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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
30
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
32
33 //
34 // screen size info
35 //
36 r_refdef_t r_refdef;
37
38 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
39 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
40 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
41 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
42 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
43 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
44 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
45 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
46
47 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
48
49 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
50 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
51 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
52 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
53 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)"};
54 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
55 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
56 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"};
57 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"};
58 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
59 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"};
60 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"};
61 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"};
62 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
63 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
64 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
65 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
66 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
67 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
68 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
69 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
70 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
71 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
72 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
73 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
74 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
75 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
76 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
77 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
78 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
79 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
80 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
81 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"};
82 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"};
83 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
84 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
85
86 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
87 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
88 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
89 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
90 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
91 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
92 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
93 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
94
95 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)"};
96
97 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
98 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)"};
99 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
100 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
101 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
102 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
103 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
104 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
105 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
106 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
107 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
108
109 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
110 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
111 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
112 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
113 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
114
115 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
116 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
117 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
118 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
119
120 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
121 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
122 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
123 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
124 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
125 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
126 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
127
128 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
129 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
130 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
131 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)"};
132
133 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"};
134
135 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"};
136
137 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
138
139 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
140 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
141 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
142 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
143 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
144 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
145 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
146
147 extern cvar_t v_glslgamma;
148
149 extern qboolean v_flipped_state;
150
151 static struct r_bloomstate_s
152 {
153         qboolean enabled;
154         qboolean hdr;
155
156         int bloomwidth, bloomheight;
157
158         int screentexturewidth, screentextureheight;
159         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
160
161         int bloomtexturewidth, bloomtextureheight;
162         rtexture_t *texture_bloom;
163
164         // arrays for rendering the screen passes
165         float screentexcoord2f[8];
166         float bloomtexcoord2f[8];
167         float offsettexcoord2f[8];
168
169         r_viewport_t viewport;
170 }
171 r_bloomstate;
172
173 r_waterstate_t r_waterstate;
174
175 /// shadow volume bsp struct with automatically growing nodes buffer
176 svbsp_t r_svbsp;
177
178 rtexture_t *r_texture_blanknormalmap;
179 rtexture_t *r_texture_white;
180 rtexture_t *r_texture_grey128;
181 rtexture_t *r_texture_black;
182 rtexture_t *r_texture_notexture;
183 rtexture_t *r_texture_whitecube;
184 rtexture_t *r_texture_normalizationcube;
185 rtexture_t *r_texture_fogattenuation;
186 rtexture_t *r_texture_gammaramps;
187 unsigned int r_texture_gammaramps_serial;
188 //rtexture_t *r_texture_fogintensity;
189
190 unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
191 unsigned int r_numqueries;
192 unsigned int r_maxqueries;
193
194 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
195 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
196
197 /// vertex coordinates for a quad that covers the screen exactly
198 const float r_screenvertex3f[12] =
199 {
200         0, 0, 0,
201         1, 0, 0,
202         1, 1, 0,
203         0, 1, 0
204 };
205
206 extern void R_DrawModelShadows(void);
207
208 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
209 {
210         int i;
211         for (i = 0;i < verts;i++)
212         {
213                 out[0] = in[0] * r;
214                 out[1] = in[1] * g;
215                 out[2] = in[2] * b;
216                 out[3] = in[3];
217                 in += 4;
218                 out += 4;
219         }
220 }
221
222 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
223 {
224         int i;
225         for (i = 0;i < verts;i++)
226         {
227                 out[0] = r;
228                 out[1] = g;
229                 out[2] = b;
230                 out[3] = a;
231                 out += 4;
232         }
233 }
234
235 // FIXME: move this to client?
236 void FOG_clear(void)
237 {
238         if (gamemode == GAME_NEHAHRA)
239         {
240                 Cvar_Set("gl_fogenable", "0");
241                 Cvar_Set("gl_fogdensity", "0.2");
242                 Cvar_Set("gl_fogred", "0.3");
243                 Cvar_Set("gl_foggreen", "0.3");
244                 Cvar_Set("gl_fogblue", "0.3");
245         }
246         r_refdef.fog_density = 0;
247         r_refdef.fog_red = 0;
248         r_refdef.fog_green = 0;
249         r_refdef.fog_blue = 0;
250         r_refdef.fog_alpha = 1;
251         r_refdef.fog_start = 0;
252         r_refdef.fog_end = 0;
253 }
254
255 float FogForDistance(vec_t dist)
256 {
257         unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
258         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
259 }
260
261 float FogPoint_World(const vec3_t p)
262 {
263         return FogForDistance(VectorDistance((p), r_refdef.view.origin));
264 }
265
266 float FogPoint_Model(const vec3_t p)
267 {
268         return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
269 }
270
271 static void R_BuildBlankTextures(void)
272 {
273         unsigned char data[4];
274         data[2] = 128; // normal X
275         data[1] = 128; // normal Y
276         data[0] = 255; // normal Z
277         data[3] = 128; // height
278         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
279         data[0] = 255;
280         data[1] = 255;
281         data[2] = 255;
282         data[3] = 255;
283         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
284         data[0] = 128;
285         data[1] = 128;
286         data[2] = 128;
287         data[3] = 255;
288         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
289         data[0] = 0;
290         data[1] = 0;
291         data[2] = 0;
292         data[3] = 255;
293         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
294 }
295
296 static void R_BuildNoTexture(void)
297 {
298         int x, y;
299         unsigned char pix[16][16][4];
300         // this makes a light grey/dark grey checkerboard texture
301         for (y = 0;y < 16;y++)
302         {
303                 for (x = 0;x < 16;x++)
304                 {
305                         if ((y < 8) ^ (x < 8))
306                         {
307                                 pix[y][x][0] = 128;
308                                 pix[y][x][1] = 128;
309                                 pix[y][x][2] = 128;
310                                 pix[y][x][3] = 255;
311                         }
312                         else
313                         {
314                                 pix[y][x][0] = 64;
315                                 pix[y][x][1] = 64;
316                                 pix[y][x][2] = 64;
317                                 pix[y][x][3] = 255;
318                         }
319                 }
320         }
321         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
322 }
323
324 static void R_BuildWhiteCube(void)
325 {
326         unsigned char data[6*1*1*4];
327         memset(data, 255, sizeof(data));
328         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
329 }
330
331 static void R_BuildNormalizationCube(void)
332 {
333         int x, y, side;
334         vec3_t v;
335         vec_t s, t, intensity;
336 #define NORMSIZE 64
337         unsigned char data[6][NORMSIZE][NORMSIZE][4];
338         for (side = 0;side < 6;side++)
339         {
340                 for (y = 0;y < NORMSIZE;y++)
341                 {
