;
6050                 texturesurfacelist[texturenumsurfaces++] = surface;
6051                 for (;j < endsurface;j++)
6052                 {
6053                         surface = rsurface.modelsurfaces + surfacelist[j];
6054                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6055                                 break;
6056                         texturesurfacelist[texturenumsurfaces++] = surface;
6057                 }
6058                 // render the range of surfaces
6059                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
6060         }
6061
6062         RSurf_CleanUp();
6063 }
6064
6065 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6066 {
6067         int i, j;
6068         vec3_t tempcenter, center;
6069         texture_t *texture;
6070         // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6071         if (addwaterplanes)
6072         {
6073                 for (i = 0;i < numsurfaces;i++)
6074                         if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6075                                 R_Water_AddWaterPlane(surfacelist[i]);
6076                 return;
6077         }
6078         // break the surface list down into batches by texture and use of lightmapping
6079         for (i = 0;i < numsurfaces;i = j)
6080         {
6081                 j = i + 1;
6082                 // texture is the base texture pointer, rsurface.texture is the
6083                 // current frame/skin the texture is directing us to use (for example
6084                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6085                 // use skin 1 instead)
6086                 texture = surfacelist[i]->texture;
6087                 rsurface.texture = texture->currentframe;
6088                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6089                 if (!(rsurface.texture->currentmaterialflags & flagsmask))
6090                 {
6091                         // if this texture is not the kind we want, skip ahead to the next one
6092                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6093                                 ;
6094                         continue;
6095                 }
6096                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6097                 {
6098                         // transparent surfaces get pushed off into the transparent queue
6099                         const msurface_t *surface = surfacelist[i];
6100                         if (depthonly)
6101                                 continue;
6102                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6103                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6104                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6105                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6106                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
6107                 }
6108                 else
6109                 {
6110                         // simply scan ahead until we find a different texture or lightmap state
6111                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6112                                 ;
6113                         // render the range of surfaces
6114                         R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
6115                 }
6116         }
6117 }
6118
6119 float locboxvertex3f[6*4*3] =
6120 {
6121         1,0,1, 1,0,0, 1,1,0, 1,1,1,
6122         0,1,1, 0,1,0, 0,0,0, 0,0,1,
6123         1,1,1, 1,1,0, 0,1,0, 0,1,1,
6124         0,0,1, 0,0,0, 1,0,0, 1,0,1,
6125         0,0,1, 1,0,1, 1,1,1, 0,1,1,
6126         1,0,0, 0,0,0, 0,1,0, 1,1,0
6127 };
6128
6129 int locboxelement3i[6*2*3] =
6130 {
6131          0, 1, 2, 0, 2, 3,
6132          4, 5, 6, 4, 6, 7,
6133          8, 9,10, 8,10,11,
6134         12,13,14, 12,14,15,
6135         16,17,18, 16,18,19,
6136         20,21,22, 20,22,23
6137 };
6138
6139 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6140 {
6141         int i, j;
6142         cl_locnode_t *loc = (cl_locnode_t *)ent;
6143         vec3_t mins, size;
6144         float vertex3f[6*4*3];
6145         CHECKGLERROR
6146         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6147         GL_DepthMask(false);
6148         GL_DepthRange(0, 1);
6149         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6150         GL_DepthTest(true);
6151         GL_CullFace(GL_NONE);
6152         R_Mesh_Matrix(&identitymatrix);
6153
6154         R_Mesh_VertexPointer(vertex3f, 0, 0);
6155         R_Mesh_ColorPointer(NULL, 0, 0);
6156         R_Mesh_ResetTextureState();
6157
6158         i = surfacelist[0];
6159         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
6160                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
6161                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
6162                         surfacelist[0] < 0 ? 0.5f : 0.125f);
6163
6164         if (VectorCompare(loc->mins, loc->maxs))
6165         {
6166                 VectorSet(size, 2, 2, 2);
6167                 VectorMA(loc->mins, -0.5f, size, mins);
6168         }
6169         else
6170         {
6171                 VectorCopy(loc->mins, mins);
6172                 VectorSubtract(loc->maxs, loc->mins, size);
6173         }
6174
6175         for (i = 0;i < 6*4*3;)
6176                 for (j = 0;j < 3;j++, i++)
6177                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6178
6179         R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6180 }
6181
6182 void R_DrawLocs(void)
6183 {
6184         int index;
6185         cl_locnode_t *loc, *nearestloc;
6186         vec3_t center;
6187         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6188         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6189         {
6190                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6191                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6192         }
6193 }
6194
6195 void R_DrawDebugModel(entity_render_t *ent)
6196 {
6197         int i, j, k, l, flagsmask;
6198         const int *elements;
6199         q3mbrush_t *brush;
6200         msurface_t *surface;
6201         model_t *model = ent->model;
6202         vec3_t v;
6203
6204         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
6205
6206         R_Mesh_ColorPointer(NULL, 0, 0);
6207         R_Mesh_ResetTextureState();
6208         GL_DepthRange(0, 1);
6209         GL_DepthTest(!r_showdisabledepthtest.integer);
6210         GL_DepthMask(false);
6211         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6212
6213         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6214         {
6215                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6216                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6217                 {
