implemented csqc VF_PERSPECTIVE, still needs more work but it's a start
[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 "r_shadow.h"
24 #include "polygon.h"
25 #include "image.h"
26
27 mempool_t *r_main_mempool;
28 rtexturepool_t *r_main_texturepool;
29
30 //
31 // screen size info
32 //
33 r_refdef_t r_refdef;
34 r_view_t r_view;
35 r_viewcache_t r_viewcache;
36
37 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"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
40 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
47 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
48 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
66
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
74
75 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)"};
76
77 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
78 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
79 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
80 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
81 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)"};
82 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)"};
83
84 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
85 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
86 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
87
88 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
89 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
90 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
91 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
92 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
93 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
94 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
95
96 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
97 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
98 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
99 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)"};
100
101 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"};
102
103 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"};
104
105 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
106
107 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
108 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
109
110 extern qboolean v_flipped_state;
111
112 typedef struct r_glsl_bloomshader_s
113 {
114         int program;
115         int loc_Texture_Bloom;
116 }
117 r_glsl_bloomshader_t;
118
119 static struct r_bloomstate_s
120 {
121         qboolean enabled;
122         qboolean hdr;
123
124         int bloomwidth, bloomheight;
125
126         int screentexturewidth, screentextureheight;
127         rtexture_t *texture_screen;
128
129         int bloomtexturewidth, bloomtextureheight;
130         rtexture_t *texture_bloom;
131
132         r_glsl_bloomshader_t *shader;
133
134         // arrays for rendering the screen passes
135         float screentexcoord2f[8];
136         float bloomtexcoord2f[8];
137         float offsettexcoord2f[8];
138 }
139 r_bloomstate;
140
141 // shadow volume bsp struct with automatically growing nodes buffer
142 svbsp_t r_svbsp;
143
144 rtexture_t *r_texture_blanknormalmap;
145 rtexture_t *r_texture_white;
146 rtexture_t *r_texture_black;
147 rtexture_t *r_texture_notexture;
148 rtexture_t *r_texture_whitecube;
149 rtexture_t *r_texture_normalizationcube;
150 rtexture_t *r_texture_fogattenuation;
151 //rtexture_t *r_texture_fogintensity;
152
153 // information about each possible shader permutation
154 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
155 // currently selected permutation
156 r_glsl_permutation_t *r_glsl_permutation;
157
158 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
159 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
160
161 // vertex coordinates for a quad that covers the screen exactly
162 const static float r_screenvertex3f[12] =
163 {
164         0, 0, 0,
165         1, 0, 0,
166         1, 1, 0,
167         0, 1, 0
168 };
169
170 extern void R_DrawModelShadows(void);
171
172 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
173 {
174         int i;
175         for (i = 0;i < verts;i++)
176         {
177                 out[0] = in[0] * r;
178                 out[1] = in[1] * g;
179                 out[2] = in[2] * b;
180                 out[3] = in[3];
181                 in += 4;
182                 out += 4;
183         }
184 }
185
186 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
187 {
188         int i;
189         for (i = 0;i < verts;i++)
190         {
191                 out[0] = r;
192                 out[1] = g;
193                 out[2] = b;
194                 out[3] = a;
195                 out += 4;
196         }
197 }
198
199 // FIXME: move this to client?
200 void FOG_clear(void)
201 {
202         if (gamemode == GAME_NEHAHRA)
203         {
204                 Cvar_Set("gl_fogenable", "0");
205                 Cvar_Set("gl_fogdensity", "0.2");
206                 Cvar_Set("gl_fogred", "0.3");
207                 Cvar_Set("gl_foggreen", "0.3");
208                 Cvar_Set("gl_fogblue", "0.3");
209         }
210         r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
211 }
212
213 float FogPoint_World(const vec3_t p)
214 {
215         int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
216         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
217 }
218
219 float FogPoint_Model(const vec3_t p)
220 {
221         int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
222         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
223 }
224
225 static void R_BuildBlankTextures(void)
226 {
227         unsigned char data[4];
228         data[0] = 128; // normal X
229         data[1] = 128; // normal Y
230         data[2] = 255; // normal Z
231         data[3] = 128; // height
232         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
233         data[0] = 255;
234         data[1] = 255;
235         data[2] = 255;
236         data[3] = 255;
237         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
238         data[0] = 0;
239         data[1] = 0;
240         data[2] = 0;
241         data[3] = 255;
242         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
243 }
244
245 static void R_BuildNoTexture(void)
246 {
247         int x, y;
248         unsigned char pix[16][16][4];
249         // this makes a light grey/dark grey checkerboard texture
250         for (y = 0;y < 16;y++)
251         {
252                 for (x = 0;x < 16;x++)
253                 {
254                         if ((y < 8) ^ (x < 8))
255                         {
256                                 pix[y][x][0] = 128;
257                                 pix[y][x][1] = 128;
258                                 pix[y][x][2] = 128;
259                                 pix[y][x][3] = 255;
260                         }
261                         else
262                         {
263                                 pix[y][x][0] = 64;
264                                 pix[y][x][1] = 64;
265                                 pix[y][x][2] = 64;
266                                 pix[y][x][3] = 255;
267                         }
268                 }
269         }
270         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
271 }
272
273 static void R_BuildWhiteCube(void)
274 {
275         unsigned char data[6*1*1*4];
276         data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
277         data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
278         data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
279         data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
280         data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
281         data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
282         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
283 }
284
285 static void R_BuildNormalizationCube(void)
286 {
287         int x, y, side;
288         vec3_t v;
289         vec_t s, t, intensity;
290 #define NORMSIZE 64
291         unsigned char data[6][NORMSIZE][NORMSIZE][4];
292         for (side = 0;side < 6;side++)
293         {
294                 for (y = 0;y < NORMSIZE;y++)
295                 {
296                         for (x = 0;x < NORMSIZE;x++)
297                         {
298                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
299                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
300                                 switch(side)
301                                 {
302                                 default:
303                                 case 0:
304                                         v[0] = 1;
305                                         v[1] = -t;
306                                         v[2] = -s;
307                                         break;
308                                 case 1:
309                                         v[0] = -1;
310                                         v[1] = -t;
311                                         v[2] = s;
312                                         break;
313                                 case 2:
314                                         v[0] = s;
315                                         v[1] = 1;
316                                         v[2] = t;
317                                         break;
318                                 case 3:
319                                         v[0] = s;
320                                         v[1] = -1;
321                                         v[2] = -t;
322                                         break;
323                                 case 4:
324                                         v[0] = s;
325                                         v[1] = -t;
326                                         v[2] = 1;
327                                         break;
328                                 case 5:
329                                         v[0] = -s;
330                                         v[1] = -t;
331                                         v[2] = -1;
332                                         break;
333                                 }
334                                 intensity = 127.0f / sqrt(DotProduct(v, v));
335                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
336                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
337                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
338                                 data[side][y][x][3] = 255;
339                         }
340                 }
341         }
342         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
343 }
344
345 static void R_BuildFogTexture(void)
346 {
347         int x, b;
348 #define FOGWIDTH 64
349         unsigned char data1[FOGWIDTH][4];
350         //unsigned char data2[FOGWIDTH][4];
351         for (x = 0;x < FOGWIDTH;x++)
352         {
353                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
354                 data1[x][0] = b;
355                 data1[x][1] = b;
356                 data1[x][2] = b;
357                 data1[x][3] = 255;
358                 //data2[x][0] = 255 - b;
359                 //data2[x][1] = 255 - b;
360                 //data2[x][2] = 255 - b;
361                 //data2[x][3] = 255;
362         }
363         r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
364         //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
365 }
366
367 static const char *builtinshaderstring =
368 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
369 "// written by Forest 'LordHavoc' Hale\n"
370 "\n"
371 "// common definitions between vertex shader and fragment shader:\n"
372 "\n"
373 "#ifdef __GLSL_CG_DATA_TYPES\n"
374 "#define myhalf half\n"
375 "#define myhvec2 hvec2\n"
376 "#define myhvec3 hvec3\n"
377 "#define myhvec4 hvec4\n"
378 "#else\n"
379 "#define myhalf float\n"
380 "#define myhvec2 vec2\n"
381 "#define myhvec3 vec3\n"
382 "#define myhvec4 vec4\n"
383 "#endif\n"
384 "\n"
385 "varying vec2 TexCoord;\n"
386 "varying vec2 TexCoordLightmap;\n"
387 "\n"
388 "varying vec3 CubeVector;\n"
389 "varying vec3 LightVector;\n"
390 "varying vec3 EyeVector;\n"
391 "#ifdef USEFOG\n"
392 "varying vec3 EyeVectorModelSpace;\n"
393 "#endif\n"
394 "\n"
395 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
396 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
397 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
398 "\n"
399 "\n"
400 "\n"
401 "\n"
402 "// vertex shader specific:\n"
403 "#ifdef VERTEX_SHADER\n"
404 "\n"
405 "uniform vec3 LightPosition;\n"
406 "uniform vec3 EyePosition;\n"
407 "uniform vec3 LightDir;\n"
408 "\n"
409 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
410 "\n"
411 "void main(void)\n"
412 "{\n"
413 "       gl_FrontColor = gl_Color;\n"
414 "       // copy the surface texcoord\n"
415 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
416 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
417 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
418 "#endif\n"
419 "\n"
420 "#ifdef MODE_LIGHTSOURCE\n"
421 "       // transform vertex position into light attenuation/cubemap space\n"
422 "       // (-1 to +1 across the light box)\n"
423 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
424 "\n"
425 "       // transform unnormalized light direction into tangent space\n"
426 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
427 "       //  normalize it per pixel)\n"
428 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
429 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
430 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
431 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
432 "#endif\n"
433 "\n"
434 "#ifdef MODE_LIGHTDIRECTION\n"
435 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
436 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
437 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
438 "#endif\n"
439 "\n"
440 "       // transform unnormalized eye direction into tangent space\n"
441 "#ifndef USEFOG\n"
442 "       vec3 EyeVectorModelSpace;\n"
443 "#endif\n"
444 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
445 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
446 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
447 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
448 "\n"
449 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
450 "       VectorS = gl_MultiTexCoord1.xyz;\n"
451 "       VectorT = gl_MultiTexCoord2.xyz;\n"
452 "       VectorR = gl_MultiTexCoord3.xyz;\n"
453 "#endif\n"
454 "\n"
455 "       // transform vertex to camera space, using ftransform to match non-VS\n"
456 "       // rendering\n"
457 "       gl_Position = ftransform();\n"
458 "}\n"
459 "\n"
460 "#endif // VERTEX_SHADER\n"
461 "\n"
462 "\n"
463 "\n"
464 "\n"
465 "// fragment shader specific:\n"
466 "#ifdef FRAGMENT_SHADER\n"
467 "\n"
468 "// 11 textures, we can only use up to 16 on DX9-class hardware\n"
469 "uniform sampler2D Texture_Normal;\n"
470 "uniform sampler2D Texture_Color;\n"
471 "uniform sampler2D Texture_Gloss;\n"
472 "uniform samplerCube Texture_Cube;\n"
473 "uniform sampler2D Texture_Attenuation;\n"
474 "uniform sampler2D Texture_FogMask;\n"
475 "uniform sampler2D Texture_Pants;\n"
476 "uniform sampler2D Texture_Shirt;\n"
477 "uniform sampler2D Texture_Lightmap;\n"
478 "uniform sampler2D Texture_Deluxemap;\n"
479 "uniform sampler2D Texture_Glow;\n"
480 "\n"
481 "uniform myhvec3 LightColor;\n"
482 "uniform myhvec3 AmbientColor;\n"
483 "uniform myhvec3 DiffuseColor;\n"
484 "uniform myhvec3 SpecularColor;\n"
485 "uniform myhvec3 Color_Pants;\n"
486 "uniform myhvec3 Color_Shirt;\n"
487 "uniform myhvec3 FogColor;\n"
488 "\n"
489 "uniform myhalf GlowScale;\n"
490 "uniform myhalf SceneBrightness;\n"
491 "#ifdef USECONTRASTBOOST\n"
492 "uniform myhalf ContrastBoostCoeff;\n"
493 "#endif\n"
494 "\n"
495 "uniform float OffsetMapping_Scale;\n"
496 "uniform float OffsetMapping_Bias;\n"
497 "uniform float FogRangeRecip;\n"
498 "\n"
499 "uniform myhalf AmbientScale;\n"
500 "uniform myhalf DiffuseScale;\n"
501 "uniform myhalf SpecularScale;\n"
502 "uniform myhalf SpecularPower;\n"
503 "\n"
504 "#ifdef USEOFFSETMAPPING\n"
505 "vec2 OffsetMapping(vec2 TexCoord)\n"
506 "{\n"
507 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
508 "       // 14 sample relief mapping: linear search and then binary search\n"
509 "       // this basically steps forward a small amount repeatedly until it finds\n"
510 "       // itself inside solid, then jitters forward and back using decreasing\n"
511 "       // amounts to find the impact\n"
512 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
513 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
514 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
515 "       vec3 RT = vec3(TexCoord, 1);\n"
516 "       OffsetVector *= 0.1;\n"
517 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
518 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
519 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
520 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
521 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
522 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
523 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
524 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
525 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
526 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
527 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
528 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
529 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
530 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
531 "       return RT.xy;\n"
532 "#else\n"
533 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
534 "       // this basically moves forward the full distance, and then backs up based\n"
535 "       // on height of samples\n"
536 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
537 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
538 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
539 "       TexCoord += OffsetVector;\n"
540 "       OffsetVector *= 0.333;\n"
541 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
542 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
543 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
544 "       return TexCoord;\n"
545 "#endif\n"
546 "}\n"
547 "#endif\n"
548 "\n"
549 "void main(void)\n"
550 "{\n"
551 "#ifdef USEOFFSETMAPPING\n"
552 "       // apply offsetmapping\n"
553 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
554 "#define TexCoord TexCoordOffset\n"
555 "#endif\n"
556 "\n"
557 "       // combine the diffuse textures (base, pants, shirt)\n"
558 "       myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
559 "#ifdef USECOLORMAPPING\n"
560 "       color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
561 "#endif\n"
562 "\n"
563 "\n"
564 "\n"
565 "\n"
566 "#ifdef MODE_LIGHTSOURCE\n"
567 "       // light source\n"
568 "\n"
569 "       // calculate surface normal, light normal, and specular normal\n"
570 "       // compute color intensity for the two textures (colormap and glossmap)\n"
571 "       // scale by light color and attenuation as efficiently as possible\n"
572 "       // (do as much scalar math as possible rather than vector math)\n"
573 "#ifdef USESPECULAR\n"
574 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
575 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
576 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
577 "\n"
578 "       // calculate directional shading\n"
579 "       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"
580 "#else\n"
581 "#ifdef USEDIFFUSE\n"
582 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
583 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
584 "\n"
585 "       // calculate directional shading\n"