342                         for (x = 0;x < NORMSIZE;x++)
343                         {
344                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
345                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
346                                 switch(side)
347                                 {
348                                 default:
349                                 case 0:
350                                         v[0] = 1;
351                                         v[1] = -t;
352                                         v[2] = -s;
353                                         break;
354                                 case 1:
355                                         v[0] = -1;
356                                         v[1] = -t;
357                                         v[2] = s;
358                                         break;
359                                 case 2:
360                                         v[0] = s;
361                                         v[1] = 1;
362                                         v[2] = t;
363                                         break;
364                                 case 3:
365                                         v[0] = s;
366                                         v[1] = -1;
367                                         v[2] = -t;
368                                         break;
369                                 case 4:
370                                         v[0] = s;
371                                         v[1] = -t;
372                                         v[2] = 1;
373                                         break;
374                                 case 5:
375                                         v[0] = -s;
376                                         v[1] = -t;
377                                         v[2] = -1;
378                                         break;
379                                 }
380                                 intensity = 127.0f / sqrt(DotProduct(v, v));
381                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
382                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
383                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
384                                 data[side][y][x][3] = 255;
385                         }
386                 }
387         }
388         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
389 }
390
391 static void R_BuildFogTexture(void)
392 {
393         int x, b;
394 #define FOGWIDTH 256
395         unsigned char data1[FOGWIDTH][4];
396         //unsigned char data2[FOGWIDTH][4];
397         double d, r, alpha;
398
399         r_refdef.fogmasktable_start = r_refdef.fog_start;
400         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
401         r_refdef.fogmasktable_range = r_refdef.fogrange;
402         r_refdef.fogmasktable_density = r_refdef.fog_density;
403
404         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
405         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
406         {
407                 d = (x * r - r_refdef.fogmasktable_start);
408                 if(developer.integer >= 100)
409                         Con_Printf("%f ", d);
410                 d = max(0, d);
411                 if (r_fog_exp2.integer)
412                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
413                 else
414                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
415                 if(developer.integer >= 100)
416                         Con_Printf(" : %f ", alpha);
417                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
418                 if(developer.integer >= 100)
419                         Con_Printf(" = %f\n", alpha);
420                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
421         }
422
423         for (x = 0;x < FOGWIDTH;x++)
424         {
425                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
426                 data1[x][0] = b;
427                 data1[x][1] = b;
428                 data1[x][2] = b;
429                 data1[x][3] = 255;
430                 //data2[x][0] = 255 - b;
431                 //data2[x][1] = 255 - b;
432                 //data2[x][2] = 255 - b;
433                 //data2[x][3] = 255;
434         }
435         if (r_texture_fogattenuation)
436         {
437                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
438                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
439         }
440         else
441         {
442                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
443                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
444         }
445 }
446
447 static const char *builtinshaderstring =
448 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
449 "// written by Forest 'LordHavoc' Hale\n"
450 "\n"
451 "// enable various extensions depending on permutation:\n"
452 "\n" 
453 "#ifdef USESHADOWMAPRECT\n"
454 "# extension GL_ARB_texture_rectangle : enable\n"
455 "#endif\n"
456 "\n"
457 "#ifdef USESHADOWMAP2D\n"
458 "# ifdef GL_EXT_gpu_shader4\n"
459 "#   extension GL_EXT_gpu_shader4 : enable\n"
460 "# endif\n"
461 "# ifdef GL_ARB_texture_gather\n"
462 "#   extension GL_ARB_texture_gather : enable\n"
463 "# else\n"
464 "#   ifdef GL_AMD_texture_texture4\n"
465 "#     extension GL_AMD_texture_texture4 : enable\n"
466 "#   endif\n"
467 "# endif\n"
468 "#endif\n"
469 "\n"
470 "#ifdef USESHADOWMAPCUBE\n"
471 "# extension GL_EXT_gpu_shader4 : enable\n"
472 "#endif\n"
473 "\n"
474 "#ifdef USESHADOWSAMPLER\n"
475 "# extension GL_ARB_shadow : enable\n"
476 "#endif\n"
477 "\n"
478 "// common definitions between vertex shader and fragment shader:\n"
479 "\n"
480 "//#ifdef __GLSL_CG_DATA_TYPES\n"
481 "//# define myhalf half\n"
482 "//# define myhalf2 half2\n"
483 "//# define myhalf3half3\n"
484 "//# define myhalf4 half4\n"
485 "//#else\n"
486 "# define myhalf float\n"
487 "# define myhalf2 vec2\n"
488 "# define myhalf3 vec3\n"
489 "# define myhalf4 vec4\n"
490 "//#endif\n"
491 "\n"
492 "#ifdef MODE_DEPTH_OR_SHADOW\n"
493 "\n"
494 "# ifdef VERTEX_SHADER\n"
495 "void main(void)\n"
496 "{\n"
497 "       gl_Position = ftransform();\n"
498 "}\n"
499 "# endif\n"
500 "\n"
501 "#else\n"
502 "#ifdef MODE_SHOWDEPTH\n"
503 "# ifdef VERTEX_SHADER\n"
504 "void main(void)\n"
505 "{\n"
506 "       gl_Position = ftransform();\n"
507 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
508 "}\n"
509 "# endif\n"
510 "# ifdef FRAGMENT_SHADER\n"
511 "void main(void)\n"
512 "{\n"
513 "       gl_FragColor = gl_Color;\n"
514 "}\n"
515 "# endif\n"
516 "\n"
517 "#else // !MODE_SHOWDEPTH\n"
518 "\n"
519 "#ifdef MODE_POSTPROCESS\n"
520 "# ifdef VERTEX_SHADER\n"
521 "void main(void)\n"
522 "{\n"
523 "       gl_FrontColor = gl_Color;\n"
524 "       gl_Position = ftransform();\n"
525 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
526 "#ifdef USEBLOOM\n"
527 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
528 "#endif\n"
529 "}\n"
530 "# endif\n"
531 "# ifdef FRAGMENT_SHADER\n"
532 "\n"
533 "uniform sampler2D Texture_First;\n"
534 "#ifdef USEBLOOM\n"
535 "uniform sampler2D Texture_Second;\n"
536 "#endif\n"
537 "#ifdef USEGAMMARAMPS\n"
538 "uniform sampler2D Texture_GammaRamps;\n"
539 "#endif\n"
540 "#ifdef USESATURATION\n"
541 "uniform float Saturation;\n"
542 "#endif\n"
543 "#ifdef USEVIEWTINT\n"
544 "uniform vec4 TintColor;\n"
545 "#endif\n"
546 "//uncomment these if you want to use them:\n"
547 "uniform vec4 UserVec1;\n"
548 "// uniform vec4 UserVec2;\n"
549 "// uniform vec4 UserVec3;\n"
550 "// uniform vec4 UserVec4;\n"
551 "// uniform float ClientTime;\n"
552 "uniform vec2 PixelSize;\n"
553 "void main(void)\n"
554 "{\n"
555 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
556 "#ifdef USEBLOOM\n"
557 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
558 "#endif\n"
559 "#ifdef USEVIEWTINT\n"
560 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
561 "#endif\n"
562 "\n"
563 "#ifdef USEPOSTPROCESSING\n"
564 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
565 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
566 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
567 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
568 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
569 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
570 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
571 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
572 "#endif\n"
573 "\n"
574 "#ifdef USESATURATION\n"
575 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
576 "       myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
577 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
578 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
579 "#endif\n"
580 "\n"
581 "#ifdef USEGAMMARAMPS\n"
582 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
583 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
584 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
585 "#endif\n"
586 "}\n"
587 "# endif\n"
588 "\n"
589 "\n"
590 "#else\n"
591 "#ifdef MODE_GENERIC\n"
592 "# ifdef VERTEX_SHADER\n"
593 "void main(void)\n"
594 "{\n"
595 "       gl_FrontColor = gl_Color;\n"
596 "#  ifdef USEDIFFUSE\n"
597 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
598 "#  endif\n"
599 "#  ifdef USESPECULAR\n"
600 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
601 "#  endif\n"
602 "       gl_Position = ftransform();\n"
603 "}\n"
604 "# endif\n"
605 "# ifdef FRAGMENT_SHADER\n"
606 "\n"
607 "#  ifdef USEDIFFUSE\n"
608 "uniform sampler2D Texture_First;\n"
609 "#  endif\n"
610 "#  ifdef USESPECULAR\n"
611 "uniform sampler2D Texture_Second;\n"
612 "#  endif\n"
613 "\n"
614 "void main(void)\n"
615 "{\n"
616 "       gl_FragColor = gl_Color;\n"
617 "#  ifdef USEDIFFUSE\n"
618 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
619 "#  endif\n"
620 "\n"
621 "#  ifdef USESPECULAR\n"
622 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
623 "#  endif\n"
624 "#  ifdef USECOLORMAPPING\n"
625 "       gl_FragColor *= tex2;\n"
626 "#  endif\n"
627 "#  ifdef USEGLOW\n"
628 "       gl_FragColor += tex2;\n"
629 "#  endif\n"
630 "#  ifdef USEVERTEXTEXTUREBLEND\n"
631 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
632 "#  endif\n"
633 "}\n"
634 "# endif\n"
635 "\n"
636 "#else // !MODE_GENERIC\n"
637 "\n"
638 "varying vec2 TexCoord;\n"
639 "#ifdef USEVERTEXTEXTUREBLEND\n"
640 "varying vec2 TexCoord2;\n"
641 "#endif\n"
642 "varying vec2 TexCoordLightmap;\n"
643 "\n"
644 "#ifdef MODE_LIGHTSOURCE\n"
645 "varying vec3 CubeVector;\n"
646 "#endif\n"
647 "\n"
648 "#ifdef MODE_LIGHTSOURCE\n"
649 "varying vec3 LightVector;\n"
650 "#endif\n"
651 "#ifdef MODE_LIGHTDIRECTION\n"
652 "varying vec3 LightVector;\n"
653 "#endif\n"
654 "\n"
655 "varying vec3 EyeVector;\n"
656 "#ifdef USEFOG\n"
657 "varying vec3 EyeVectorModelSpace;\n"
658 "#endif\n"
659 "\n"
660 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
661 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
662 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
663 "\n"
664 "#ifdef MODE_WATER\n"
665 "varying vec4 ModelViewProjectionPosition;\n"
666 "#endif\n"
667 "#ifdef MODE_REFRACTION\n"
668 "varying vec4 ModelViewProjectionPosition;\n"
669 "#endif\n"
670 "#ifdef USEREFLECTION\n"
671 "varying vec4 ModelViewProjectionPosition;\n"
672 "#endif\n"
673 "\n"
674 "\n"
675 "\n"
676 "\n"
677 "\n"
678 "// vertex shader specific:\n"
679 "#ifdef VERTEX_SHADER\n"
680 "\n"
681 "uniform vec3 LightPosition;\n"
682 "uniform vec3 EyePosition;\n"
683 "uniform vec3 LightDir;\n"
684 "\n"
685 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
686 "\n"
687 "void main(void)\n"
688 "{\n"
689 "       gl_FrontColor = gl_Color;\n"