6218                         if (brush->colbrushf && brush->colbrushf->numtriangles)
6219                         {
6220                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6221                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value);
6222                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6223                         }
6224                 }
6225                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6226                 {
6227                         if (surface->num_collisiontriangles)
6228                         {
6229                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6230                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value);
6231                                 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6232                         }
6233                 }
6234         }
6235
6236         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6237
6238         if (r_showtris.integer || r_shownormals.integer)
6239         {
6240                 if (r_showdisabledepthtest.integer)
6241                 {
6242                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6243                         GL_DepthMask(false);
6244                 }
6245                 else
6246                 {
6247                         GL_BlendFunc(GL_ONE, GL_ZERO);
6248                         GL_DepthMask(true);
6249                 }
6250                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6251                 {
6252                         if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
6253                                 continue;
6254                         rsurface.texture = surface->texture->currentframe;
6255                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6256                         {
6257                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6258                                 if (r_showtris.value > 0)
6259                                 {
6260                                         if (!rsurface.texture->currentlayers->depthmask)
6261                                                 GL_Color(r_view.colorscale, 0, 0, r_showtris.value);
6262                                         else if (ent == r_refdef.worldentity)
6263                                                 GL_Color(r_view.colorscale, r_view.colorscale, r_view.colorscale, r_showtris.value);
6264                                         else
6265                                                 GL_Color(0, r_view.colorscale, 0, r_showtris.value);
6266                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6267                                         CHECKGLERROR
6268                                         qglBegin(GL_LINES);
6269                                         for (k = 0;k < surface->num_triangles;k++, elements += 3)
6270                                         {
6271 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6272                                                 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6273                                                 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6274                                                 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6275                                         }
6276                                         qglEnd();
6277                                         CHECKGLERROR
6278                                 }
6279                                 if (r_shownormals.value > 0)
6280                                 {
6281                                         qglBegin(GL_LINES);
6282                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6283                                         {
6284                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6285                                                 GL_Color(r_view.colorscale, 0, 0, 1);
6286                                                 qglVertex3f(v[0], v[1], v[2]);
6287                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6288                                                 GL_Color(r_view.colorscale, 1, 1, 1);
6289                                                 qglVertex3f(v[0], v[1], v[2]);
6290                                         }
6291                                         qglEnd();
6292                                         CHECKGLERROR
6293                                         qglBegin(GL_LINES);
6294                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6295                                         {
6296                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6297                                                 GL_Color(0, r_view.colorscale, 0, 1);
6298                                                 qglVertex3f(v[0], v[1], v[2]);
6299                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6300                                                 GL_Color(r_view.colorscale, 1, 1, 1);
6301                                                 qglVertex3f(v[0], v[1], v[2]);
6302                                         }
6303                                         qglEnd();
6304                                         CHECKGLERROR
6305                                         qglBegin(GL_LINES);
6306                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6307                                         {
6308                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6309                                                 GL_Color(0, 0, r_view.colorscale, 1);
6310                                                 qglVertex3f(v[0], v[1], v[2]);
6311                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6312                                                 GL_Color(r_view.colorscale, 1, 1, 1);
6313                                                 qglVertex3f(v[0], v[1], v[2]);
6314                                         }
6315                                         qglEnd();
6316                                         CHECKGLERROR
6317                                 }
6318                         }
6319                 }
6320                 rsurface.texture = NULL;
6321         }
6322 }
6323
6324 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6325 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6326 {
6327         int i, j, endj, f, flagsmask;
6328         msurface_t *surface;
6329         texture_t *t;
6330         model_t *model = r_refdef.worldmodel;
6331         const int maxsurfacelist = 1024;
6332         int numsurfacelist = 0;
6333         msurface_t *surfacelist[1024];
6334         if (model == NULL)
6335                 return;
6336
6337         RSurf_ActiveWorldEntity();
6338