586 "       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"
587 "#else\n"
588 "       // calculate directionless shading\n"
589 "       color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
590 "#endif\n"
591 "#endif\n"
592 "\n"
593 "#ifdef USECUBEFILTER\n"
594 "       // apply light cubemap filter\n"
595 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
596 "       color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
597 "#endif\n"
598 "\n"
599 "\n"
600 "\n"
601 "\n"
602 "#elif defined(MODE_LIGHTDIRECTION)\n"
603 "       // directional model lighting\n"
604 "\n"
605 "       // get the surface normal and light normal\n"
606 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
607 "       myhvec3 diffusenormal = myhvec3(LightVector);\n"
608 "\n"
609 "       // calculate directional shading\n"
610 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
611 "#ifdef USESPECULAR\n"
612 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
613 "       color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
614 "#endif\n"
615 "\n"
616 "\n"
617 "\n"
618 "\n"
619 "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
620 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
621 "\n"
622 "       // get the surface normal and light normal\n"
623 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
624 "\n"
625 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
626 "       myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
627 "       myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
628 "#else\n"
629 "       myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
630 "#endif\n"
631 "       // calculate directional shading\n"
632 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
633 "#ifdef USESPECULAR\n"
634 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
635 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
636 "#endif\n"
637 "\n"
638 "       // apply lightmap color\n"
639 "       color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
640 "\n"
641 "\n"
642 "#else // MODE none (lightmap)\n"
643 "       // apply lightmap color\n"
644 "       color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
645 "#endif // MODE\n"
646 "\n"
647 "       color *= myhvec4(gl_Color);\n"
648 "\n"
649 "#ifdef USEGLOW\n"
650 "       color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
651 "#endif\n"
652 "\n"
653 "#ifdef USEFOG\n"
654 "       // apply fog\n"
655 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
656 "#endif\n"
657 "\n"
658 "#ifdef USECONTRASTBOOST\n"
659 "       color.rgb = color.rgb * SceneBrightness / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
660 "#else\n"
661 "       color.rgb *= SceneBrightness;\n"
662 "#endif\n"
663 "\n"
664 "       gl_FragColor = vec4(color);\n"
665 "}\n"
666 "\n"
667 "#endif // FRAGMENT_SHADER\n"
668 ;
669
670 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
671 const char *permutationinfo[][2] =
672 {
673         {"#define MODE_LIGHTSOURCE\n", " lightsource"},
674         {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
675         {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
676         {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
677         {"#define USEGLOW\n", " glow"},
678         {"#define USEFOG\n", " fog"},
679         {"#define USECOLORMAPPING\n", " colormapping"},
680         {"#define USEDIFFUSE\n", " diffuse"},
681         {"#define USECONTRASTBOOST\n", " contrastboost"},
682         {"#define USESPECULAR\n", " specular"},
683         {"#define USECUBEFILTER\n", " cubefilter"},
684         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
685         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
686         {NULL, NULL}
687 };
688
689 void R_GLSL_CompilePermutation(const char *filename, int permutation)
690 {
691         int i;
692         qboolean shaderfound;
693         r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
694         int vertstrings_count;
695         int geomstrings_count;
696         int fragstrings_count;
697         char *shaderstring;
698         const char *vertstrings_list[32+1];
699         const char *geomstrings_list[32+1];
700         const char *fragstrings_list[32+1];
701         char permutationname[256];
702         if (p->compiled)
703                 return;
704         p->compiled = true;
705         p->program = 0;
706         vertstrings_list[0] = "#define VERTEX_SHADER\n";
707         geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
708         fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
709         vertstrings_count = 1;
710         geomstrings_count = 1;
711         fragstrings_count = 1;
712         permutationname[0] = 0;
713         for (i = 0;permutationinfo[i][0];i++)
714         {
715                 if (permutation & (1<<i))
716                 {
717                         vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
718                         geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
719                         fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
720                         strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
721                 }
722                 else
723                 {
724                         // keep line numbers correct
725                         vertstrings_list[vertstrings_count++] = "\n";
726                         geomstrings_list[geomstrings_count++] = "\n";
727                         fragstrings_list[fragstrings_count++] = "\n";
728                 }
729         }
730         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
731         shaderfound = false;
732         if (shaderstring)
733         {
734                 Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
735                 vertstrings_list[vertstrings_count++] = shaderstring;
736                 geomstrings_list[geomstrings_count++] = shaderstring;
737                 fragstrings_list[fragstrings_count++] = shaderstring;
738                 shaderfound = true;
739         }
740         else if (!strcmp(filename, "glsl/default.glsl"))
741         {
742                 Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
743                 vertstrings_list[vertstrings_count++] = builtinshaderstring;
744                 geomstrings_list[geomstrings_count++] = builtinshaderstring;
745                 fragstrings_list[fragstrings_count++] = builtinshaderstring;
746                 shaderfound = true;
747         }
748         // clear any lists that are not needed by this shader
749         if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
750                 vertstrings_count = 0;
751         if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
752                 geomstrings_count = 0;
753         if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
754                 fragstrings_count = 0;
755         // compile the shader program
756         if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
757                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
758         if (p->program)
759         {
760                 CHECKGLERROR
761                 qglUseProgramObjectARB(p->program);CHECKGLERROR
762                 // look up all the uniform variable names we care about, so we don't
763                 // have to look them up every time we set them
764                 p->loc_Texture_Normal      = qglGetUniformLocationARB(p->program, "Texture_Normal");
765                 p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
766                 p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
767                 p->loc_Texture_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
768                 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
769                 p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
770                 p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
771                 p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
772                 p->loc_Texture_Lightmap    = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
773                 p->loc_Texture_Deluxemap   = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
774                 p->loc_Texture_Glow        = qglGetUniformLocationARB(p->program, "Texture_Glow");
775                 p->loc_FogColor            = qglGetUniformLocationARB(p->program, "FogColor");
776                 p->loc_LightPosition       = qglGetUniformLocationARB(p->program, "LightPosition");
777                 p->loc_EyePosition         = qglGetUniformLocationARB(p->program, "EyePosition");
778                 p->loc_LightColor          = qglGetUniformLocationARB(p->program, "LightColor");
779                 p->loc_Color_Pants         = qglGetUniformLocationARB(p->program, "Color_Pants");
780                 p->loc_Color_Shirt         = qglGetUniformLocationARB(p->program, "Color_Shirt");
781                 p->loc_FogRangeRecip       = qglGetUniformLocationARB(p->program, "FogRangeRecip");
782                 p->loc_AmbientScale        = qglGetUniformLocationARB(p->program, "AmbientScale");
783                 p->loc_DiffuseScale        = qglGetUniformLocationARB(p->program, "DiffuseScale");
784                 p->loc_SpecularPower       = qglGetUniformLocationARB(p->program, "SpecularPower");
785                 p->loc_SpecularScale       = qglGetUniformLocationARB(p->program, "SpecularScale");
786                 p->loc_GlowScale           = qglGetUniformLocationARB(p->program, "GlowScale");
787                 p->loc_SceneBrightness     = qglGetUniformLocationARB(p->program, "SceneBrightness");
788                 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
789                 p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
790                 p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
791                 p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
792                 p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
793                 p->loc_ContrastBoostCoeff  = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
794                 // initialize the samplers to refer to the texture units we use
795                 if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
796                 if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
797                 if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
798                 if (p->loc_Texture_Cube >= 0)      qglUniform1iARB(p->loc_Texture_Cube, 3);
799                 if (p->loc_Texture_FogMask >= 0)   qglUniform1iARB(p->loc_Texture_FogMask, 4);
800                 if (p->loc_Texture_Pants >= 0)     qglUniform1iARB(p->loc_Texture_Pants, 5);
801                 if (p->loc_Texture_Shirt >= 0)     qglUniform1iARB(p->loc_Texture_Shirt, 6);
802                 if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
803                 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
804                 if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
805                 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
806                 CHECKGLERROR
807                 qglUseProgramObjectARB(0);CHECKGLERROR
808         }
809         else
810                 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
811         if (shaderstring)
812                 Mem_Free(shaderstring);
813 }
814
815 void R_GLSL_Restart_f(void)
816 {
817         int i;
818         for (i = 0;i < SHADERPERMUTATION_MAX;i++)
819                 if (r_glsl_permutations[i].program)
820                         GL_Backend_FreeProgram(r_glsl_permutations[i].program);
821         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
822 }
823
824 extern rtexture_t *r_shadow_attenuationgradienttexture;
825 extern rtexture_t *r_shadow_attenuation2dtexture;
826 extern rtexture_t *r_shadow_attenuation3dtexture;
827 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
828 {
829         // select a permutation of the lighting shader appropriate to this
830         // combination of texture, entity, light source, and fogging, only use the
831         // minimum features necessary to avoid wasting rendering time in the
832         // fragment shader on features that are not being used
833         const char *shaderfilename = NULL;
834         unsigned int permutation = 0;
835         r_glsl_permutation = NULL;
836         // TODO: implement geometry-shader based shadow volumes someday
837         if (rsurface.rtlight)
838         {
839                 // light source
840                 shaderfilename = "glsl/default.glsl";
841                 permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
842                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
843                         permutation |= SHADERPERMUTATION_CUBEFILTER;
844                 if (diffusescale > 0)
845                         permutation |= SHADERPERMUTATION_DIFFUSE;
846                 if (specularscale > 0)
847                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
848                 if (r_refdef.fogenabled)
849                         permutation |= SHADERPERMUTATION_FOG;
850                 if (rsurface.texture->colormapping)
851                         permutation |= SHADERPERMUTATION_COLORMAPPING;
852                 if (r_glsl_offsetmapping.integer)
853                 {
854                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
855                         if (r_glsl_offsetmapping_reliefmapping.integer)
856                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
857                 }
858                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
859                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
860         }
861         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
862         {
863                 // bright unshaded geometry
864                 shaderfilename = "glsl/default.glsl";
865                 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
866                 if (rsurface.texture->currentskinframe->glow)
867                         permutation |= SHADERPERMUTATION_GLOW;
868                 if (r_refdef.fogenabled)
869                         permutation |= SHADERPERMUTATION_FOG;
870                 if (rsurface.texture->colormapping)
871                         permutation |= SHADERPERMUTATION_COLORMAPPING;
872                 if (r_glsl_offsetmapping.integer)
873                 {
874                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
875                         if (r_glsl_offsetmapping_reliefmapping.integer)
876                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
877                 }
878                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
879                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
880         }
881         else if (modellighting)
882         {
883                 // directional model lighting
884                 shaderfilename = "glsl/default.glsl";
885                 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
886                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
887                 if (rsurface.texture->currentskinframe->glow)
888                         permutation |= SHADERPERMUTATION_GLOW;
889                 if (specularscale > 0)
890                         permutation |= SHADERPERMUTATION_SPECULAR;
891                 if (r_refdef.fogenabled)
892                         permutation |= SHADERPERMUTATION_FOG;
893                 if (rsurface.texture->colormapping)
894                         permutation |= SHADERPERMUTATION_COLORMAPPING;
895                 if (r_glsl_offsetmapping.integer)
896                 {
897                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
898                         if (r_glsl_offsetmapping_reliefmapping.integer)
899                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
900                 }
901                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
902                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
903         }
904         else
905         {
906                 // lightmapped wall
907                 shaderfilename = "glsl/default.glsl";
908                 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
909                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
910                 {
911                         // deluxemapping (light direction texture)
912                         if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
913                                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
914                         else
915                                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
916                         if (specularscale > 0)
917                                 permutation |= SHADERPERMUTATION_SPECULAR;
918                 }
919                 else if (r_glsl_deluxemapping.integer >= 2)
920                 {
921                         // fake deluxemapping (uniform light direction in tangentspace)
922                         permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
923                         if (specularscale > 0)
924                                 permutation |= SHADERPERMUTATION_SPECULAR;
925                 }
926                 else
927                 {
928                         // ordinary lightmapping
929                         permutation |= 0;
930                 }
931                 if (rsurface.texture->currentskinframe->glow)
932                         permutation |= SHADERPERMUTATION_GLOW;
933                 if (r_refdef.fogenabled)
934                         permutation |= SHADERPERMUTATION_FOG;
935                 if (rsurface.texture->colormapping)
936                         permutation |= SHADERPERMUTATION_COLORMAPPING;
937                 if (r_glsl_offsetmapping.integer)
938                 {
939                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
940                         if (r_glsl_offsetmapping_reliefmapping.integer)
941                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
942                 }
943                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
944                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
945         }
946         if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
947         {
948                 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
949                         R_GLSL_CompilePermutation(shaderfilename, permutation);
950                 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
951                 {
952                         // remove features until we find a valid permutation
953                         unsigned int i;
954                         for (i = (SHADERPERMUTATION_MAX >> 1);;i>>=1)
955                         {
956                                 if (!i)
957                                         return 0; // no bit left to clear
958                                 // reduce i more quickly whenever it would not remove any bits
959                                 if (!(permutation & i))
960                                         continue;
961                                 permutation &= ~i;
962                                 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
963                                         R_GLSL_CompilePermutation(shaderfilename, permutation);
964                                 if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
965                                         break;
966                         }
967                 }
968         }
969         r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