690 "       // copy the surface texcoord\n"
691 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
692 "#ifdef USEVERTEXTEXTUREBLEND\n"
693 "       TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
694 "#endif\n"
695 "#ifndef MODE_LIGHTSOURCE\n"
696 "# ifndef MODE_LIGHTDIRECTION\n"
697 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
698 "# endif\n"
699 "#endif\n"
700 "\n"
701 "#ifdef MODE_LIGHTSOURCE\n"
702 "       // transform vertex position into light attenuation/cubemap space\n"
703 "       // (-1 to +1 across the light box)\n"
704 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
705 "\n"
706 "       // transform unnormalized light direction into tangent space\n"
707 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
708 "       //  normalize it per pixel)\n"
709 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
710 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
711 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
712 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
713 "#endif\n"
714 "\n"
715 "#ifdef MODE_LIGHTDIRECTION\n"
716 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
717 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
718 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
719 "#endif\n"
720 "\n"
721 "       // transform unnormalized eye direction into tangent space\n"
722 "#ifndef USEFOG\n"
723 "       vec3 EyeVectorModelSpace;\n"
724 "#endif\n"
725 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
726 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
727 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
728 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
729 "\n"
730 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
731 "       VectorS = gl_MultiTexCoord1.xyz;\n"
732 "       VectorT = gl_MultiTexCoord2.xyz;\n"
733 "       VectorR = gl_MultiTexCoord3.xyz;\n"
734 "#endif\n"
735 "\n"
736 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
737 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
738 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
739 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
740 "//#endif\n"
741 "\n"
742 "// transform vertex to camera space, using ftransform to match non-VS\n"
743 "       // rendering\n"
744 "       gl_Position = ftransform();\n"
745 "\n"
746 "#ifdef MODE_WATER\n"
747 "       ModelViewProjectionPosition = gl_Position;\n"
748 "#endif\n"
749 "#ifdef MODE_REFRACTION\n"
750 "       ModelViewProjectionPosition = gl_Position;\n"
751 "#endif\n"
752 "#ifdef USEREFLECTION\n"
753 "       ModelViewProjectionPosition = gl_Position;\n"
754 "#endif\n"
755 "}\n"
756 "\n"
757 "#endif // VERTEX_SHADER\n"
758 "\n"
759 "\n"
760 "\n"
761 "\n"
762 "// fragment shader specific:\n"
763 "#ifdef FRAGMENT_SHADER\n"
764 "\n"
765 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
766 "uniform sampler2D Texture_Normal;\n"
767 "uniform sampler2D Texture_Color;\n"
768 "uniform sampler2D Texture_Gloss;\n"
769 "uniform sampler2D Texture_Glow;\n"
770 "uniform sampler2D Texture_SecondaryNormal;\n"
771 "uniform sampler2D Texture_SecondaryColor;\n"
772 "uniform sampler2D Texture_SecondaryGloss;\n"
773 "uniform sampler2D Texture_SecondaryGlow;\n"
774 "uniform sampler2D Texture_Pants;\n"
775 "uniform sampler2D Texture_Shirt;\n"
776 "uniform sampler2D Texture_FogMask;\n"
777 "uniform sampler2D Texture_Lightmap;\n"
778 "uniform sampler2D Texture_Deluxemap;\n"
779 "uniform sampler2D Texture_Refraction;\n"
780 "uniform sampler2D Texture_Reflection;\n"
781 "uniform sampler2D Texture_Attenuation;\n"
782 "uniform samplerCube Texture_Cube;\n"
783 "\n"
784 "#define showshadowmap 0\n"
785 "\n"
786 "#ifdef USESHADOWMAPRECT\n"
787 "# ifdef USESHADOWSAMPLER\n"
788 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
789 "# else\n"
790 "uniform sampler2DRect Texture_ShadowMapRect;\n"
791 "# endif\n"
792 "#endif\n"
793 "\n"
794 "#ifdef USESHADOWMAP2D\n"
795 "# ifdef USESHADOWSAMPLER\n"
796 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
797 "# else\n"
798 "uniform sampler2D Texture_ShadowMap2D;\n"
799 "# endif\n"
800 "#endif\n"
801 "\n"
802 "#ifdef USESHADOWMAPVSDCT\n"
803 "uniform samplerCube Texture_CubeProjection;\n"
804 "#endif\n"
805 "\n"
806 "#ifdef USESHADOWMAPCUBE\n"
807 "# ifdef USESHADOWSAMPLER\n"
808 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
809 "# else\n"
810 "uniform samplerCube Texture_ShadowMapCube;\n"
811 "# endif\n"
812 "#endif\n"
813 "\n"
814 "uniform myhalf3 LightColor;\n"
815 "uniform myhalf3 AmbientColor;\n"
816 "uniform myhalf3 DiffuseColor;\n"
817 "uniform myhalf3 SpecularColor;\n"
818 "uniform myhalf3 Color_Pants;\n"
819 "uniform myhalf3 Color_Shirt;\n"
820 "uniform myhalf3 FogColor;\n"
821 "\n"
822 "uniform myhalf4 TintColor;\n"
823 "\n"
824 "\n"
825 "//#ifdef MODE_WATER\n"
826 "uniform vec4 DistortScaleRefractReflect;\n"
827 "uniform vec4 ScreenScaleRefractReflect;\n"
828 "uniform vec4 ScreenCenterRefractReflect;\n"
829 "uniform myhalf4 RefractColor;\n"
830 "uniform myhalf4 ReflectColor;\n"
831 "uniform myhalf ReflectFactor;\n"
832 "uniform myhalf ReflectOffset;\n"
833 "//#else\n"
834 "//# ifdef MODE_REFRACTION\n"
835 "//uniform vec4 DistortScaleRefractReflect;\n"
836 "//uniform vec4 ScreenScaleRefractReflect;\n"
837 "//uniform vec4 ScreenCenterRefractReflect;\n"
838 "//uniform myhalf4 RefractColor;\n"
839 "//#  ifdef USEREFLECTION\n"
840 "//uniform myhalf4 ReflectColor;\n"
841 "//#  endif\n"
842 "//# else\n"
843 "//#  ifdef USEREFLECTION\n"
844 "//uniform vec4 DistortScaleRefractReflect;\n"
845 "//uniform vec4 ScreenScaleRefractReflect;\n"
846 "//uniform vec4 ScreenCenterRefractReflect;\n"
847 "//uniform myhalf4 ReflectColor;\n"
848 "//#  endif\n"
849 "//# endif\n"
850 "//#endif\n"
851 "\n"
852 "uniform myhalf3 GlowColor;\n"
853 "uniform myhalf SceneBrightness;\n"
854 "\n"
855 "uniform float OffsetMapping_Scale;\n"
856 "uniform float OffsetMapping_Bias;\n"
857 "uniform float FogRangeRecip;\n"
858 "\n"
859 "uniform myhalf AmbientScale;\n"
860 "uniform myhalf DiffuseScale;\n"
861 "uniform myhalf SpecularScale;\n"
862 "uniform myhalf SpecularPower;\n"
863 "\n"
864 "#ifdef USEOFFSETMAPPING\n"
865 "vec2 OffsetMapping(vec2 TexCoord)\n"
866 "{\n"
867 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
868 "       // 14 sample relief mapping: linear search and then binary search\n"
869 "       // this basically steps forward a small amount repeatedly until it finds\n"
870 "       // itself inside solid, then jitters forward and back using decreasing\n"
871 "       // amounts to find the impact\n"
872 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
873 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
874 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
875 "       vec3 RT = vec3(TexCoord, 1);\n"
876 "       OffsetVector *= 0.1;\n"
877 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
878 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
879 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
880 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
881 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
882 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
883 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
884 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
885 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
886 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
887 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
888 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
889 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
890 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
891 "       return RT.xy;\n"
892 "#else\n"
893 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
894 "       // this basically moves forward the full distance, and then backs up based\n"
895 "       // on height of samples\n"
896 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
897 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
898 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
899 "       TexCoord += OffsetVector;\n"
900 "       OffsetVector *= 0.333;\n"
901 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
902 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
903 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
904 "       return TexCoord;\n"
905 "#endif\n"
906 "}\n"
907 "#endif // USEOFFSETMAPPING\n"
908 "\n"
909 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
910 "uniform vec2 ShadowMap_TextureScale;\n"
911 "uniform vec4 ShadowMap_Parameters;\n"
912 "#endif\n"
913 "\n"
914 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
915 "vec3 GetShadowMapTC2D(vec3 dir)\n"
916 "{\n"
917 "       vec3 adir = abs(dir);\n"
918 "# ifndef USESHADOWMAPVSDCT\n"
919 "       vec2 tc;\n"
920 "       vec2 offset;\n"
921 "       float ma;\n"
922 "       if (adir.x > adir.y)\n"
923 "       {\n"
924 "               if (adir.x > adir.z) // X\n"
925 "               {\n"
926 "                       ma = adir.x;\n"
927 "                       tc = dir.zy;\n"
928 "                       offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
929 "               }\n"
930 "               else // Z\n"
931 "               {\n"
932 "                       ma = adir.z;\n"
933 "                       tc = dir.xy;\n"
934 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
935 "               }\n"
936 "       }\n"
937 "       else\n"
938 "       {\n"
939 "               if (adir.y > adir.z) // Y\n"
940 "               {\n"
941 "                       ma = adir.y;\n"
942 "                       tc = dir.xz;\n"
943 "                       offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
944 "               }\n"
945 "               else // Z\n"
946 "               {\n"
947 "                       ma = adir.z;\n"
948 "                       tc = dir.xy;\n"
949 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
950 "               }\n"
951 "       }\n"
952 "\n"
953 "       vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
954 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
955 "       stc.z += ShadowMap_Parameters.z;\n"
956 "#  if showshadowmap\n"
957 "       stc.xy *= ShadowMap_TextureScale;\n"
958 "#  endif\n"
959 "       return stc;\n"
960 "# else\n"
961 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
962 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
963 "       vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
964 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
965 "       stc.z += ShadowMap_Parameters.z;\n"
966 "#  if showshadowmap\n"
967 "       stc.xy *= ShadowMap_TextureScale;\n"
968 "#  endif\n"
969 "       return stc;\n"
970 "# endif\n"
971 "}\n"
972 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
973 "\n"
974 "#ifdef USESHADOWMAPCUBE\n"
975 "vec4 GetShadowMapTCCube(vec3 dir)\n"
976 "{\n"
977 "    vec3 adir = abs(dir);\n"
978 "    return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
979 "}\n"
980 "#endif\n"
981 "\n"
982 "#if !showshadowmap\n"
983 "# ifdef USESHADOWMAPRECT\n"
984 "float ShadowMapCompare(vec3 dir)\n"
985 "{\n"
986 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
987 "       float f;\n"
988 "#  ifdef USESHADOWSAMPLER\n"
989 "\n"
990 "#    ifdef USESHADOWMAPPCF\n"
991 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
992 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
993 "#    else\n"
994 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
995 "#    endif\n"
996 "\n"
997 "#  else\n"
998 "\n"
999 "#    ifdef USESHADOWMAPPCF\n"
1000 "#      if USESHADOWMAPPCF > 1\n"