6339         // update light styles on this submodel
6340         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6341         {
6342                 model_brush_lightstyleinfo_t *style;
6343                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6344                 {
6345                         if (style->value != r_refdef.lightstylevalue[style->style])
6346                         {
6347                                 msurface_t *surfaces = model->data_surfaces;
6348                                 int *list = style->surfacelist;
6349                                 style->value = r_refdef.lightstylevalue[style->style];
6350                                 for (j = 0;j < style->numsurfaces;j++)
6351                                         surfaces[list[j]].cached_dlight = true;
6352                         }
6353                 }
6354         }
6355
6356         R_UpdateAllTextureInfo(r_refdef.worldentity);
6357         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6358
6359         if (debug)
6360         {
6361                 R_DrawDebugModel(r_refdef.worldentity);
6362                 return;
6363         }
6364
6365         f = 0;
6366         t = NULL;
6367         rsurface.uselightmaptexture = false;
6368         rsurface.texture = NULL;
6369         numsurfacelist = 0;
6370         j = model->firstmodelsurface;
6371         endj = j + model->nummodelsurfaces;
6372         while (j < endj)
6373         {
6374                 // quickly skip over non-visible surfaces
6375                 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
6376                         ;
6377                 // quickly iterate over visible surfaces
6378                 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
6379                 {
6380                         // process this surface
6381                         surface = model->data_surfaces + j;
6382                         // if this surface fits the criteria, add it to the list
6383                         if (surface->num_triangles)
6384                         {
6385                                 // if lightmap parameters changed, rebuild lightmap texture
6386                                 if (surface->cached_dlight)
6387                                         R_BuildLightMap(r_refdef.worldentity, surface);
6388                                 // add face to draw list
6389                                 surfacelist[numsurfacelist++] = surface;
6390                                 r_refdef.stats.world_triangles += surface->num_triangles;
6391                                 if (numsurfacelist >= maxsurfacelist)
6392                                 {
6393                                         r_refdef.stats.world_surfaces += numsurfacelist;
6394                                         R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6395                                         numsurfacelist = 0;
6396                                 }
6397                         }
6398                 }
6399         }
6400         r_refdef.stats.world_surfaces += numsurfacelist;
6401         if (numsurfacelist)
6402                 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6403         RSurf_CleanUp();
6404 }
6405
6406 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6407 {
6408         int i, j, f, flagsmask;
6409         msurface_t *surface, *endsurface;
6410         texture_t *t;
6411         model_t *model = ent->model;
6412         const int maxsurfacelist = 1024;
6413         int numsurfacelist = 0;
6414         msurface_t *surfacelist[1024];
6415         if (model == NULL)
6416                 return;
6417
6418         // if the model is static it doesn't matter what value we give for
6419         // wantnormals and wanttangents, so this logic uses only rules applicable
6420         // to a model, knowing that they are meaningless otherwise
6421         if (ent == r_refdef.worldentity)
6422                 RSurf_ActiveWorldEntity();
6423         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6424                 RSurf_ActiveModelEntity(ent, false, false);
6425         else
6426                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6427
6428         // update light styles
6429         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6430         {
6431                 model_brush_lightstyleinfo_t *style;
6432                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6433                 {
6434                         if (style->value != r_refdef.lightstylevalue[style->style])
6435                         {
6436                                 msurface_t *surfaces = model->data_surfaces;
6437                                 int *list = style->surfacelist;
6438                                 style->value = r_refdef.lightstylevalue[style->style];
6439                                 for (j = 0;j < style->numsurfaces;j++)
6440                                         surfaces[list[j]].cached_dlight = true;
6441                         }
6442                 }
6443         }
6444
6445         R_UpdateAllTextureInfo(ent);
6446         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6447
6448         if (debug)
6449         {
6450                 R_DrawDebugModel(ent);
6451                 return;
6452         }
6453
6454         f = 0;
6455         t = NULL;
6456         rsurface.uselightmaptexture = false;
6457         rsurface.texture = NULL;
6458         numsurfacelist = 0;
6459         surface = model->data_surfaces + model->firstmodelsurface;
6460         endsurface = surface + model->nummodelsurfaces;
6461         for (;surface < endsurface;surface++)
6462         {
6463                 // if this surface fits the criteria, add it to the list
6464                 if (surface->num_triangles)
6465                 {
6466                         // if lightmap parameters changed, rebuild lightmap texture
6467                         if (surface->cached_dlight)
6468                                 R_BuildLightMap(ent, surface);
6469                         // add face to draw list
6470                         surfacelist[numsurfacelist++] = surface;
6471                         r_refdef.stats.entities_triangles += surface->num_triangles;
6472                         if (numsurfacelist >= maxsurfacelist)
6473                         {
6474                                 r_refdef.stats.entities_surfaces += numsurfacelist;
6475                                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6476                                 numsurfacelist = 0;
6477                         }
6478                 }
6479         }
6480         r_refdef.stats.entities_surfaces += numsurfacelist;
6481         if (numsurfacelist)
6482                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6483         RSurf_CleanUp();
6484 }