970         CHECKGLERROR
971         qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
972         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
973         if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
974         {
975                 if (r_glsl_permutation->loc_Texture_Cube >= 0 && rsurface.rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
976                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
977                 if (permutation & SHADERPERMUTATION_DIFFUSE)
978                 {
979                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
980                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
981                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
982                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
983                 }
984                 else
985                 {
986                         // ambient only is simpler
987                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
988                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
989                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
990                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
991                 }
992         }
993         else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
994         {
995                 if (r_glsl_permutation->loc_AmbientColor >= 0)
996                         qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
997                 if (r_glsl_permutation->loc_DiffuseColor >= 0)
998                         qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
999                 if (r_glsl_permutation->loc_SpecularColor >= 0)
1000                         qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
1001                 if (r_glsl_permutation->loc_LightDir >= 0)
1002                         qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1003         }
1004         else
1005         {
1006                 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
1007                 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
1008                 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
1009         }
1010         if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
1011         if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
1012         if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
1013         //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
1014         if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
1015         if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
1016         if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
1017         if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
1018         //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
1019         //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
1020         if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
1021         if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1022         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1023         {
1024                 // The formula used is actually:
1025                 //   color.rgb *= SceneBrightness;
1026                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1027                 // I simplify that to
1028                 //   color.rgb *= [[SceneBrightness * ContrastBoost]];
1029                 //   color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
1030                 // and Black:
1031                 //   color.rgb = [[SceneBrightness * ContrastBoost]] / ([[(ContrastBoost - 1) * SceneBrightness]] + 1 / color.rgb);
1032                 // and do [[calculations]] here in the engine
1033                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
1034                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
1035         }
1036         else
1037                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1038         if (r_glsl_permutation->loc_FogColor >= 0)
1039         {
1040                 // additive passes are only darkened by fog, not tinted
1041                 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1042                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1043                 else
1044                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1045         }
1046         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1047         if (r_glsl_permutation->loc_Color_Pants >= 0)
1048         {
1049                 if (rsurface.texture->currentskinframe->pants)
1050                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1051                 else
1052                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1053         }
1054         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1055         {
1056                 if (rsurface.texture->currentskinframe->shirt)
1057                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1058                 else
1059                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1060         }
1061         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1062         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1063         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1064         CHECKGLERROR
1065         return permutation;
1066 }
1067
1068 void R_SwitchSurfaceShader(int permutation)
1069 {
1070         if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
1071         {
1072                 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
1073                 CHECKGLERROR
1074                 qglUseProgramObjectARB(r_glsl_permutation->program);
1075                 CHECKGLERROR
1076         }
1077 }
1078
1079 #define SKINFRAME_HASH 1024
1080
1081 struct
1082 {
1083         int loadsequence; // incremented each level change
1084         memexpandablearray_t array;
1085         skinframe_t *hash[SKINFRAME_HASH];
1086 }
1087 r_skinframe;
1088
1089 void R_SkinFrame_PrepareForPurge(void)
1090 {
1091         r_skinframe.loadsequence++;
1092         // wrap it without hitting zero
1093         if (r_skinframe.loadsequence >= 200)
1094                 r_skinframe.loadsequence = 1;
1095 }
1096
1097 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1098 {
1099         if (!skinframe)
1100                 return;
1101         // mark the skinframe as used for the purging code
1102         skinframe->loadsequence = r_skinframe.loadsequence;
1103 }
1104
1105 void R_SkinFrame_Purge(void)
1106 {
1107         int i;
1108         skinframe_t *s;
1109         for (i = 0;i < SKINFRAME_HASH;i++)
1110         {
1111                 for (s = r_skinframe.hash[i];s;s = s->next)
1112                 {
1113                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1114                         {
1115                                 if (s->base == r_texture_notexture)     s->base   = NULL;
1116                                 if (s->nmap == r_texture_blanknormalmap)s->nmap   = NULL;
1117                                 if (s->merged == s->base)               s->merged = NULL;
1118                                 if (s->stain ) R_FreeTexture(s->stain );s->stain  = NULL;
1119                                 if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
1120                                 if (s->base  ) R_FreeTexture(s->base  );s->base   = NULL;
1121                                 if (s->pants ) R_FreeTexture(s->pants );s->pants  = NULL;
1122                                 if (s->shirt ) R_FreeTexture(s->shirt );s->shirt  = NULL;
1123                                 if (s->nmap  ) R_FreeTexture(s->nmap  );s->nmap   = NULL;
1124                                 if (s->gloss ) R_FreeTexture(s->gloss );s->gloss  = NULL;
1125                                 if (s->glow  ) R_FreeTexture(s->glow  );s->glow   = NULL;
1126                                 if (s->fog   ) R_FreeTexture(s->fog   );s->fog    = NULL;
1127                                 s->loadsequence = 0;
1128                         }
1129                 }
1130         }
1131 }
1132
1133 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1134 {
1135         skinframe_t *item;
1136         int hashindex;
1137         char basename[MAX_QPATH];
1138
1139         Image_StripImageExtension(name, basename, sizeof(basename));
1140
1141         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1142         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1143                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1144                         break;
1145         if (!item)
1146         {
1147                 if (!add)
1148                         return NULL;
1149                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1150                 memset(item, 0, sizeof(*item));
1151                 strlcpy(item->basename, basename, sizeof(item->basename));
1152                 item->textureflags = textureflags;
1153                 item->comparewidth = comparewidth;
1154                 item->compareheight = compareheight;
1155                 item->comparecrc = comparecrc;
1156                 item->next = r_skinframe.hash[hashindex];
1157                 r_skinframe.hash[hashindex] = item;
1158         }
1159         R_SkinFrame_MarkUsed(item);
1160         return item;
1161 }
1162
1163 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1164 {
1165         // FIXME: it should be possible to disable loading various layers using
1166         // cvars, to prevent wasted loading time and memory usage if the user does
1167         // not want them
1168         qboolean loadnormalmap = true;
1169         qboolean loadgloss = true;
1170         qboolean loadpantsandshirt = true;
1171         qboolean loadglow = true;
1172         int j;
1173         unsigned char *pixels;
1174         unsigned char *bumppixels;
1175         unsigned char *basepixels = NULL;
1176         int basepixels_width;
1177         int basepixels_height;
1178         skinframe_t *skinframe;
1179
1180         if (cls.state == ca_dedicated)
1181                 return NULL;
1182
1183         // return an existing skinframe if already loaded
1184         // if loading of the first image fails, don't make a new skinframe as it
1185         // would cause all future lookups of this to be missing
1186         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1187         if (skinframe && skinframe->base)
1188                 return skinframe;
1189
1190         basepixels = loadimagepixels(name, complain, 0, 0);
1191         if (basepixels == NULL)
1192                 return NULL;
1193
1194         // we've got some pixels to store, so really allocate this new texture now
1195         if (!skinframe)
1196                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1197         skinframe->stain = NULL;
1198         skinframe->merged = NULL;
1199         skinframe->base = r_texture_notexture;
1200         skinframe->pants = NULL;
1201         skinframe->shirt = NULL;
1202         skinframe->nmap = r_texture_blanknormalmap;
1203         skinframe->gloss = NULL;
1204         skinframe->glow = NULL;
1205         skinframe->fog = NULL;
1206
1207         basepixels_width = image_width;
1208         basepixels_height = image_height;
1209         skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1210
1211         if (textureflags & TEXF_ALPHA)
1212         {
1213                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1214                         if (basepixels[j] < 255)
1215                                 break;
1216                 if (j < basepixels_width * basepixels_height * 4)
1217                 {
1218                         // has transparent pixels
1219                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1220                         for (j = 0;j < image_width * image_height * 4;j += 4)
1221                         {
1222                                 pixels[j+0] = 255;
1223                                 pixels[j+1] = 255;
1224                                 pixels[j+2] = 255;
1225                                 pixels[j+3] = basepixels[j+3];
1226                         }
1227                         skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1228                         Mem_Free(pixels);
1229                 }
1230         }
1231
1232         // _norm is the name used by tenebrae and has been adopted as standard
1233         if (loadnormalmap)
1234         {
1235                 if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
1236                 {
1237                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1238                         Mem_Free(pixels);
1239                         pixels = NULL;
1240                 }
1241                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
1242                 {
1243                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1244                         Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1245                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1246                         Mem_Free(pixels);
1247                         Mem_Free(bumppixels);
1248                 }
1249                 else if (r_shadow_bumpscale_basetexture.value > 0)
1250                 {
1251                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1252                         Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1253                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1254                         Mem_Free(pixels);
1255                 }
1256         }
1257         // _luma is supported for tenebrae compatibility
1258         // (I think it's a very stupid name, but oh well)
1259         // _glow is the preferred name
1260         if (loadglow          && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1261         if (loadgloss         && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1262         if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1263         if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1264
1265         if (basepixels)
1266                 Mem_Free(basepixels);
1267
1268         return skinframe;
1269 }
1270
1271 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)
1272 {
1273         int i;
1274         if (!force)
1275         {
1276                 for (i = 0;i < width*height;i++)
1277                         if (((unsigned char *)&palette[in[i]])[3] > 0)
1278                                 break;
1279                 if (i == width*height)
1280                         return NULL;
1281         }
1282         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1283 }
1284
1285 skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
1286 {
1287         int i;
1288         unsigned char *temp1, *temp2;
1289         skinframe_t *skinframe;
1290
1291         if (cls.state == ca_dedicated)
1292                 return NULL;
1293
1294         // if already loaded just return it, otherwise make a new skinframe
1295         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
1296         if (skinframe && skinframe->base)
1297                 return skinframe;
1298
1299         skinframe->stain = NULL;
1300         skinframe->merged = NULL;
1301         skinframe->base = r_texture_notexture;
1302         skinframe->pants = NULL;
1303         skinframe->shirt = NULL;
1304         skinframe->nmap = r_texture_blanknormalmap;
1305         skinframe->gloss = NULL;
1306         skinframe->glow = NULL;
1307         skinframe->fog = NULL;
1308
1309         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1310         if (!skindata)
1311                 return NULL;
1312
1313         if (bitsperpixel == 32)
1314         {
1315                 if (r_shadow_bumpscale_basetexture.value > 0)
1316                 {
1317                         temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1318                         temp2 = temp1 + width * height * 4;
1319                         Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1320                         skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1321                         Mem_Free(temp1);
1322                 }
1323                 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
1324                 if (textureflags & TEXF_ALPHA)
1325                 {
1326                         for (i = 3;i < width * height * 4;i += 4)
1327                                 if (skindata[i] < 255)
1328                                         break;
1329                         if (i < width * height * 4)
1330                         {
1331                                 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1332                                 memcpy(fogpixels, skindata, width * height * 4);
1333                                 for (i = 0;i < width * height * 4;i += 4)
1334                                         fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1335                                 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
1336                                 Mem_Free(fogpixels);
1337                         }
1338                 }
1339         }
1340         else if (bitsperpixel == 8)
1341         {
1342                 if (r_shadow_bumpscale_basetexture.value > 0)
1343                 {
1344                         temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1345                         temp2 = temp1 + width * height * 4;
1346                         if (bitsperpixel == 32)
1347                                 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1348                         else
1349                         {
1350                                 // use either a custom palette or the quake palette
1351                                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1352                                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1353                         }
1354                         skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1355                         Mem_Free(temp1);
1356                 }
1357                 // use either a custom palette, or the quake palette
1358                 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags, true); // all
1359                 if (!palette && loadglowtexture)
1360                         skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, textureflags, false); // glow
1361                 if (!palette && loadpantsandshirt)
1362                 {
1363                         skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, textureflags, false); // pants
1364                         skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, textureflags, false); // shirt
1365                 }
1366                 if (skinframe->pants || skinframe->shirt)
1367                         skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
1368                 if (textureflags & TEXF_ALPHA)
1369                 {
1370                         // if not using a custom alphapalette, use the quake one
1371                         if (!alphapalette)
1372                                 alphapalette = palette_alpha;
1373                         for (i = 0;i < width * height;i++)
1374                                 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1375                                         break;
1376                         if (i < width * height)
1377                                 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, textureflags, true); // fog mask
1378                 }
1379         }
1380
1381         return skinframe;
1382 }