1001 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1002 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1003 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1004 "    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1005 "    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1006 "    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1007 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1008 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1009 "#      else\n"
1010 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1011 "    vec2 offset = fract(shadowmaptc.xy);\n"
1012 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1013 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1014 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1015 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1016 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1017 "#      endif\n"
1018 "#    else\n"
1019 "    f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1020 "#    endif\n"
1021 "\n"
1022 "#  endif\n"
1023 "       return f;\n"
1024 "}\n"
1025 "# endif\n"
1026 "\n"
1027 "# ifdef USESHADOWMAP2D\n"
1028 "float ShadowMapCompare(vec3 dir)\n"
1029 "{\n"
1030 "    vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1031 "    float f;\n"
1032 "\n"
1033 "#  ifdef USESHADOWSAMPLER\n"
1034 "#    ifdef USESHADOWMAPPCF\n"
1035 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1036 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1037 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1038 "#    else\n"
1039 "    f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1040 "#    endif\n"
1041 "#  else\n"
1042 "#    ifdef USESHADOWMAPPCF\n"
1043 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1044 "#      ifdef GL_ARB_texture_gather\n"
1045 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1046 "#      else\n"
1047 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1048 "#      endif\n"
1049 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1050 "    center *= ShadowMap_TextureScale;\n"
1051 "    vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1052 "    vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1053 "    vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1054 "    vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1055 "    vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1056 "                mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1057 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1058 "#     else\n"
1059 "#      ifdef GL_EXT_gpu_shader4\n"
1060 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1061 "#      else\n"
1062 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1063 "#      endif\n"
1064 "#      if USESHADOWMAPPCF > 1\n"       
1065 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1066 "    center *= ShadowMap_TextureScale;\n"
1067 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1068 "    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1069 "    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1070 "    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1071 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1072 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1073 "#      else\n"
1074 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1075 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1076 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1077 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1078 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1079 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1080 "#      endif\n"      
1081 "#     endif\n"
1082 "#    else\n"
1083 "    f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1084 "#    endif\n"
1085 "#  endif\n"
1086 "    return f;\n"
1087 "}\n"
1088 "# endif\n"
1089 "\n"
1090 "# ifdef USESHADOWMAPCUBE\n"
1091 "float ShadowMapCompare(vec3 dir)\n"
1092 "{\n"
1093 "    // apply depth texture cubemap as light filter\n"
1094 "    vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1095 "    float f;\n"
1096 "#  ifdef USESHADOWSAMPLER\n"
1097 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1098 "#  else\n"
1099 "    f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1100 "#  endif\n"
1101 "    return f;\n"
1102 "}\n"
1103 "# endif\n"
1104 "#endif\n"
1105 "\n"
1106 "#ifdef MODE_WATER\n"
1107 "\n"
1108 "// water pass\n"
1109 "void main(void)\n"
1110 "{\n"
1111 "#ifdef USEOFFSETMAPPING\n"
1112 "       // apply offsetmapping\n"
1113 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1114 "#define TexCoord TexCoordOffset\n"
1115 "#endif\n"
1116 "\n"
1117 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1118 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1119 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1120 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1121 "       // FIXME temporary hack to detect the case that the reflection\n"
1122 "       // gets blackened at edges due to leaving the area that contains actual\n"
1123 "       // content.\n"
1124 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1125 "       // 'appening.\n"
1126 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1127 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1128 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1129 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1130 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1131 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1132 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1133 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1134 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1135 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1136 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1137 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1138 "}\n"
1139 "\n"
1140 "#else // !MODE_WATER\n"
1141 "#ifdef MODE_REFRACTION\n"
1142 "\n"
1143 "// refraction pass\n"
1144 "void main(void)\n"
1145 "{\n"
1146 "#ifdef USEOFFSETMAPPING\n"
1147 "       // apply offsetmapping\n"
1148 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1149 "#define TexCoord TexCoordOffset\n"
1150 "#endif\n"
1151 "\n"
1152 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1153 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1154 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1155 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1156 "       // FIXME temporary hack to detect the case that the reflection\n"
1157 "       // gets blackened at edges due to leaving the area that contains actual\n"
1158 "       // content.\n"
1159 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1160 "       // 'appening.\n"
1161 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1162 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1163 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1164 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1165 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1166 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1167 "}\n"
1168 "\n"
1169 "#else // !MODE_REFRACTION\n"
1170 "void main(void)\n"
1171 "{\n"
1172 "#ifdef USEOFFSETMAPPING\n"
1173 "       // apply offsetmapping\n"
1174 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1175 "#define TexCoord TexCoordOffset\n"
1176 "#endif\n"
1177 "\n"
1178 "       // combine the diffuse textures (base, pants, shirt)\n"
1179 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1180 "#ifdef USECOLORMAPPING\n"
1181 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1182 "#endif\n"
1183 "#ifdef USEVERTEXTEXTUREBLEND\n"
1184 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1185 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1186 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1187 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1188 "       color.a = 1.0;\n"
1189 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1190 "#endif\n"
1191 "\n"
1192 "#ifdef USEDIFFUSE\n"
1193 "       // get the surface normal and the gloss color\n"
1194 "# ifdef USEVERTEXTEXTUREBLEND\n"
1195 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1196 "#  ifdef USESPECULAR\n"
1197 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1198 "#  endif\n"
1199 "# else\n"
1200 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1201 "#  ifdef USESPECULAR\n"
1202 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1203 "#  endif\n"
1204 "# endif\n"
1205 "#endif\n"
1206 "\n"
1207 "\n"
1208 "\n"
1209 "#ifdef MODE_LIGHTSOURCE\n"
1210 "       // light source\n"
1211 "\n"
1212 "       // calculate surface normal, light normal, and specular normal\n"
1213 "       // compute color intensity for the two textures (colormap and glossmap)\n"
1214 "       // scale by light color and attenuation as efficiently as possible\n"
1215 "       // (do as much scalar math as possible rather than vector math)\n"
1216 "# ifdef USEDIFFUSE\n"
1217 "       // get the light normal\n"
1218 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1219 "# endif\n"
1220 "# ifdef USESPECULAR\n"
1221 "#  ifndef USEEXACTSPECULARMATH\n"
1222 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1223 "\n"
1224 "#  endif\n"
1225 "       // calculate directional shading\n"
1226 "#  ifdef USEEXACTSPECULARMATH\n"
1227 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
1228 "#  else\n"
1229 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
1230 "#  endif\n"
1231 "# else\n"
1232 "#  ifdef USEDIFFUSE\n"
1233 "       // calculate directional shading\n"
1234 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1235 "#  else\n"
1236 "       // calculate directionless shading\n"
1237 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1238 "#  endif\n"
1239 "# endif\n"
1240 "\n"
1241 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1242 "#if !showshadowmap\n"
1243 "    color.rgb *= ShadowMapCompare(CubeVector);\n"
1244 "#endif\n"
1245 "#endif\n"
1246 "\n"
1247 "# ifdef USECUBEFILTER\n"
1248 "       // apply light cubemap filter\n"
1249 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1250 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1251 "# endif\n"
1252 "#endif // MODE_LIGHTSOURCE\n"
1253 "\n"
1254 "\n"
1255 "\n"
1256 "\n"
1257 "#ifdef MODE_LIGHTDIRECTION\n"
1258 "       // directional model lighting\n"
1259 "# ifdef USEDIFFUSE\n"
1260 "       // get the light normal\n"
1261 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1262 "# endif\n"
1263 "# ifdef USESPECULAR\n"
1264 "       // calculate directional shading\n"
1265 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1266 "#  ifdef USEEXACTSPECULARMATH\n"
1267 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1268 "#  else\n"
1269 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1270 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1271 "#  endif\n"
1272 "# else\n"
1273 "#  ifdef USEDIFFUSE\n"
1274 "\n"
1275 "       // calculate directional shading\n"
1276 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1277 "#  else\n"
1278 "       color.rgb *= AmbientColor;\n"
1279 "#  endif\n"
1280 "# endif\n"
1281 "#endif // MODE_LIGHTDIRECTION\n"
1282 "\n"
1283 "\n"
1284 "\n"
1285 "\n"
1286 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1287 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1288 "\n"
1289 "       // get the light normal\n"
1290 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1291 "       myhalf3 diffusenormal;\n"
1292 "       diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1293 "       diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1294 "       diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1295 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1296 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1297 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1298 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1299 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1300 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1301 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1302 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1303 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1304 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1305 "               // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1306 "# ifdef USESPECULAR\n"