1383
1384 skinframe_t *R_SkinFrame_LoadMissing(void)
1385 {
1386         skinframe_t *skinframe;
1387
1388         if (cls.state == ca_dedicated)
1389                 return NULL;
1390
1391         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1392         skinframe->stain = NULL;
1393         skinframe->merged = NULL;
1394         skinframe->base = r_texture_notexture;
1395         skinframe->pants = NULL;
1396         skinframe->shirt = NULL;
1397         skinframe->nmap = r_texture_blanknormalmap;
1398         skinframe->gloss = NULL;
1399         skinframe->glow = NULL;
1400         skinframe->fog = NULL;
1401
1402         return skinframe;
1403 }
1404
1405 void gl_main_start(void)
1406 {
1407         int x;
1408         double r, alpha;
1409
1410         r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1411         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1412         {
1413                 alpha = 1 - exp(r / ((double)x*(double)x));
1414                 if (x == FOGMASKTABLEWIDTH - 1)
1415                         alpha = 0;
1416                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1417         }
1418
1419         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1420         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1421
1422         // set up r_skinframe loading system for textures
1423         memset(&r_skinframe, 0, sizeof(r_skinframe));
1424         r_skinframe.loadsequence = 1;
1425         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1426
1427         r_main_texturepool = R_AllocTexturePool();
1428         R_BuildBlankTextures();
1429         R_BuildNoTexture();
1430         if (gl_texturecubemap)
1431         {
1432                 R_BuildWhiteCube();
1433                 R_BuildNormalizationCube();
1434         }
1435         R_BuildFogTexture();
1436         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1437         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1438         memset(&r_svbsp, 0, sizeof (r_svbsp));
1439 }
1440
1441 void gl_main_shutdown(void)
1442 {
1443         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1444         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1445
1446         // clear out the r_skinframe state
1447         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1448         memset(&r_skinframe, 0, sizeof(r_skinframe));
1449
1450         if (r_svbsp.nodes)
1451                 Mem_Free(r_svbsp.nodes);
1452         memset(&r_svbsp, 0, sizeof (r_svbsp));
1453         R_FreeTexturePool(&r_main_texturepool);
1454         r_texture_blanknormalmap = NULL;
1455         r_texture_white = NULL;
1456         r_texture_black = NULL;
1457         r_texture_whitecube = NULL;
1458         r_texture_normalizationcube = NULL;
1459         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1460         R_GLSL_Restart_f();
1461 }
1462
1463 extern void CL_ParseEntityLump(char *entitystring);
1464 void gl_main_newmap(void)
1465 {
1466         // FIXME: move this code to client
1467         int l;
1468         char *entities, entname[MAX_QPATH];
1469         if (cl.worldmodel)
1470         {
1471                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1472                 l = (int)strlen(entname) - 4;
1473                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1474                 {
1475                         memcpy(entname + l, ".ent", 5);
1476                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1477                         {
1478                                 CL_ParseEntityLump(entities);
1479                                 Mem_Free(entities);
1480                                 return;
1481                         }
1482                 }
1483                 if (cl.worldmodel->brush.entities)
1484                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
1485         }
1486 }
1487
1488 void GL_Main_Init(void)
1489 {
1490         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1491
1492         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1493         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1494         if (gamemode == GAME_NEHAHRA)
1495         {
1496                 Cvar_RegisterVariable (&gl_fogenable);
1497                 Cvar_RegisterVariable (&gl_fogdensity);
1498                 Cvar_RegisterVariable (&gl_fogred);
1499                 Cvar_RegisterVariable (&gl_foggreen);
1500                 Cvar_RegisterVariable (&gl_fogblue);
1501                 Cvar_RegisterVariable (&gl_fogstart);
1502                 Cvar_RegisterVariable (&gl_fogend);
1503         }
1504         Cvar_RegisterVariable(&r_depthfirst);
1505         Cvar_RegisterVariable(&r_nearclip);
1506         Cvar_RegisterVariable(&r_showbboxes);
1507         Cvar_RegisterVariable(&r_showsurfaces);
1508         Cvar_RegisterVariable(&r_showtris);
1509         Cvar_RegisterVariable(&r_shownormals);
1510         Cvar_RegisterVariable(&r_showlighting);
1511         Cvar_RegisterVariable(&r_showshadowvolumes);
1512         Cvar_RegisterVariable(&r_showcollisionbrushes);
1513         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1514         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1515         Cvar_RegisterVariable(&r_showdisabledepthtest);
1516         Cvar_RegisterVariable(&r_drawportals);
1517         Cvar_RegisterVariable(&r_drawentities);
1518         Cvar_RegisterVariable(&r_cullentities_trace);
1519         Cvar_RegisterVariable(&r_cullentities_trace_samples);
1520         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1521         Cvar_RegisterVariable(&r_cullentities_trace_delay);
1522         Cvar_RegisterVariable(&r_drawviewmodel);
1523         Cvar_RegisterVariable(&r_speeds);
1524         Cvar_RegisterVariable(&r_fullbrights);
1525         Cvar_RegisterVariable(&r_wateralpha);
1526         Cvar_RegisterVariable(&r_dynamic);
1527         Cvar_RegisterVariable(&r_fullbright);
1528         Cvar_RegisterVariable(&r_shadows);
1529         Cvar_RegisterVariable(&r_shadows_throwdistance);
1530         Cvar_RegisterVariable(&r_q1bsp_skymasking);
1531         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
1532         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
1533         Cvar_RegisterVariable(&r_textureunits);
1534         Cvar_RegisterVariable(&r_glsl);
1535         Cvar_RegisterVariable(&r_glsl_offsetmapping);
1536         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1537         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1538         Cvar_RegisterVariable(&r_glsl_deluxemapping);
1539         Cvar_RegisterVariable(&r_lerpsprites);
1540         Cvar_RegisterVariable(&r_lerpmodels);
1541         Cvar_RegisterVariable(&r_waterscroll);
1542         Cvar_RegisterVariable(&r_bloom);
1543         Cvar_RegisterVariable(&r_bloom_colorscale);
1544         Cvar_RegisterVariable(&r_bloom_brighten);
1545         Cvar_RegisterVariable(&r_bloom_blur);
1546         Cvar_RegisterVariable(&r_bloom_resolution);
1547         Cvar_RegisterVariable(&r_bloom_colorexponent);
1548         Cvar_RegisterVariable(&r_bloom_colorsubtract);
1549         Cvar_RegisterVariable(&r_hdr);
1550         Cvar_RegisterVariable(&r_hdr_scenebrightness);
1551         Cvar_RegisterVariable(&r_glsl_contrastboost);
1552         Cvar_RegisterVariable(&r_hdr_glowintensity);
1553         Cvar_RegisterVariable(&r_hdr_range);
1554         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1555         Cvar_RegisterVariable(&developer_texturelogging);
1556         Cvar_RegisterVariable(&gl_lightmaps);
1557         Cvar_RegisterVariable(&r_test);
1558         Cvar_RegisterVariable(&r_batchmode);
1559         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1560                 Cvar_SetValue("r_fullbrights", 0);
1561         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1562 }
1563
1564 extern void R_Textures_Init(void);
1565 extern void GL_Draw_Init(void);
1566 extern void GL_Main_Init(void);
1567 extern void R_Shadow_Init(void);
1568 extern void R_Sky_Init(void);
1569 extern void GL_Surf_Init(void);
1570 extern void R_Light_Init(void);
1571 extern void R_Particles_Init(void);
1572 extern void R_Explosion_Init(void);
1573 extern void gl_backend_init(void);
1574 extern void Sbar_Init(void);
1575 extern void R_LightningBeams_Init(void);
1576 extern void Mod_RenderInit(void);
1577
1578 void Render_Init(void)
1579 {
1580         gl_backend_init();
1581         R_Textures_Init();
1582         GL_Main_Init();
1583         GL_Draw_Init();
1584         R_Shadow_Init();
1585         R_Sky_Init();
1586         GL_Surf_Init();
1587         Sbar_Init();
1588         R_Light_Init();
1589         R_Particles_Init();
1590         R_Explosion_Init();
1591         R_LightningBeams_Init();
1592         Mod_RenderInit();
1593 }
1594
1595 /*
1596 ===============
1597 GL_Init
1598 ===============
1599 */
1600 extern char *ENGINE_EXTENSIONS;
1601 void GL_Init (void)
1602 {
1603         VID_CheckExtensions();
1604
1605         // LordHavoc: report supported extensions
1606         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
1607
1608         // clear to black (loading plaque will be seen over this)
1609         CHECKGLERROR
1610         qglClearColor(0,0,0,1);CHECKGLERROR
1611         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1612 }
1613
1614 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1615 {
1616         int i;
1617         mplane_t *p;
1618         for (i = 0;i < 4;i++)
1619         {
1620                 p = r_view.frustum + i;
1621                 switch(p->signbits)
1622                 {
1623                 default:
1624                 case 0:
1625                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1626                                 return true;
1627                         break;
1628                 case 1:
1629                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1630                                 return true;
1631                         break;
1632                 case 2:
1633                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1634                                 return true;
1635                         break;
1636                 case 3:
1637                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1638                                 return true;
1639                         break;
1640                 case 4:
1641                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1642                                 return true;
1643                         break;
1644                 case 5:
1645                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1646                                 return true;
1647                         break;
1648                 case 6:
1649                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1650                                 return true;
1651                         break;
1652                 case 7:
1653                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1654                                 return true;
1655                         break;
1656                 }
1657         }
1658         return false;
1659 }
1660
1661 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
1662 {
1663         int i;
1664         const mplane_t *p;
1665         for (i = 0;i < numplanes;i++)
1666         {
1667                 p = planes + i;
1668                 switch(p->signbits)
1669                 {
1670                 default:
1671                 case 0:
1672                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1673                                 return true;
1674                         break;
1675                 case 1:
1676                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1677                                 return true;
1678                         break;
1679                 case 2:
1680                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1681                                 return true;
1682                         break;
1683                 case 3:
1684                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1685                                 return true;
1686                         break;
1687                 case 4:
1688                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1689                                 return true;
1690                         break;
1691                 case 5:
1692                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1693                                 return true;
1694                         break;
1695                 case 6:
1696                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1697                                 return true;
1698                         break;
1699                 case 7:
1700                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1701                                 return true;
1702                         break;
1703                 }
1704         }
1705         return false;
1706 }
1707
1708 //==================================================================================
1709
1710 static void R_UpdateEntityLighting(entity_render_t *ent)
1711 {
1712         vec3_t tempdiffusenormal;
1713
1714         // fetch the lighting from the worldmodel data
1715         VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
1716         VectorClear(ent->modellight_diffuse);
1717         VectorClear(tempdiffusenormal);
1718         if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1719         {
1720                 vec3_t org;
1721                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
1722                 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1723         }
1724         else // highly rare
1725                 VectorSet(ent->modellight_ambient, 1, 1, 1);
1726
1727         // move the light direction into modelspace coordinates for lighting code
1728         Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1729         if(VectorLength2(ent->modellight_lightdir) > 0)
1730         {
1731                 VectorNormalize(ent->modellight_lightdir);
1732         }
1733         else
1734         {
1735                 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
1736         }
1737
1738         // scale ambient and directional light contributions according to rendering variables
1739         ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1740         ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1741         ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1742         ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1743         ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1744         ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1745 }
1746
1747 static void R_View_UpdateEntityVisible (void)
1748 {
1749         int i, renderimask;
1750         entity_render_t *ent;
1751
1752         if (!r_drawentities.integer)
1753                 return;
1754
1755         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
1756         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1757         {
1758                 // worldmodel can check visibility
1759                 for (i = 0;i < r_refdef.numentities;i++)
1760                 {
1761                         ent = r_refdef.entities[i];
1762                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !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));
1763                 }
1764                 if(r_cullentities_trace.integer)
1765                 {
1766                         for (i = 0;i < r_refdef.numentities;i++)
1767                         {
1768                                 ent = r_refdef.entities[i];
1769                                 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
1770                                 {
1771                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
1772                                                 ent->last_trace_visibility = realtime;
1773                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
1774                                                 r_viewcache.entityvisible[i] = 0;
1775                                 }
1776                         }
1777                 }
1778         }
1779         else
1780         {
1781                 // no worldmodel or it can't check visibility
1782                 for (i = 0;i < r_refdef.numentities;i++)
1783                 {
1784                         ent = r_refdef.entities[i];
1785                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
1786                 }
1787         }
1788
1789         // update entity lighting (even on hidden entities for r_shadows)
1790         for (i = 0;i < r_refdef.numentities;i++)
1791                 R_UpdateEntityLighting(r_refdef.entities[i]);
1792 }
1793
1794 // only used if skyrendermasked, and normally returns false
1795 int R_DrawBrushModelsSky (void)
1796 {
1797         int i, sky;
1798         entity_render_t *ent;
1799
1800         if (!r_drawentities.integer)
1801                 return false;
1802
1803         sky = false;
1804         for (i = 0;i < r_refdef.numentities;i++)
1805         {
1806                 if (!r_viewcache.entityvisible[i])
1807                         continue;
1808                 ent = r_refdef.entities[i];
1809                 if (!ent->model || !ent->model->DrawSky)
1810                         continue;
1811                 ent->model->DrawSky(ent);
1812                 sky = true;
1813         }
1814         return sky;
1815 }
1816
1817 void R_DrawNoModel(entity_render_t *ent);
1818 void R_DrawModels(void)
1819 {
1820         int i;
1821         entity_render_t *ent;
1822
1823         if (!r_drawentities.integer)
1824                 return;
1825
1826         for (i = 0;i < r_refdef.numentities;i++)
1827         {
1828                 if (!r_viewcache.entityvisible[i])
1829                         continue;
1830                 ent = r_refdef.entities[i];
1831                 r_refdef.stats.entities++;
1832                 if (ent->model && ent->model->Draw != NULL)
1833                         ent->model->Draw(ent);
1834                 else
1835                         R_DrawNoModel(ent);
1836         }
1837 }
1838
1839 void R_DrawModelsDepth(void)
1840 {
1841         int i;
1842         entity_render_t *ent;
1843
1844         if (!r_drawentities.integer)
1845                 return;
1846
1847         for (i = 0;i < r_refdef.numentities;i++)
1848         {
1849                 if (!r_viewcache.entityvisible[i])
1850                         continue;
1851                 ent = r_refdef.entities[i];
1852                 r_refdef.stats.entities++;
1853                 if (ent->model && ent->model->DrawDepth != NULL)
1854                         ent->model->DrawDepth(ent);
1855         }
1856 }
1857
1858 static void R_View_SetFrustum(void)
1859 {
1860         double slopex, slopey;
1861
1862         // break apart the view matrix into vectors for various purposes
1863         Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
1864         VectorNegate(r_view.left, r_view.right);
1865
1866 #if 0
1867         r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
1868         r_view.frustum[0].normal[1] = 0 - 0;
1869         r_view.frustum[0].normal[2] = -1 - 0;
1870         r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
1871         r_view.frustum[1].normal[1] = 0 + 0;
1872         r_view.frustum[1].normal[2] = -1 + 0;
1873         r_view.frustum[2].normal[0] = 0 - 0;
1874         r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
1875         r_view.frustum[2].normal[2] = -1 - 0;
1876         r_view.frustum[3].normal[0] = 0 + 0;
1877         r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
1878         r_view.frustum[3].normal[2] = -1 + 0;
1879 #endif
1880
1881 #if 0
1882         zNear = r_refdef.nearclip;
1883         nudge = 1.0 - 1.0 / (1<<23);
1884         r_view.frustum[4].normal[0] = 0 - 0;
1885         r_view.frustum[4].normal[1] = 0 - 0;
1886         r_view.frustum[4].normal[2] = -1 - -nudge;
1887         r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
1888         r_view.frustum[5].normal[0] = 0 + 0;
1889         r_view.frustum[5].normal[1] = 0 + 0;
1890         r_view.frustum[5].normal[2] = -1 + -nudge;
1891         r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
1892 #endif
1893
1894
1895
1896 #if 0
1897         r_view.frustum[0].normal[0] = m[3] - m[0];
1898         r_view.frustum[0].normal[1] = m[7] - m[4];
1899         r_view.frustum[0].normal[2] = m[11] - m[8];
1900         r_view.frustum[0].dist = m[15] - m[12];
1901
1902         r_view.frustum[1].normal[0] = m[3] + m[0];
1903         r_view.frustum[1].normal[1] = m[7] + m[4];
1904         r_view.frustum[1].normal[2] = m[11] + m[8];
1905         r_view.frustum[1].dist = m[15] + m[12];
1906
1907         r_view.frustum[2].normal[0] = m[3] - m[1];
1908         r_view.frustum[2].normal[1] = m[7] - m[5];
1909         r_view.frustum[2].normal[2] = m[11] - m[9];
1910         r_view.frustum[2].dist = m[15] - m[13];
1911
1912         r_view.frustum[3].normal[0] = m[3] + m[1];
1913         r_view.frustum[3].normal[1] = m[7] + m[5];
1914         r_view.frustum[3].normal[2] = m[11] + m[9];
1915         r_view.frustum[3].dist = m[15] + m[13];
1916
1917         r_view.frustum[4].normal[0] = m[3] - m[2];
1918         r_view.frustum[4].normal[1] = m[7] - m[6];
1919         r_view.frustum[4].normal[2] = m[11] - m[10];
1920         r_view.frustum[4].dist = m[15] - m[14];
1921
1922         r_view.frustum[5].normal[0] = m[3] + m[2];
1923         r_view.frustum[5].normal[1] = m[7] + m[6];
1924         r_view.frustum[5].normal[2] = m[11] + m[10];
1925         r_view.frustum[5].dist = m[15] + m[14];
1926 #endif
1927
1928
1929
1930         slopex = 1.0 / r_view.frustum_x;
1931         slopey = 1.0 / r_view.frustum_y;
1932         VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
1933         VectorMA(r_view.forward,  slopex, r_view.left, r_view.frustum[1].normal);
1934         VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
1935         VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
1936         VectorCopy(r_view.forward, r_view.frustum[4].normal);
1937         VectorNormalize(r_view.frustum[0].normal);
1938         VectorNormalize(r_view.frustum[1].normal);
1939         VectorNormalize(r_view.frustum[2].normal);
1940         VectorNormalize(r_view.frustum[3].normal);
1941         r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
1942         r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
1943         r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
1944         r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
1945         r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1946         PlaneClassify(&r_view.frustum[0]);
1947         PlaneClassify(&r_view.frustum[1]);
1948         PlaneClassify(&r_view.frustum[2]);
1949         PlaneClassify(&r_view.frustum[3]);
1950         PlaneClassify(&r_view.frustum[4]);
1951
1952         // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
1953         VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
1954         VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
1955         VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[2]);
1956         VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[3]);
1957
1958         // LordHavoc: note to all quake engine coders, Quake had a special case
1959         // for 90 degrees which assumed a square view (wrong), so I removed it,
1960         // Quake2 has it disabled as well.
1961
1962         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
1963         //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
1964         //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
1965         //PlaneClassify(&frustum[0]);
1966
1967         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
1968         //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
1969         //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
1970         //PlaneClassify(&frustum[1]);
1971
1972         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
1973         //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
1974         //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
1975         //PlaneClassify(&frustum[2]);
1976
1977         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
1978         //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
1979         //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
1980         //PlaneClassify(&frustum[3]);
1981
1982         // nearclip plane
1983         //VectorCopy(r_view.forward, r_view.frustum[4].normal);
1984         //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
1985         //PlaneClassify(&frustum[4]);
1986 }
1987
1988 void R_View_Update(void)
1989 {
1990         R_View_SetFrustum();
1991         R_View_WorldVisibility();
1992         R_View_UpdateEntityVisible();
1993 }
1994
1995 void R_SetupView(const matrix4x4_t *matrix)
1996 {
1997         if (!r_view.useperspective)
1998                 GL_SetupView_Mode_Ortho(r_view.x, r_view.y, r_view.x + r_view.width, r_view.y + r_view.height, -r_refdef.farclip, r_refdef.farclip);
1999         else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2000                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
2001         else
2002                 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2003
2004         GL_SetupView_Orientation_FromEntity(matrix);
2005 }
2006
2007 void R_ResetViewRendering2D(void)
2008 {
2009         if (gl_support_fragment_shader)
2010         {
2011                 qglUseProgramObjectARB(0);CHECKGLERROR
2012         }
2013
2014         DrawQ_Finish();
2015
2016         // GL is weird because it's bottom to top, r_view.y is top to bottom
2017         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2018         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2019         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2020         GL_Color(1, 1, 1, 1);
2021         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2022         GL_BlendFunc(GL_ONE, GL_ZERO);
2023         GL_AlphaTest(false);
2024         GL_ScissorTest(false);
2025         GL_DepthMask(false);
2026         GL_DepthRange(0, 1);
2027         GL_DepthTest(false);
2028         R_Mesh_Matrix(&identitymatrix);
2029         R_Mesh_ResetTextureState();
2030         GL_PolygonOffset(0, 0);
2031         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2032         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2033         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2034         qglStencilMask(~0);CHECKGLERROR
2035         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2036         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2037         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2038 }
2039
2040 void R_ResetViewRendering3D(void)
2041 {
2042         if (gl_support_fragment_shader)
2043         {
2044                 qglUseProgramObjectARB(0);CHECKGLERROR
2045         }
2046
2047         DrawQ_Finish();
2048
2049         // GL is weird because it's bottom to top, r_view.y is top to bottom
2050         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2051         R_SetupView(&r_view.matrix);
2052         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2053         GL_Color(1, 1, 1, 1);
2054         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2055         GL_BlendFunc(GL_ONE, GL_ZERO);
2056         GL_AlphaTest(false);
2057         GL_ScissorTest(true);
2058         GL_DepthMask(true);
2059         GL_DepthRange(0, 1);
2060         GL_DepthTest(true);
2061         R_Mesh_Matrix(&identitymatrix);
2062         R_Mesh_ResetTextureState();
2063         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2064         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2065         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2066         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2067         qglStencilMask(~0);CHECKGLERROR
2068         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2069         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2070         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2071 }
2072
2073 /*
2074         R_Bloom_SetupShader(
2075 "// bloom shader\n"
2076 "// written by Forest 'LordHavoc' Hale\n"
2077 "\n"
2078 "// common definitions between vertex shader and fragment shader:\n"
2079 "\n"
2080 "#ifdef __GLSL_CG_DATA_TYPES\n"
2081 "#define myhalf half\n"
2082 "#define myhvec2 hvec2\n"
2083 "#define myhvec3 hvec3\n"
2084 "#define myhvec4 hvec4\n"
2085 "#else\n"
2086 "#define myhalf float\n"
2087 "#define myhvec2 vec2\n"
2088 "#define myhvec3 vec3\n"
2089 "#define myhvec4 vec4\n"
2090 "#endif\n"
2091 "\n"
2092 "varying vec2 ScreenTexCoord;\n"
2093 "varying vec2 BloomTexCoord;\n"
2094 "\n"
2095 "\n"
2096 "\n"
2097 "\n"
2098 "// vertex shader specific:\n"
2099 "#ifdef VERTEX_SHADER\n"
2100 "\n"
2101 "void main(void)\n"
2102 "{\n"
2103 "       ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2104 "       BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2105 "       // transform vertex to camera space, using ftransform to match non-VS\n"
2106 "       // rendering\n"
2107 "       gl_Position = ftransform();\n"
2108 "}\n"
2109 "\n"
2110 "#endif // VERTEX_SHADER\n"
2111 "\n"
2112 "\n"
2113 "\n"
2114 "\n"
2115 "// fragment shader specific:\n"
2116 "#ifdef FRAGMENT_SHADER\n"
2117 "\n"
2118 "void main(void)\n"
2119 "{\n"
2120 "       int x, y;
2121 "       myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2122 "       for (x = -BLUR_X;x <= BLUR_X;x++)
2123 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2124 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2125 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2126 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2127
2128 "       gl_FragColor = vec4(color);\n"
2129 "}\n"
2130 "\n"
2131 "#endif // FRAGMENT_SHADER\n"
2132 */
2133
2134 void R_RenderScene(void);
2135
2136 void R_Bloom_StartFrame(void)
2137 {
2138         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2139
2140         // set bloomwidth and bloomheight to the bloom resolution that will be
2141         // used (often less than the screen resolution for faster rendering)
2142         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2143         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2144         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2145
2146         // calculate desired texture sizes
2147         if (gl_support_arb_texture_non_power_of_two)
2148         {
2149                 screentexturewidth = r_view.width;
2150                 screentextureheight = r_view.height;
2151                 bloomtexturewidth = r_bloomstate.bloomwidth;
2152                 bloomtextureheight = r_bloomstate.bloomheight;
2153         }
2154         else
2155         {
2156                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
2157                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
2158                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
2159                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
2160         }
2161
2162         if (r_hdr.integer)
2163         {
2164                 screentexturewidth = screentextureheight = 0;
2165         }
2166         else if (r_bloom.integer)
2167         {
2168         }
2169         else
2170         {
2171                 screentexturewidth = screentextureheight = 0;
2172                 bloomtexturewidth = bloomtextureheight = 0;
2173         }
2174
2175         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)
2176         {
2177                 // can't use bloom if the parameters are too weird
2178                 // can't use bloom if the card does not support the texture size
2179                 if (r_bloomstate.texture_screen)
2180                         R_FreeTexture(r_bloomstate.texture_screen);
2181                 if (r_bloomstate.texture_bloom)
2182                         R_FreeTexture(r_bloomstate.texture_bloom);
2183                 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2184                 return;
2185         }
2186
2187         r_bloomstate.enabled = true;
2188         r_bloomstate.hdr = r_hdr.integer != 0;
2189
2190         // allocate textures as needed
2191         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2192         {
2193                 if (r_bloomstate.texture_screen)
2194                         R_FreeTexture(r_bloomstate.texture_screen);
2195                 r_bloomstate.texture_screen = NULL;
2196                 r_bloomstate.screentexturewidth = screentexturewidth;
2197                 r_bloomstate.screentextureheight = screentextureheight;
2198                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2199                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2200         }
2201         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2202         {
2203                 if (r_bloomstate.texture_bloom)
2204                         R_FreeTexture(r_bloomstate.texture_bloom);
2205                 r_bloomstate.texture_bloom = NULL;
2206                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2207                 r_bloomstate.bloomtextureheight = bloomtextureheight;
2208                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2209                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2210         }
2211
2212         // set up a texcoord array for the full resolution screen image
2213         // (we have to keep this around to copy back during final render)
2214         r_bloomstate.screentexcoord2f[0] = 0;
2215         r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2216         r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2217         r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2218         r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2219         r_bloomstate.screentexcoord2f[5] = 0;
2220         r_bloomstate.screentexcoord2f[6] = 0;
2221         r_bloomstate.screentexcoord2f[7] = 0;
2222
2223         // set up a texcoord array for the reduced resolution bloom image
2224         // (which will be additive blended over the screen image)
2225         r_bloomstate.bloomtexcoord2f[0] = 0;
2226         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2227         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2228         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2229         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2230         r_bloomstate.bloomtexcoord2f[5] = 0;
2231         r_bloomstate.bloomtexcoord2f[6] = 0;
2232         r_bloomstate.bloomtexcoord2f[7] = 0;
2233 }
2234
2235 void R_Bloom_CopyScreenTexture(float colorscale)
2236 {
2237         r_refdef.stats.bloom++;
2238
2239         R_ResetViewRendering2D();
2240         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2241         R_Mesh_ColorPointer(NULL, 0, 0);
2242         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2243         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2244
2245         // copy view into the screen texture
2246         GL_ActiveTexture(0);
2247         CHECKGLERROR
2248         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
2249         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2250
2251         // now scale it down to the bloom texture size
2252         CHECKGLERROR
2253         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2254         GL_BlendFunc(GL_ONE, GL_ZERO);
2255         GL_Color(colorscale, colorscale, colorscale, 1);
2256         // TODO: optimize with multitexture or GLSL
2257         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2258         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2259
2260         // we now have a bloom image in the framebuffer
2261         // copy it into the bloom image texture for later processing
2262         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2263         GL_ActiveTexture(0);
2264         CHECKGLERROR
2265         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
2266         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2267 }
2268
2269 void R_Bloom_CopyHDRTexture(void)
2270 {
2271         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2272         GL_ActiveTexture(0);
2273         CHECKGLERROR
2274         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
2275         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2276 }
2277
2278 void R_Bloom_MakeTexture(void)
2279 {
2280         int x, range, dir;
2281         float xoffset, yoffset, r, brighten;
2282
2283         r_refdef.stats.bloom++;
2284
2285         R_ResetViewRendering2D();
2286         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2287         R_Mesh_ColorPointer(NULL, 0, 0);
2288
2289         // we have a bloom image in the framebuffer
2290         CHECKGLERROR
2291         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2292
2293         for (x = 1;x < r_bloom_colorexponent.value;)
2294         {
2295                 x *= 2;
2296                 r = bound(0, r_bloom_colorexponent.value / x, 1);
2297                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2298                 GL_Color(r, r, r, 1);
2299                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2300                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2301                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2302                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2303
2304                 // copy the vertically blurred bloom view to a texture
2305                 GL_ActiveTexture(0);
2306                 CHECKGLERROR
2307                 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
2308                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2309         }
2310
2311         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
2312         brighten = r_bloom_brighten.value;
2313         if (r_hdr.integer)
2314                 brighten *= r_hdr_range.value;
2315         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2316         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
2317
2318         for (dir = 0;dir < 2;dir++)
2319         {
2320                 // blend on at multiple vertical offsets to achieve a vertical blur
2321                 // TODO: do offset blends using GLSL
2322                 GL_BlendFunc(GL_ONE, GL_ZERO);
2323                 for (x = -range;x <= range;x++)
2324                 {
2325                         if (!dir){xoffset = 0;yoffset = x;}
2326                         else {xoffset = x;yoffset = 0;}
2327                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
2328                         yoffset /= (float)r_bloomstate.bloomtextureheight;
2329                         // compute a texcoord array with the specified x and y offset
2330                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
2331                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2332                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2333                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2334                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2335                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