1307 "#  ifdef USEEXACTSPECULARMATH\n"
1308 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1309 "#  else\n"
1310 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1311 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1312 "#  endif\n"
1313 "# endif\n"
1314 "\n"
1315 "       // apply lightmap color\n"
1316 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1317 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1318 "\n"
1319 "\n"
1320 "\n"
1321 "\n"
1322 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1323 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1324 "\n"
1325 "       // get the light normal\n"
1326 "       myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1327 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1328 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1329 "# ifdef USESPECULAR\n"
1330 "#  ifdef USEEXACTSPECULARMATH\n"
1331 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1332 "#  else\n"
1333 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1334 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1335 "#  endif\n"
1336 "# endif\n"
1337 "\n"
1338 "       // apply lightmap color\n"
1339 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1340 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1341 "\n"
1342 "\n"
1343 "\n"
1344 "\n"
1345 "#ifdef MODE_LIGHTMAP\n"
1346 "       // apply lightmap color\n"
1347 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1348 "#endif // MODE_LIGHTMAP\n"
1349 "\n"
1350 "\n"
1351 "\n"
1352 "\n"
1353 "#ifdef MODE_VERTEXCOLOR\n"
1354 "       // apply lightmap color\n"
1355 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1356 "#endif // MODE_VERTEXCOLOR\n"
1357 "\n"
1358 "\n"
1359 "\n"
1360 "\n"
1361 "#ifdef MODE_FLATCOLOR\n"
1362 "#endif // MODE_FLATCOLOR\n"
1363 "\n"
1364 "\n"
1365 "\n"
1366 "\n"
1367 "\n"
1368 "\n"
1369 "\n"
1370 "       color *= TintColor;\n"
1371 "\n"
1372 "#ifdef USEGLOW\n"
1373 "#ifdef USEVERTEXTEXTUREBLEND\n"
1374 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1375 "#else\n"
1376 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
1377 "#endif\n"
1378 "#endif\n"
1379 "\n"
1380 "       color.rgb *= SceneBrightness;\n"
1381 "\n"
1382 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1383 "#ifdef USEFOG\n"
1384 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1385 "#endif\n"
1386 "\n"
1387 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1388 "#ifdef USEREFLECTION\n"
1389 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1390 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1391 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1392 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1393 "       // FIXME temporary hack to detect the case that the reflection\n"
1394 "       // gets blackened at edges due to leaving the area that contains actual\n"
1395 "       // content.\n"
1396 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1397 "       // 'appening.\n"
1398 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1399 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1400 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1401 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1402 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1403 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1404 "#endif\n"
1405 "\n"
1406 "       gl_FragColor = vec4(color);\n"
1407 "\n"
1408 "#if showshadowmap\n"
1409 "# ifdef USESHADOWMAPRECT\n"
1410 "#  ifdef USESHADOWSAMPLER\n"
1411 "       gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1412 "#  else\n"
1413 "       gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1414 "#  endif\n"
1415 "# endif\n"
1416 "# ifdef USESHADOWMAP2D\n"
1417 "#  ifdef USESHADOWSAMPLER\n"
1418 "    gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1419 "#  else\n"
1420 "    gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1421 "#  endif\n"
1422 "# endif\n"
1423 "\n"
1424 "# ifdef USESHADOWMAPCUBE\n"
1425 "#  ifdef USESHADOWSAMPLER\n"
1426 "    gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1427 "#  else\n"
1428 "    gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1429 "#  endif\n"
1430 "# endif\n"
1431 "#endif\n"
1432 "}\n"
1433 "#endif // !MODE_REFRACTION\n"
1434 "#endif // !MODE_WATER\n"
1435 "\n"
1436 "#endif // FRAGMENT_SHADER\n"
1437 "\n"
1438 "#endif // !MODE_GENERIC\n"
1439 "#endif // !MODE_POSTPROCESS\n"
1440 "#endif // !MODE_SHOWDEPTH\n"
1441 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1442 ;
1443
1444 typedef struct shaderpermutationinfo_s
1445 {
1446         const char *pretext;
1447         const char *name;
1448 }
1449 shaderpermutationinfo_t;
1450
1451 typedef struct shadermodeinfo_s
1452 {
1453         const char *vertexfilename;
1454         const char *geometryfilename;
1455         const char *fragmentfilename;
1456         const char *pretext;
1457         const char *name;
1458 }
1459 shadermodeinfo_t;
1460
1461 typedef enum shaderpermutation_e
1462 {
1463         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1464         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1465         SHADERPERMUTATION_VIEWTINT = 1<<1, ///< view tint (postprocessing only)
1466         SHADERPERMUTATION_COLORMAPPING = 1<<2, ///< indicates this is a colormapped skin
1467         SHADERPERMUTATION_SATURATION = 1<<2, ///< saturation (postprocessing only)
1468         SHADERPERMUTATION_FOG = 1<<3, ///< tint the color by fog color or black if using additive blend mode
1469         SHADERPERMUTATION_GAMMARAMPS = 1<<3, ///< gamma (postprocessing only)
1470         SHADERPERMUTATION_CUBEFILTER = 1<<4, ///< (lightsource) use cubemap light filter
1471         SHADERPERMUTATION_GLOW = 1<<5, ///< (lightmap) blend in an additive glow texture
1472         SHADERPERMUTATION_BLOOM = 1<<5, ///< bloom (postprocessing only)
1473         SHADERPERMUTATION_SPECULAR = 1<<6, ///< (lightsource or deluxemapping) render specular effects
1474         SHADERPERMUTATION_POSTPROCESSING = 1<<6, ///< user defined postprocessing (postprocessing only)
1475         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<7, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1476         SHADERPERMUTATION_REFLECTION = 1<<8, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1477         SHADERPERMUTATION_OFFSETMAPPING = 1<<9, ///< adjust texcoords to roughly simulate a displacement mapped surface
1478         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1479         SHADERPERMUTATION_SHADOWMAPRECT = 1<<11, ///< (lightsource) use shadowmap rectangle texture as light filter
1480         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<12, ///< (lightsource) use shadowmap cubemap texture as light filter
1481         SHADERPERMUTATION_SHADOWMAP2D = 1<<13, ///< (lightsource) use shadowmap rectangle texture as light filter
1482         SHADERPERMUTATION_SHADOWMAPPCF = 1<<14, //< (lightsource) use percentage closer filtering on shadowmap test results
1483         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<15, //< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1484         SHADERPERMUTATION_SHADOWSAMPLER = 1<<16, //< (lightsource) use hardware shadowmap test
1485         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<17, //< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1486         SHADERPERMUTATION_LIMIT = 1<<18, ///< size of permutations array
1487         SHADERPERMUTATION_COUNT = 18 ///< size of shaderpermutationinfo array
1488 }
1489 shaderpermutation_t;
1490
1491 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1492 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1493 {
1494         {"#define USEDIFFUSE\n", " diffuse"},
1495         {"#define USEVERTEXTEXTUREBLEND\n#define USEVIEWTINT\n", " vertextextureblend/tint"},
1496         {"#define USECOLORMAPPING\n#define USESATURATION\n", " colormapping/saturation"},
1497         {"#define USEFOG\n#define USEGAMMARAMPS\n", " fog/gammaramps"},
1498         {"#define USECUBEFILTER\n", " cubefilter"},
1499         {"#define USEGLOW\n#define USEBLOOM\n", " glow/bloom"},
1500         {"#define USESPECULAR\n#define USEPOSTPROCESSING", " specular/postprocessing"},
1501         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1502         {"#define USEREFLECTION\n", " reflection"},
1503         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1504         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1505         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1506         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1507         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1508         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1509         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1510         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1511         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1512 };
1513
1514 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1515 typedef enum shadermode_e
1516 {
1517         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1518         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1519         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1520         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1521         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1522         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1523         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1524         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1525         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1526         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1527         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1528         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1529         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1530         SHADERMODE_COUNT
1531 }
1532 shadermode_t;
1533
1534 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1535 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1536 {
1537         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1538         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1539         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1540         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1541         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1542         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1543         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1544         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1545         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1546         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1547         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1548         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1549         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1550 };
1551
1552 struct r_glsl_permutation_s;
1553 typedef struct r_glsl_permutation_s
1554 {
1555         /// hash lookup data
1556         struct r_glsl_permutation_s *hashnext;
1557         unsigned int mode;
1558         unsigned int permutation;
1559
1560         /// indicates if we have tried compiling this permutation already
1561         qboolean compiled;
1562         /// 0 if compilation failed
1563         int program;
1564         /// locations of detected uniforms in program object, or -1 if not found