2336                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
2337                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
2338                         // this r value looks like a 'dot' particle, fading sharply to
2339                         // black at the edges
2340                         // (probably not realistic but looks good enough)
2341                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
2342                         //r = (dir ? 1.0f : brighten)/(range*2+1);
2343                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
2344                         GL_Color(r, r, r, 1);
2345                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2346                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2347                         GL_BlendFunc(GL_ONE, GL_ONE);
2348                 }
2349
2350                 // copy the vertically blurred bloom view to a texture
2351                 GL_ActiveTexture(0);
2352                 CHECKGLERROR
2353                 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
2354                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2355         }
2356
2357         // apply subtract last
2358         // (just like it would be in a GLSL shader)
2359         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
2360         {
2361                 GL_BlendFunc(GL_ONE, GL_ZERO);
2362                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2363                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2364                 GL_Color(1, 1, 1, 1);
2365                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2366                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2367
2368                 GL_BlendFunc(GL_ONE, GL_ONE);
2369                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2370                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
2371                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2372                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
2373                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2374                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2375                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2376
2377                 // copy the darkened bloom view to a texture
2378                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2379                 GL_ActiveTexture(0);
2380                 CHECKGLERROR
2381                 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
2382                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2383         }
2384 }
2385
2386 void R_HDR_RenderBloomTexture(void)
2387 {
2388         int oldwidth, oldheight;
2389
2390         oldwidth = r_view.width;
2391         oldheight = r_view.height;
2392         r_view.width = r_bloomstate.bloomwidth;
2393         r_view.height = r_bloomstate.bloomheight;
2394
2395         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
2396         // TODO: add exposure compensation features
2397         // TODO: add fp16 framebuffer support
2398
2399         r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
2400         if (r_hdr.integer)
2401                 r_view.colorscale /= r_hdr_range.value;
2402         R_RenderScene();
2403
2404         R_ResetViewRendering2D();
2405
2406         R_Bloom_CopyHDRTexture();
2407         R_Bloom_MakeTexture();
2408
2409         R_ResetViewRendering3D();
2410
2411         R_ClearScreen();
2412         if (r_timereport_active)
2413                 R_TimeReport("clear");
2414
2415
2416         // restore the view settings
2417         r_view.width = oldwidth;
2418         r_view.height = oldheight;
2419 }
2420
2421 static void R_BlendView(void)
2422 {
2423         if (r_bloomstate.enabled && r_bloomstate.hdr)
2424         {
2425                 // render high dynamic range bloom effect
2426                 // the bloom texture was made earlier this render, so we just need to
2427                 // blend it onto the screen...
2428                 R_ResetViewRendering2D();
2429                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2430                 R_Mesh_ColorPointer(NULL, 0, 0);
2431                 GL_Color(1, 1, 1, 1);
2432                 GL_BlendFunc(GL_ONE, GL_ONE);
2433                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2434                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2435                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2436                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2437         }
2438         else if (r_bloomstate.enabled)
2439         {
2440                 // render simple bloom effect
2441                 // copy the screen and shrink it and darken it for the bloom process
2442                 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
2443                 // make the bloom texture
2444                 R_Bloom_MakeTexture();
2445                 // put the original screen image back in place and blend the bloom
2446                 // texture on it
2447                 R_ResetViewRendering2D();
2448                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2449                 R_Mesh_ColorPointer(NULL, 0, 0);
2450                 GL_Color(1, 1, 1, 1);
2451                 GL_BlendFunc(GL_ONE, GL_ZERO);
2452                 // do both in one pass if possible
2453                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2454                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2455                 if (r_textureunits.integer >= 2 && gl_combine.integer)
2456                 {
2457                         R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
2458                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
2459                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
2460                 }
2461                 else
2462                 {
2463                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2464                         r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2465                         // now blend on the bloom texture
2466                         GL_BlendFunc(GL_ONE, GL_ONE);
2467                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2468                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2469                 }
2470                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2471                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2472         }
2473         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
2474         {
2475                 // apply a color tint to the whole view
2476                 R_ResetViewRendering2D();
2477                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2478                 R_Mesh_ColorPointer(NULL, 0, 0);
2479                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2480                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
2481                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2482         }
2483 }
2484
2485 void R_RenderScene(void);
2486
2487 matrix4x4_t r_waterscrollmatrix;
2488
2489 void R_UpdateVariables(void)
2490 {
2491         R_Textures_Frame();
2492
2493         r_refdef.farclip = 4096;
2494         if (r_refdef.worldmodel)
2495                 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
2496         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
2497
2498         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
2499                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
2500         r_refdef.polygonfactor = 0;
2501         r_refdef.polygonoffset = 0;
2502         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
2503         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
2504
2505         r_refdef.rtworld = r_shadow_realtime_world.integer;
2506         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
2507         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
2508         r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
2509         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
2510         if (r_showsurfaces.integer)
2511         {
2512                 r_refdef.rtworld = false;
2513                 r_refdef.rtworldshadows = false;
2514                 r_refdef.rtdlight = false;
2515                 r_refdef.rtdlightshadows = false;
2516                 r_refdef.lightmapintensity = 0;
2517         }
2518
2519         if (gamemode == GAME_NEHAHRA)
2520         {
2521                 if (gl_fogenable.integer)
2522                 {
2523                         r_refdef.oldgl_fogenable = true;
2524                         r_refdef.fog_density = gl_fogdensity.value;
2525                         r_refdef.fog_red = gl_fogred.value;
2526                         r_refdef.fog_green = gl_foggreen.value;
2527                         r_refdef.fog_blue = gl_fogblue.value;
2528                 }
2529                 else if (r_refdef.oldgl_fogenable)
2530                 {
2531                         r_refdef.oldgl_fogenable = false;
2532                         r_refdef.fog_density = 0;
2533                         r_refdef.fog_red = 0;
2534                         r_refdef.fog_green = 0;
2535                         r_refdef.fog_blue = 0;
2536                 }
2537         }
2538         if (r_refdef.fog_density)
2539         {
2540                 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red  , 1.0f);
2541                 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
2542                 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
2543         }
2544         if (r_refdef.fog_density)
2545         {
2546                 r_refdef.fogenabled = true;
2547                 // this is the point where the fog reaches 0.9986 alpha, which we
2548                 // consider a good enough cutoff point for the texture
2549                 // (0.9986 * 256 == 255.6)
2550                 r_refdef.fogrange = 400 / r_refdef.fog_density;
2551                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
2552                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
2553                 // fog color was already set
2554         }
2555         else
2556                 r_refdef.fogenabled = false;
2557 }
2558
2559 /*
2560 ================
2561 R_RenderView
2562 ================
2563 */
2564 void R_RenderView(void)
2565 {
2566         if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
2567                 return; //Host_Error ("R_RenderView: NULL worldmodel");
2568
2569         R_Shadow_UpdateWorldLightSelection();
2570
2571         CHECKGLERROR
2572         if (r_timereport_active)
2573                 R_TimeReport("setup");
2574
2575         R_View_Update();
2576         if (r_timereport_active)
2577                 R_TimeReport("visibility");
2578
2579         R_ResetViewRendering3D();
2580
2581         R_ClearScreen();
2582         if (r_timereport_active)
2583                 R_TimeReport("clear");
2584
2585         R_Bloom_StartFrame();
2586
2587         // this produces a bloom texture to be used in R_BlendView() later
2588         if (r_hdr.integer)
2589                 R_HDR_RenderBloomTexture();
2590
2591         r_view.colorscale = r_hdr_scenebrightness.value;
2592         R_RenderScene();
2593
2594         R_BlendView();
2595         if (r_timereport_active)
2596                 R_TimeReport("blendview");
2597
2598         GL_Scissor(0, 0, vid.width, vid.height);
2599         GL_ScissorTest(false);
2600         CHECKGLERROR
2601 }
2602
2603 extern void R_DrawLightningBeams (void);
2604 extern void VM_CL_AddPolygonsToMeshQueue (void);
2605 extern void R_DrawPortals (void);
2606 extern cvar_t cl_locs_show;
2607 static void R_DrawLocs(void);
2608 static void R_DrawEntityBBoxes(void);
2609 void R_RenderScene(void)
2610 {
2611         // don't let sound skip if going slow
2612         if (r_refdef.extraupdate)
2613                 S_ExtraUpdate ();
2614
2615         R_ResetViewRendering3D();
2616
2617         R_MeshQueue_BeginScene();
2618
2619         R_SkyStartFrame();
2620
2621         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);
2622
2623         if (cl.csqc_vidvars.drawworld)
2624         {
2625                 // don't let sound skip if going slow
2626                 if (r_refdef.extraupdate)
2627                         S_ExtraUpdate ();
2628
2629                 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
2630                 {
2631                         r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
2632                         if (r_timereport_active)
2633                                 R_TimeReport("worldsky");
2634                 }
2635
2636                 if (R_DrawBrushModelsSky() && r_timereport_active)
2637                         R_TimeReport("bmodelsky");
2638         }
2639
2640         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
2641         {
2642                 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
2643                 if (r_timereport_active)
2644                         R_TimeReport("worlddepth");
2645         }
2646         if (r_depthfirst.integer >= 2)
2647         {
2648                 R_DrawModelsDepth();
2649                 if (r_timereport_active)
2650                         R_TimeReport("modeldepth");
2651         }
2652
2653         if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
2654         {
2655                 r_refdef.worldmodel->Draw(r_refdef.worldentity);
2656                 if (r_timereport_active)
2657                         R_TimeReport("world");
2658         }
2659
2660         // don't let sound skip if going slow
2661         if (r_refdef.extraupdate)
2662                 S_ExtraUpdate ();
2663
2664         R_DrawModels();
2665         if (r_timereport_active)
2666                 R_TimeReport("models");
2667
2668         // don't let sound skip if going slow
2669         if (r_refdef.extraupdate)
2670                 S_ExtraUpdate ();
2671
2672         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
2673         {
2674                 R_DrawModelShadows();
2675
2676                 R_ResetViewRendering3D();
2677
2678                 // don't let sound skip if going slow
2679                 if (r_refdef.extraupdate)
2680                         S_ExtraUpdate ();
2681         }
2682
2683         R_ShadowVolumeLighting(false);
2684         if (r_timereport_active)
2685                 R_TimeReport("rtlights");
2686
2687         // don't let sound skip if going slow
2688         if (r_refdef.extraupdate)
2689                 S_ExtraUpdate ();
2690
2691         if (cl.csqc_vidvars.drawworld)
2692         {
2693                 R_DrawLightningBeams();
2694                 if (r_timereport_active)
2695                         R_TimeReport("lightning");
2696
2697                 R_DrawParticles();
2698                 if (r_timereport_active)
2699                         R_TimeReport("particles");
2700
2701                 R_DrawExplosions();
2702                 if (r_timereport_active)
2703                         R_TimeReport("explosions");
2704         }
2705
2706         if (gl_support_fragment_shader)
2707         {
2708                 qglUseProgramObjectARB(0);CHECKGLERROR
2709         }
2710         VM_CL_AddPolygonsToMeshQueue();
2711
2712         if (cl_locs_show.integer)
2713         {
2714                 R_DrawLocs();
2715                 if (r_timereport_active)
2716                         R_TimeReport("showlocs");
2717         }
2718
2719         if (r_drawportals.integer)
2720         {
2721                 R_DrawPortals();
2722                 if (r_timereport_active)
2723                         R_TimeReport("portals");
2724         }
2725
2726         if (r_showbboxes.value > 0)
2727         {
2728                 R_DrawEntityBBoxes();
2729                 if (r_timereport_active)
2730                         R_TimeReport("bboxes");
2731         }
2732
2733         if (gl_support_fragment_shader)
2734         {
2735                 qglUseProgramObjectARB(0);CHECKGLERROR
2736         }
2737         R_MeshQueue_RenderTransparent();
2738         if (r_timereport_active)
2739                 R_TimeReport("drawtrans");
2740
2741         if (gl_support_fragment_shader)
2742         {
2743                 qglUseProgramObjectARB(0);CHECKGLERROR
2744         }
2745
2746         if (cl.csqc_vidvars.drawworld)
2747         {
2748                 R_DrawCoronas();
2749                 if (r_timereport_active)
2750                         R_TimeReport("coronas");
2751         }
2752
2753         // don't let sound skip if going slow
2754         if (r_refdef.extraupdate)
2755                 S_ExtraUpdate ();
2756
2757         R_ResetViewRendering2D();
2758 }
2759
2760 static const int bboxelements[36] =
2761 {
2762         5, 1, 3, 5, 3, 7,
2763         6, 2, 0, 6, 0, 4,
2764         7, 3, 2, 7, 2, 6,
2765         4, 0, 1, 4, 1, 5,
2766         4, 5, 7, 4, 7, 6,
2767         1, 0, 2, 1, 2, 3,
2768 };
2769
2770 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
2771 {
2772         int i;
2773         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
2774         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2775         GL_DepthMask(false);
2776         GL_DepthRange(0, 1);
2777         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2778         R_Mesh_Matrix(&identitymatrix);
2779         R_Mesh_ResetTextureState();
2780
2781         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
2782         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
2783         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
2784         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
2785         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
2786         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
2787         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
2788         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
2789         R_FillColors(color4f, 8, cr, cg, cb, ca);
2790         if (r_refdef.fogenabled)
2791         {
2792                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
2793                 {
2794                         f1 = FogPoint_World(v);
2795                         f2 = 1 - f1;
2796                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
2797                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
2798                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
2799                 }
2800         }
2801         R_Mesh_VertexPointer(vertex3f, 0, 0);
2802         R_Mesh_ColorPointer(color4f, 0, 0);
2803         R_Mesh_ResetTextureState();
2804         R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
2805 }
2806
2807 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2808 {
2809         int i;
2810         float color[4];
2811         prvm_edict_t *edict;
2812         // this function draws bounding boxes of server entities
2813         if (!sv.active)
2814                 return;
2815         SV_VM_Begin();
2816         for (i = 0;i < numsurfaces;i++)
2817         {
2818                 edict = PRVM_EDICT_NUM(surfacelist[i]);
2819                 switch ((int)edict->fields.server->solid)
2820                 {
2821                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
2822                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
2823                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
2824                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