1565         int loc_Texture_First;
1566         int loc_Texture_Second;
1567         int loc_Texture_GammaRamps;
1568         int loc_Texture_Normal;
1569         int loc_Texture_Color;
1570         int loc_Texture_Gloss;
1571         int loc_Texture_Glow;
1572         int loc_Texture_SecondaryNormal;
1573         int loc_Texture_SecondaryColor;
1574         int loc_Texture_SecondaryGloss;
1575         int loc_Texture_SecondaryGlow;
1576         int loc_Texture_Pants;
1577         int loc_Texture_Shirt;
1578         int loc_Texture_FogMask;
1579         int loc_Texture_Lightmap;
1580         int loc_Texture_Deluxemap;
1581         int loc_Texture_Attenuation;
1582         int loc_Texture_Cube;
1583         int loc_Texture_Refraction;
1584         int loc_Texture_Reflection;
1585         int loc_Texture_ShadowMapRect;
1586         int loc_Texture_ShadowMapCube;
1587         int loc_Texture_ShadowMap2D;
1588         int loc_Texture_CubeProjection;
1589         int loc_FogColor;
1590         int loc_LightPosition;
1591         int loc_EyePosition;
1592         int loc_Color_Pants;
1593         int loc_Color_Shirt;
1594         int loc_FogRangeRecip;
1595         int loc_AmbientScale;
1596         int loc_DiffuseScale;
1597         int loc_SpecularScale;
1598         int loc_SpecularPower;
1599         int loc_GlowColor;
1600         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1601         int loc_OffsetMapping_Scale;
1602         int loc_TintColor;
1603         int loc_AmbientColor;
1604         int loc_DiffuseColor;
1605         int loc_SpecularColor;
1606         int loc_LightDir;
1607         int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1608         int loc_GammaCoeff; ///< 1 / gamma
1609         int loc_DistortScaleRefractReflect;
1610         int loc_ScreenScaleRefractReflect;
1611         int loc_ScreenCenterRefractReflect;
1612         int loc_RefractColor;
1613         int loc_ReflectColor;
1614         int loc_ReflectFactor;
1615         int loc_ReflectOffset;
1616         int loc_UserVec1;
1617         int loc_UserVec2;
1618         int loc_UserVec3;
1619         int loc_UserVec4;
1620         int loc_ClientTime;
1621         int loc_PixelSize;
1622         int loc_Saturation;
1623         int loc_ShadowMap_TextureScale;
1624         int loc_ShadowMap_Parameters;
1625 }
1626 r_glsl_permutation_t;
1627
1628 #define SHADERPERMUTATION_HASHSIZE 4096
1629
1630 /// information about each possible shader permutation
1631 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1632 /// currently selected permutation
1633 r_glsl_permutation_t *r_glsl_permutation;
1634 /// storage for permutations linked in the hash table
1635 memexpandablearray_t r_glsl_permutationarray;
1636
1637 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1638 {
1639         //unsigned int hashdepth = 0;
1640         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1641         r_glsl_permutation_t *p;
1642         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1643         {
1644                 if (p->mode == mode && p->permutation == permutation)
1645                 {
1646                         //if (hashdepth > 10)
1647                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1648                         return p;
1649                 }
1650                 //hashdepth++;
1651         }
1652         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1653         p->mode = mode;
1654         p->permutation = permutation;
1655         p->hashnext = r_glsl_permutationhash[mode][hashindex];
1656         r_glsl_permutationhash[mode][hashindex] = p;
1657         //if (hashdepth > 10)
1658         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1659         return p;
1660 }
1661
1662 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1663 {
1664         char *shaderstring;
1665         if (!filename || !filename[0])
1666                 return NULL;
1667         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1668         if (shaderstring)
1669         {
1670                 if (printfromdisknotice)
1671                         Con_DPrint("from disk... ");
1672                 return shaderstring;
1673         }
1674         else if (!strcmp(filename, "glsl/default.glsl"))
1675         {
1676                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1677                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1678         }
1679         return shaderstring;
1680 }
1681
1682 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1683 {
1684         int i;
1685         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1686         int vertstrings_count = 0;
1687         int geomstrings_count = 0;
1688         int fragstrings_count = 0;
1689         char *vertexstring, *geometrystring, *fragmentstring;
1690         const char *vertstrings_list[32+3];
1691         const char *geomstrings_list[32+3];
1692         const char *fragstrings_list[32+3];
1693         char permutationname[256];
1694
1695         if (p->compiled)
1696                 return;
1697         p->compiled = true;
1698         p->program = 0;
1699
1700         permutationname[0] = 0;
1701         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1702         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1703         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1704
1705         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1706
1707         // the first pretext is which type of shader to compile as
1708         // (later these will all be bound together as a program object)
1709         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1710         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1711         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1712
1713         // the second pretext is the mode (for example a light source)
1714         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1715         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1716         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1717         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1718
1719         // now add all the permutation pretexts
1720         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1721         {
1722                 if (permutation & (1<<i))
1723                 {
1724                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1725                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1726                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1727                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1728                 }
1729                 else
1730                 {
1731                         // keep line numbers correct
1732                         vertstrings_list[vertstrings_count++] = "\n";
1733                         geomstrings_list[geomstrings_count++] = "\n";
1734                         fragstrings_list[fragstrings_count++] = "\n";
1735                 }
1736         }
1737
1738         // now append the shader text itself
1739         vertstrings_list[vertstrings_count++] = vertexstring;
1740         geomstrings_list[geomstrings_count++] = geometrystring;
1741         fragstrings_list[fragstrings_count++] = fragmentstring;
1742
1743         // if any sources were NULL, clear the respective list
1744         if (!vertexstring)
1745                 vertstrings_count = 0;
1746         if (!geometrystring)
1747                 geomstrings_count = 0;
1748         if (!fragmentstring)
1749                 fragstrings_count = 0;
1750
1751         // compile the shader program
1752         if (vertstrings_count + geomstrings_count + fragstrings_count)
1753                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1754         if (p->program)
1755         {
1756                 CHECKGLERROR
1757                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1758                 // look up all the uniform variable names we care about, so we don't
1759                 // have to look them up every time we set them
1760                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1761                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1762                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1763                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1764                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1765                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1766                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1767                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1768                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1769                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1770                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1771                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1772                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1773                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1774                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1775                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1776                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1777                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1778                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1779                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1780                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1781                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1782                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1783                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");  
1784                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1785                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1786                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1787                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1788                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1789                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1790                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1791                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1792                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1793                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1794                 p->loc_GlowColor                  = qglGetUniformLocationARB(p->program, "GlowColor");
1795                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1796                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1797                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1798                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1799                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1800                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1801                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1802                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1803                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1804                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1805                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1806                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1807                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1808                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1809                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1810                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1811                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1812                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1813                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1814                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1815                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1816                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
1817                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
1818                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1819                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1820                 // initialize the samplers to refer to the texture units we use
1821                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1822                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1823                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1824                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1825                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1826                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1827                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1828                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1829                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1830                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1831                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1832                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1833                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1834                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1835                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1836                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1837                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1838                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1839                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1840                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1841                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , GL20TU_SHADOWMAPRECT);
1842                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
1843                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
1844                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1845                 CHECKGLERROR
1846                 if (developer.integer)
1847                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1848         }
1849         else
1850                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1851
1852         // free the strings
1853         if (vertexstring)
1854                 Mem_Free(vertexstring);
1855         if (geometrystring)
1856                 Mem_Free(geometrystring);
1857         if (fragmentstring)
1858                 Mem_Free(fragmentstring);
1859 }
1860
1861 void R_GLSL_Restart_f(void)
1862 {
1863         unsigned int i, limit;
1864         r_glsl_permutation_t *p;
1865         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1866         for (i = 0;i < limit;i++)
1867         {
1868                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1869                 {
1870                         GL_Backend_FreeProgram(p->program);
1871                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1872                 }
1873         }
1874         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1875 }
1876
1877 void R_GLSL_DumpShader_f(void)
1878 {
1879         int i;
1880
1881         qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1882         if(!file)
1883         {
1884                 Con_Printf("failed to write to glsl/default.glsl\n");
1885                 return;
1886         }
1887
1888         FS_Print(file, "/* The engine may define the following macros:\n");
1889         FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1890         for (i = 0;i < SHADERMODE_COUNT;i++)
1891                 FS_Print(file, shadermodeinfo[i].pretext);
1892         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1893                 FS_Print(file, shaderpermutationinfo[i].pretext);
1894         FS_Print(file, "*/\n");
1895         FS_Print(file, builtinshaderstring);
1896         FS_Close(file);
1897
1898         Con_Printf("glsl/default.glsl written\n");
1899 }
1900
1901 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1902 {
1903         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1904         if (r_glsl_permutation != perm)
1905         {
1906                 r_glsl_permutation = perm;
1907                 if (!r_glsl_permutation->program)
1908                 {
1909                         if (!r_glsl_permutation->compiled)
1910                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1911                         if (!r_glsl_permutation->program)
1912                         {
1913                                 // remove features until we find a valid permutation
1914                                 int i;
1915                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1916                                 {
1917                                         // reduce i more quickly whenever it would not remove any bits
1918                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1919                                         if (!(permutation & j))
1920                                                 continue;
1921                                         permutation -= j;
1922                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1923                                         if (!r_glsl_permutation->compiled)
1924                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1925                                         if (r_glsl_permutation->program)
1926                                                 break;
1927                                 }
1928                                 if (i >= SHADERPERMUTATION_COUNT)
1929                                 {
1930                                         Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1931                                         Cvar_SetValueQuick(&r_glsl, 0);
1932                                         R_GLSL_Restart_f(); // unload shaders
1933                                         return; // no bit left to clear
1934                                 }
1935                         }
1936                 }
1937                 CHECKGLERROR
1938                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1939         }
1940 }
1941
1942 void R_SetupGenericShader(qboolean usetexture)
1943 {
1944         if (gl_support_fragment_shader)
1945         {
1946                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1947                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1948                 else if (r_glsl_permutation)
1949                 {
1950                         r_glsl_permutation = NULL;
1951                         qglUseProgramObjectARB(0);CHECKGLERROR
1952                 }
1953         }
1954 }
1955
1956 void R_SetupGenericTwoTextureShader(int texturemode)
1957 {
1958         if (gl_support_fragment_shader)
1959         {
1960                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1961                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1962                 else if (r_glsl_permutation)
1963                 {
1964                         r_glsl_permutation = NULL;
1965                         qglUseProgramObjectARB(0);CHECKGLERROR
1966                 }
1967         }
1968         if (!r_glsl_permutation)
1969         {
1970                 if (texturemode == GL_DECAL && gl_combine.integer)
1971                         texturemode = GL_INTERPOLATE_ARB;
1972                 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1973         }
1974 }
1975
1976 void R_SetupDepthOrShadowShader(void)
1977 {
1978         if (gl_support_fragment_shader)
1979         {
1980                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1981                         R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1982                 else if (r_glsl_permutation)
1983                 {
1984                         r_glsl_permutation = NULL;
1985                         qglUseProgramObjectARB(0);CHECKGLERROR
1986                 }
1987         }
1988 }
1989
1990 void R_SetupShowDepthShader(void)
1991 {
1992         if (gl_support_fragment_shader)
1993         {
1994                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1995                         R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
1996                 else if (r_glsl_permutation)
1997                 {
1998                         r_glsl_permutation = NULL;
1999                         qglUseProgramObjectARB(0);CHECKGLERROR
2000                 }
2001         }
2002 }
2003
2004 extern rtexture_t *r_shadow_attenuationgradienttexture;
2005 extern rtexture_t *r_shadow_attenuation2dtexture;
2006 extern rtexture_t *r_shadow_attenuation3dtexture;
2007 extern qboolean r_shadow_usingshadowmaprect;
2008 extern qboolean r_shadow_usingshadowmapcube;
2009 extern qboolean r_shadow_usingshadowmap2d;
2010 extern float r_shadow_shadowmap_texturescale[2];
2011 extern float r_shadow_shadowmap_parameters[4];
2012 extern qboolean r_shadow_shadowmapvsdct;
2013 extern qboolean r_shadow_shadowmapsampler;
2014 extern int r_shadow_shadowmappcf;
2015 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2016 {
2017         // select a permutation of the lighting shader appropriate to this
2018         // combination of texture, entity, light source, and fogging, only use the
2019         // minimum features necessary to avoid wasting rendering time in the
2020         // fragment shader on features that are not being used
2021         unsigned int permutation = 0;
2022         unsigned int mode = 0;
2023         // TODO: implement geometry-shader based shadow volumes someday
2024         if (r_glsl_offsetmapping.integer)
2025         {
2026                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2027                 if (r_glsl_offsetmapping_reliefmapping.integer)
2028                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2029         }
2030         if (rsurfacepass == RSURFPASS_BACKGROUND)
2031         {
2032                 // distorted background
2033                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2034                         mode = SHADERMODE_WATER;
2035                 else
2036                         mode = SHADERMODE_REFRACTION;
2037         }
2038         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2039         {
2040                 // light source
2041                 mode = SHADERMODE_LIGHTSOURCE;
2042                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2043                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2044                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2045                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2046                 if (diffusescale > 0)
2047                         permutation |= SHADERPERMUTATION_DIFFUSE;
2048                 if (specularscale > 0)
2049                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2050                 if (r_refdef.fogenabled)
2051                         permutation |= SHADERPERMUTATION_FOG;