2825                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
2826                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
2827                 }
2828                 color[3] *= r_showbboxes.value;
2829                 color[3] = bound(0, color[3], 1);
2830                 GL_DepthTest(!r_showdisabledepthtest.integer);
2831                 GL_CullFace(GL_BACK);
2832                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
2833         }
2834         SV_VM_End();
2835 }
2836
2837 static void R_DrawEntityBBoxes(void)
2838 {
2839         int i;
2840         prvm_edict_t *edict;
2841         vec3_t center;
2842         // this function draws bounding boxes of server entities
2843         if (!sv.active)
2844                 return;
2845         SV_VM_Begin();
2846         for (i = 0;i < prog->num_edicts;i++)
2847         {
2848                 edict = PRVM_EDICT_NUM(i);
2849                 if (edict->priv.server->free)
2850                         continue;
2851                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
2852                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
2853         }
2854         SV_VM_End();
2855 }
2856
2857 int nomodelelements[24] =
2858 {
2859         5, 2, 0,
2860         5, 1, 2,
2861         5, 0, 3,
2862         5, 3, 1,
2863         0, 2, 4,
2864         2, 1, 4,
2865         3, 0, 4,
2866         1, 3, 4
2867 };
2868
2869 float nomodelvertex3f[6*3] =
2870 {
2871         -16,   0,   0,
2872          16,   0,   0,
2873           0, -16,   0,
2874           0,  16,   0,
2875           0,   0, -16,
2876           0,   0,  16
2877 };
2878
2879 float nomodelcolor4f[6*4] =
2880 {
2881         0.0f, 0.0f, 0.5f, 1.0f,
2882         0.0f, 0.0f, 0.5f, 1.0f,
2883         0.0f, 0.5f, 0.0f, 1.0f,
2884         0.0f, 0.5f, 0.0f, 1.0f,
2885         0.5f, 0.0f, 0.0f, 1.0f,
2886         0.5f, 0.0f, 0.0f, 1.0f
2887 };
2888
2889 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2890 {
2891         int i;
2892         float f1, f2, *c;
2893         float color4f[6*4];
2894         // this is only called once per entity so numsurfaces is always 1, and
2895         // surfacelist is always {0}, so this code does not handle batches
2896         R_Mesh_Matrix(&ent->matrix);
2897
2898         if (ent->flags & EF_ADDITIVE)
2899         {
2900                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2901                 GL_DepthMask(false);
2902         }
2903         else if (ent->alpha < 1)
2904         {
2905                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2906                 GL_DepthMask(false);
2907         }
2908         else
2909         {
2910                 GL_BlendFunc(GL_ONE, GL_ZERO);
2911                 GL_DepthMask(true);
2912         }
2913         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
2914         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2915         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2916         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
2917         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
2918         if (r_refdef.fogenabled)
2919         {
2920                 vec3_t org;
2921                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2922                 R_Mesh_ColorPointer(color4f, 0, 0);
2923                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2924                 f1 = FogPoint_World(org);
2925                 f2 = 1 - f1;
2926                 for (i = 0, c = color4f;i < 6;i++, c += 4)
2927                 {
2928                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
2929                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
2930                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
2931                         c[3] *= ent->alpha;
2932                 }
2933         }
2934         else if (ent->alpha != 1)
2935         {
2936                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2937                 R_Mesh_ColorPointer(color4f, 0, 0);
2938                 for (i = 0, c = color4f;i < 6;i++, c += 4)
2939                         c[3] *= ent->alpha;
2940         }
2941         else
2942                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
2943         R_Mesh_ResetTextureState();
2944         R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
2945 }
2946
2947 void R_DrawNoModel(entity_render_t *ent)
2948 {
2949         vec3_t org;
2950         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2951         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
2952                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
2953         //else
2954         //      R_DrawNoModelCallback(ent, 0);
2955 }
2956
2957 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
2958 {
2959         vec3_t right1, right2, diff, normal;
2960
2961         VectorSubtract (org2, org1, normal);
2962
2963         // calculate 'right' vector for start
2964         VectorSubtract (r_view.origin, org1, diff);
2965         CrossProduct (normal, diff, right1);
2966         VectorNormalize (right1);
2967
2968         // calculate 'right' vector for end
2969         VectorSubtract (r_view.origin, org2, diff);
2970         CrossProduct (normal, diff, right2);
2971         VectorNormalize (right2);
2972
2973         vert[ 0] = org1[0] + width * right1[0];
2974         vert[ 1] = org1[1] + width * right1[1];
2975         vert[ 2] = org1[2] + width * right1[2];
2976         vert[ 3] = org1[0] - width * right1[0];
2977         vert[ 4] = org1[1] - width * right1[1];
2978         vert[ 5] = org1[2] - width * right1[2];
2979         vert[ 6] = org2[0] - width * right2[0];
2980         vert[ 7] = org2[1] - width * right2[1];
2981         vert[ 8] = org2[2] - width * right2[2];
2982         vert[ 9] = org2[0] + width * right2[0];
2983         vert[10] = org2[1] + width * right2[1];
2984         vert[11] = org2[2] + width * right2[2];
2985 }
2986
2987 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
2988
2989 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)
2990 {
2991         float fog = 1.0f;
2992         float vertex3f[12];
2993
2994         if (r_refdef.fogenabled)
2995                 fog = FogPoint_World(origin);
2996
2997         R_Mesh_Matrix(&identitymatrix);
2998         GL_BlendFunc(blendfunc1, blendfunc2);
2999
3000         if(v_flipped_state)
3001         {
3002                 scalex1 = -scalex1;
3003                 scalex2 = -scalex2;
3004                 GL_CullFace(GL_BACK);
3005         }
3006         else
3007                 GL_CullFace(GL_FRONT);
3008
3009         GL_DepthMask(false);
3010         GL_DepthRange(0, depthshort ? 0.0625 : 1);
3011         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3012         GL_DepthTest(!depthdisable);
3013
3014         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
3015         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
3016         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
3017         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
3018         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
3019         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
3020         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
3021         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
3022         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
3023         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
3024         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
3025         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
3026
3027         R_Mesh_VertexPointer(vertex3f, 0, 0);
3028         R_Mesh_ColorPointer(NULL, 0, 0);
3029         R_Mesh_ResetTextureState();
3030         R_Mesh_TexBind(0, R_GetTexture(texture));
3031         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
3032         // FIXME: fixed function path can't properly handle r_view.colorscale > 1
3033         GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
3034         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3035
3036         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
3037         {
3038                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
3039                 GL_BlendFunc(blendfunc1, GL_ONE);
3040                 fog = 1 - fog;
3041                 GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
3042                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3043         }
3044 }
3045
3046 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3047 {
3048         int i;
3049         float *vertex3f;
3050         float v[3];
3051         VectorSet(v, x, y, z);
3052         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3053                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3054                         break;
3055         if (i == mesh->numvertices)
3056         {
3057                 if (mesh->numvertices < mesh->maxvertices)
3058                 {
3059                         VectorCopy(v, vertex3f);
3060                         mesh->numvertices++;
3061                 }
3062                 return mesh->numvertices;
3063         }
3064         else
3065                 return i;
3066 }
3067
3068 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3069 {
3070         int i;
3071         int *e, element[3];
3072         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3073         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3074         e = mesh->element3i + mesh->numtriangles * 3;
3075         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3076         {
3077                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3078                 if (mesh->numtriangles < mesh->maxtriangles)
3079                 {
3080                         *e++ = element[0];
3081                         *e++ = element[1];
3082                         *e++ = element[2];
3083                         mesh->numtriangles++;
3084                 }
3085                 element[1] = element[2];
3086         }
3087 }
3088
3089 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3090 {
3091         int i;
3092         int *e, element[3];
3093         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3094         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3095         e = mesh->element3i + mesh->numtriangles * 3;
3096         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3097         {
3098                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3099                 if (mesh->numtriangles < mesh->maxtriangles)
3100                 {
3101                         *e++ = element[0];
3102                         *e++ = element[1];
3103                         *e++ = element[2];
3104                         mesh->numtriangles++;
3105                 }
3106                 element[1] = element[2];
3107         }
3108 }
3109
3110 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3111 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3112 {
3113         int planenum, planenum2;
3114         int w;
3115         int tempnumpoints;
3116         mplane_t *plane, *plane2;
3117         double maxdist;
3118         double temppoints[2][256*3];
3119         // figure out how large a bounding box we need to properly compute this brush
3120         maxdist = 0;
3121         for (w = 0;w < numplanes;w++)
3122                 maxdist = max(maxdist, planes[w].dist);
3123         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3124         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3125         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3126         {
3127                 w = 0;
3128                 tempnumpoints = 4;
3129                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3130                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3131                 {
3132                         if (planenum2 == planenum)
3133                                 continue;
3134                         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);
3135                         w = !w;
3136                 }
3137                 if (tempnumpoints < 3)
3138                         continue;
3139                 // generate elements forming a triangle fan for this polygon
3140                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3141         }
3142 }
3143
3144 static void R_DrawCollisionBrush(const colbrushf_t *brush)
3145 {
3146         int i;
3147         R_Mesh_VertexPointer(brush->points->v, 0, 0);
3148         i = (int)(((size_t)brush) / sizeof(colbrushf_t));
3149         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, 0.2f);
3150         GL_LockArrays(0, brush->numpoints);
3151         R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0);
3152         GL_LockArrays(0, 0);
3153 }
3154
3155 static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
3156 {
3157         int i;
3158         if (!surface->num_collisiontriangles)
3159                 return;
3160         R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
3161         i = (int)(((size_t)surface) / sizeof(msurface_t));
3162         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, 0.2f);
3163         GL_LockArrays(0, surface->num_collisionvertices);
3164         R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
3165         GL_LockArrays(0, 0);
3166 }
3167
3168 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)
3169 {
3170         texturelayer_t *layer;
3171         layer = t->currentlayers + t->currentnumlayers++;
3172         layer->type = type;
3173         layer->depthmask = depthmask;
3174         layer->blendfunc1 = blendfunc1;
3175         layer->blendfunc2 = blendfunc2;
3176         layer->texture = texture;
3177         layer->texmatrix = *matrix;
3178         layer->color[0] = r * r_view.colorscale;
3179         layer->color[1] = g * r_view.colorscale;
3180         layer->color[2] = b * r_view.colorscale;
3181         layer->color[3] = a;
3182 }
3183
3184 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
3185 {
3186         double index, f;
3187         index = parms[2] + r_refdef.time * parms[3];
3188         index -= floor(index);
3189         switch (func)
3190         {
3191         default:
3192         case Q3WAVEFUNC_NONE:
3193         case Q3WAVEFUNC_NOISE:
3194         case Q3WAVEFUNC_COUNT:
3195                 f = 0;
3196                 break;
3197         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
3198         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
3199         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
3200         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
3201         case Q3WAVEFUNC_TRIANGLE:
3202                 index *= 4;
3203                 f = index - floor(index);
3204                 if (index < 1)
3205                         f = f;
3206                 else if (index < 2)
3207                         f = 1 - f;
3208                 else if (index < 3)
3209                         f = -f;
3210                 else
3211                         f = -(1 - f);
3212                 break;
3213         }
3214         return (float)(parms[0] + parms[1] * f);
3215 }
3216
3217 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
3218 {
3219         int i;
3220         model_t *model = ent->model;
3221         float f;
3222         float tcmat[12];
3223         q3shaderinfo_layer_tcmod_t *tcmod;
3224
3225         // switch to an alternate material if this is a q1bsp animated material
3226         {
3227                 texture_t *texture = t;
3228                 int s = ent->skinnum;
3229                 if ((unsigned int)s >= (unsigned int)model->numskins)
3230                         s = 0;
3231                 if (model->skinscenes)
3232                 {
3233                         if (model->skinscenes[s].framecount > 1)
3234                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
3235                         else
3236                                 s = model->skinscenes[s].firstframe;
3237                 }
3238                 if (s > 0)
3239                         t = t + s * model->num_surfaces;
3240                 if (t->animated)
3241                 {
3242                         // use an alternate animation if the entity's frame is not 0,
3243                         // and only if the texture has an alternate animation
3244                         if (ent->frame != 0 && t->anim_total[1])
3245                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
3246                         else
3247                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
3248                 }
3249                 texture->currentframe = t;
3250         }
3251
3252         // update currentskinframe to be a qw skin or animation frame
3253         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
3254         {
3255                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
3256                 {
3257                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
3258                         Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
3259                         r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, developer.integer > 0);
3260                 }
3261                 t->currentskinframe = r_qwskincache_skinframe[i];
3262                 if (t->currentskinframe == NULL)
3263                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3264         }
3265         else if (t->numskinframes >= 2)
3266                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3267         if (t->backgroundnumskinframes >= 2)
3268                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
3269
3270         t->currentmaterialflags = t->basematerialflags;
3271         t->currentalpha = ent->alpha;
3272         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
3273                 t->currentalpha *= r_wateralpha.value;
3274         if (!(ent->flags & RENDER_LIGHT))
3275                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
3276         if (ent->effects & EF_ADDITIVE)
3277                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3278         else if (t->currentalpha < 1)
3279                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3280         if (ent->effects & EF_DOUBLESIDED)
3281                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
3282         if (ent->effects & EF_NODEPTHTEST)
3283                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3284         if (ent->flags & RENDER_VIEWMODEL)
3285                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3286         if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
3287                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
3288
3289         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && (tcmod->tcmod || i < 1);i++, tcmod++)
3290         {
3291                 matrix4x4_t matrix;
3292                 switch(tcmod->tcmod)
3293                 {
3294                 case Q3TCMOD_COUNT:
3295                 case Q3TCMOD_NONE:
3296                         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
3297                                 matrix = r_waterscrollmatrix;
3298                         else
3299                                 matrix = identitymatrix;
3300                         break;
3301                 case Q3TCMOD_ENTITYTRANSLATE:
3302                         // this is used in Q3 to allow the gamecode to control texcoord
3303                         // scrolling on the entity, which is not supported in darkplaces yet.
3304                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
3305                         break;
3306                 case Q3TCMOD_ROTATE:
3307                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
3308                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1);
3309                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
3310                         break;
3311                 case Q3TCMOD_SCALE:
3312                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
3313                         break;
3314                 case Q3TCMOD_SCROLL:
3315                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.time, tcmod->parms[1] * r_refdef.time, 0);
3316                         break;
3317                 case Q3TCMOD_STRETCH:
3318                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
3319                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
3320                         break;
3321                 case Q3TCMOD_TRANSFORM:
3322                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
3323                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
3324                         VectorSet(tcmat +  6, 0                   , 0                , 1);
3325                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
3326                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
3327                         break;
3328                 case Q3TCMOD_TURBULENT:
3329                         // this is handled in the RSurf_PrepareVertices function
3330                         matrix = identitymatrix;
3331                         break;
3332                 }
3333                 // either replace or concatenate the transformation
3334                 if (i < 1)
3335                         t->currenttexmatrix = matrix;
3336                 else
3337                 {
3338                         matrix4x4_t temp = t->currenttexmatrix;
3339                         Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
3340                 }
3341         }
3342
3343         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
3344         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3345         t->glosstexture = r_texture_white;
3346         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
3347         t->backgroundglosstexture = r_texture_white;
3348         t->specularpower = r_shadow_glossexponent.value;
3349         // TODO: store reference values for these in the texture?
3350         t->specularscale = 0;
3351         if (r_shadow_gloss.integer > 0)
3352         {
3353                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
3354                 {
3355                         if (r_shadow_glossintensity.value > 0)
3356                         {
3357                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black;
3358                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black;
3359                                 t->specularscale = r_shadow_glossintensity.value;
3360                         }
3361                 }
3362                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
3363                         t->specularscale = r_shadow_gloss2intensity.value;
3364         }
3365
3366         t->currentpolygonfactor = r_refdef.polygonfactor;
3367         t->currentpolygonoffset = r_refdef.polygonoffset;
3368         // submodels are biased to avoid z-fighting with world surfaces that they
3369         // may be exactly overlapping (avoids z-fighting artifacts on certain
3370         // doors and things in Quake maps)
3371         if (ent->model->brush.submodel)
3372         {
3373                 t->currentpolygonfactor = r_refdef.polygonfactor + r_polygonoffset_submodel_factor.value;
3374                 t->currentpolygonoffset = r_refdef.polygonoffset + r_polygonoffset_submodel_offset.value;
3375         }
3376
3377         VectorClear(t->dlightcolor);
3378         t->currentnumlayers = 0;
3379         if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
3380         {
3381                 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
3382                 {
3383                         int blendfunc1, blendfunc2, depthmask;
3384                         if (t->currentmaterialflags & MATERIALFLAG_ADD)
3385                         {
3386                                 blendfunc1 = GL_SRC_ALPHA;
3387                                 blendfunc2 = GL_ONE;
3388                         }
3389                         else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
3390                         {
3391                                 blendfunc1 = GL_SRC_ALPHA;
3392                                 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
3393                         }
3394                         else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
3395                         {
3396                                 blendfunc1 = t->customblendfunc[0];
3397                                 blendfunc2 = t->customblendfunc[1];
3398                         }
3399                         else
3400                         {
3401                                 blendfunc1 = GL_ONE;
3402                                 blendfunc2 = GL_ZERO;
3403                         }
3404                         depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
3405                         if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
3406                         {
3407                                 rtexture_t *currentbasetexture;
3408                                 int layerflags = 0;
3409                                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
3410                                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
3411                                 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3412                                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3413                                 {
3414                                         // fullbright is not affected by r_refdef.lightmapintensity
3415                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
3416                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3417                                                 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);
3418                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3419                                                 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);
3420                                 }
3421                                 else
3422                                 {
3423                                         float colorscale;
3424                                         // set the color tint used for lights affecting this surface
3425                                         VectorSet(t->dlightcolor, ent->colormod[0] * t->currentalpha, ent->colormod[1] * t->currentalpha, ent->colormod[2] * t->currentalpha);
3426                                         colorscale = 2;
3427                                         // q3bsp has no lightmap updates, so the lightstylevalue that
3428                                         // would normally be baked into the lightmap must be
3429                                         // applied to the color
3430                                         if (ent->model->type == mod_brushq3)
3431                                                 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
3432                                         colorscale *= r_refdef.lightmapintensity;
3433                                         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);
3434                                         if (r_ambient.value >= (1.0f/64.0f))
3435                                                 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);
3436                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3437                                         {
3438                                                 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);
3439                                                 if (r_ambient.value >= (1.0f/64.0f))
3440                                                         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);
3441                                         }
3442                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3443                                         {
3444                                                 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);
3445                                                 if (r_ambient.value >= (1.0f/64.0f))
3446                                                         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);
3447                                         }
3448                                 }
3449                                 if (t->currentskinframe->glow != NULL)
3450                                         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);
3451                                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
3452                                 {
3453                                         // if this is opaque use alpha blend which will darken the earlier
3454                                         // passes cheaply.
3455                                         //
3456                                         // if this is an alpha blended material, all the earlier passes
3457                                         // were darkened by fog already, so we only need to add the fog
3458                                         // color ontop through the fog mask texture
3459                                         //
3460                                         // if this is an additive blended material, all the earlier passes
3461                                         // were darkened by fog already, and we should not add fog color
3462                                         // (because the background was not darkened, there is no fog color
3463                                         // that was lost behind it).
3464                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
3465                                 }
3466                         }
3467                 }
3468         }
3469 }
3470
3471 void R_UpdateAllTextureInfo(entity_render_t *ent)
3472 {
3473         int i;
3474         if (ent->model)
3475                 for (i = 0;i < ent->model->num_texturesperskin;i++)
3476                         R_UpdateTextureInfo(ent, ent->model->data_textures + i);
3477 }
3478
3479 rsurfacestate_t rsurface;
3480
3481 void R_Mesh_ResizeArrays(int newvertices)
3482 {
3483         float *base;
3484         if (rsurface.array_size >= newvertices)
3485                 return;
3486         if (rsurface.array_modelvertex3f)
3487                 Mem_Free(rsurface.array_modelvertex3f);
3488         rsurface.array_size = (newvertices + 1023) & ~1023;
3489         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
3490         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
3491         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
3492         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
3493         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
3494         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
3495         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
3496         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
3497         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
3498         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
3499         rsurface.array_color4f           = base + rsurface.array_size * 27;
3500         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
3501 }
3502
3503 void RSurf_CleanUp(void)
3504 {
3505         CHECKGLERROR
3506         if (rsurface.mode == RSURFMODE_GLSL)
3507         {
3508                 qglUseProgramObjectARB(0);CHECKGLERROR
3509         }
3510         GL_AlphaTest(false);
3511         rsurface.mode = RSURFMODE_NONE;
3512         rsurface.uselightmaptexture = false;
3513         rsurface.texture = NULL;
3514 }
3515
3516 void RSurf_ActiveWorldEntity(void)
3517 {
3518         model_t *model = r_refdef.worldmodel;
3519         RSurf_CleanUp();
3520         if (rsurface.array_size < model->surfmesh.num_vertices)
3521                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
3522         rsurface.matrix = identitymatrix;
3523         rsurface.inversematrix = identitymatrix;
3524         R_Mesh_Matrix(&identitymatrix);
3525         VectorCopy(r_view.origin, rsurface.modelorg);
3526         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
3527         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
3528         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
3529         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
3530         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
3531         rsurface.frameblend[0].frame = 0;
3532         rsurface.frameblend[0].lerp = 1;
3533         rsurface.frameblend[1].frame = 0;
3534         rsurface.frameblend[1].lerp = 0;
3535         rsurface.frameblend[2].frame = 0;
3536         rsurface.frameblend[2].lerp = 0;
3537         rsurface.frameblend[3].frame = 0;
3538         rsurface.frameblend[3].lerp = 0;
3539         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
3540         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
3541         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
3542         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
3543         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
3544         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
3545         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
3546         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
3547         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
3548         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
3549         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
3550         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
3551         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
3552         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
3553         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
3554         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
3555         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
3556         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
3557         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
3558         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
3559         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
3560         rsurface.modelelement3i = model->surfmesh.data_element3i;
3561         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
3562         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
3563         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
3564         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
3565         rsurface.modelsurfaces = model->data_surfaces;
3566         rsurface.generatedvertex = false;
3567         rsurface.vertex3f  = rsurface.modelvertex3f;
3568         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3569         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3570         rsurface.svector3f = rsurface.modelsvector3f;
3571         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3572         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3573         rsurface.tvector3f = rsurface.modeltvector3f;
3574         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3575         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3576         rsurface.normal3f  = rsurface.modelnormal3f;
3577         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3578         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3579         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
3580 }
3581
3582 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3583 {
3584         model_t *model = ent->model;
3585         RSurf_CleanUp();
3586         if (rsurface.array_size < model->surfmesh.num_vertices)
3587                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
3588         rsurface.matrix = ent->matrix;
3589         rsurface.inversematrix = ent->inversematrix;
3590         R_Mesh_Matrix(&rsurface.matrix);
3591         Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
3592         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
3593         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
3594         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
3595         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
3596         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
3597         rsurface.frameblend[0] = ent->frameblend[0];
3598         rsurface.frameblend[1] = ent->frameblend[1];
3599         rsurface.frameblend[2] = ent->frameblend[2];
3600         rsurface.frameblend[3] = ent->frameblend[3];
3601         if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
3602         {
3603                 if (wanttangents)
3604                 {
3605                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3606                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
3607                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
3608                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3609                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
3610                 }
3611                 else if (wantnormals)
3612                 {
3613                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3614                         rsurface.modelsvector3f = NULL;
3615                         rsurface.modeltvector3f = NULL;
3616                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3617                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
3618                 }
3619                 else
3620                 {
3621                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3622                         rsurface.modelsvector3f = NULL;
3623                         rsurface.modeltvector3f = NULL;
3624                         rsurface.modelnormal3f = NULL;
3625                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
3626                 }
3627                 rsurface.modelvertex3f_bufferobject = 0;
3628                 rsurface.modelvertex3f_bufferoffset = 0;
3629                 rsurface.modelsvector3f_bufferobject = 0;
3630                 rsurface.modelsvector3f_bufferoffset = 0;
3631                 rsurface.modeltvector3f_bufferobject = 0;
3632                 rsurface.modeltvector3f_bufferoffset = 0;
3633                 rsurface.modelnormal3f_bufferobject = 0;
3634                 rsurface.modelnormal3f_bufferoffset = 0;
3635                 rsurface.generatedvertex = true;
3636         }
3637         else
3638         {
3639                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
3640 &n