2052                 if (rsurface.texture->colormapping)
2053                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2054                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2055                 {
2056                         if (r_shadow_usingshadowmaprect)
2057                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2058                         if (r_shadow_usingshadowmap2d)
2059                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2060                         if (r_shadow_usingshadowmapcube)
2061                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2062                         else if(r_shadow_shadowmapvsdct)
2063                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2064
2065                         if (r_shadow_shadowmapsampler)
2066                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2067                         if (r_shadow_shadowmappcf > 1)
2068                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2069                         else if (r_shadow_shadowmappcf)
2070                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2071                 }
2072         }
2073         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2074         {
2075                 // unshaded geometry (fullbright or ambient model lighting)
2076                 mode = SHADERMODE_FLATCOLOR;
2077                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2078                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2079                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2080                         permutation |= SHADERPERMUTATION_GLOW;
2081                 if (r_refdef.fogenabled)
2082                         permutation |= SHADERPERMUTATION_FOG;
2083                 if (rsurface.texture->colormapping)
2084                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2085                 if (r_glsl_offsetmapping.integer)
2086                 {
2087                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2088                         if (r_glsl_offsetmapping_reliefmapping.integer)
2089                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2090                 }
2091                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2092                         permutation |= SHADERPERMUTATION_REFLECTION;
2093         }
2094         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2095         {
2096                 // directional model lighting
2097                 mode = SHADERMODE_LIGHTDIRECTION;
2098                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2099                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2100                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2101                         permutation |= SHADERPERMUTATION_GLOW;
2102                 permutation |= SHADERPERMUTATION_DIFFUSE;
2103                 if (specularscale > 0)
2104                         permutation |= SHADERPERMUTATION_SPECULAR;
2105                 if (r_refdef.fogenabled)
2106                         permutation |= SHADERPERMUTATION_FOG;
2107                 if (rsurface.texture->colormapping)
2108                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2109                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2110                         permutation |= SHADERPERMUTATION_REFLECTION;
2111         }
2112         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2113         {
2114                 // ambient model lighting
2115                 mode = SHADERMODE_LIGHTDIRECTION;
2116                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2117                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2118                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2119                         permutation |= SHADERPERMUTATION_GLOW;
2120                 if (r_refdef.fogenabled)
2121                         permutation |= SHADERPERMUTATION_FOG;
2122                 if (rsurface.texture->colormapping)
2123                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2124                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2125                         permutation |= SHADERPERMUTATION_REFLECTION;
2126         }
2127         else
2128         {
2129                 // lightmapped wall
2130                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2131                 {
2132                         // deluxemapping (light direction texture)
2133                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2134                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2135                         else
2136                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2137                         permutation |= SHADERPERMUTATION_DIFFUSE;
2138                         if (specularscale > 0)
2139                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2140                 }
2141                 else if (r_glsl_deluxemapping.integer >= 2)
2142                 {
2143                         // fake deluxemapping (uniform light direction in tangentspace)
2144                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2145                         permutation |= SHADERPERMUTATION_DIFFUSE;
2146                         if (specularscale > 0)
2147                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2148                 }
2149                 else if (rsurface.uselightmaptexture)
2150                 {
2151                         // ordinary lightmapping (q1bsp, q3bsp)
2152                         mode = SHADERMODE_LIGHTMAP;
2153                 }
2154                 else
2155                 {
2156                         // ordinary vertex coloring (q3bsp)
2157                         mode = SHADERMODE_VERTEXCOLOR;
2158                 }
2159                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2160                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2161                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2162                         permutation |= SHADERPERMUTATION_GLOW;
2163                 if (r_refdef.fogenabled)
2164                         permutation |= SHADERPERMUTATION_FOG;
2165                 if (rsurface.texture->colormapping)
2166                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2167                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2168                         permutation |= SHADERPERMUTATION_REFLECTION;
2169         }
2170         if(permutation & SHADERPERMUTATION_SPECULAR)
2171                 if(r_shadow_glossexact.integer)
2172                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2173         R_SetupShader_SetPermutation(mode, permutation);
2174         if (mode == SHADERMODE_LIGHTSOURCE)
2175         {
2176                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2177                 if (permutation & SHADERPERMUTATION_DIFFUSE)
2178                 {
2179                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2180                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2181                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2182                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2183                 }
2184                 else
2185                 {
2186                         // ambient only is simpler
2187                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
2188                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2189                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2190                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2191                 }
2192                 // additive passes are only darkened by fog, not tinted
2193                 if (r_glsl_permutation->loc_FogColor >= 0)
2194                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2195                 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2196                 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2197         }
2198         else
2199         {
2200                 if (mode == SHADERMODE_LIGHTDIRECTION)
2201                 {
2202                         if (r_glsl_permutation->loc_AmbientColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale  * 0.5f, rsurface.modellight_ambient[1] * ambientscale  * 0.5f, rsurface.modellight_ambient[2] * ambientscale  * 0.5f);
2203                         if (r_glsl_permutation->loc_DiffuseColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale  * 0.5f, rsurface.modellight_diffuse[1] * diffusescale  * 0.5f, rsurface.modellight_diffuse[2] * diffusescale  * 0.5f);
2204                         if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
2205                         if (r_glsl_permutation->loc_LightDir      >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2206                 }
2207                 else
2208                 {
2209                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2210                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2211                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2212                 }
2213                 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
2214                 if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
2215                 // additive passes are only darkened by fog, not tinted
2216                 if (r_glsl_permutation->loc_FogColor >= 0)
2217                 {
2218                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2219                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2220                         else
2221                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2222                 }
2223                 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2224                 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2225                 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2226                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2227                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2228                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2229                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2230         }
2231         if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2232         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
2233         if (r_glsl_permutation->loc_Color_Pants >= 0)
2234         {
2235                 if (rsurface.texture->currentskinframe->pants)
2236                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2237                 else
2238                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2239         }
2240         if (r_glsl_permutation->loc_Color_Shirt >= 0)
2241         {
2242                 if (rsurface.texture->currentskinframe->shirt)
2243                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2244                 else
2245                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2246         }
2247         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
2248         if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2249         {
2250                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2251         }
2252         else
2253         {
2254                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2255         }
2256         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2257         CHECKGLERROR
2258 }
2259
2260 #define SKINFRAME_HASH 1024
2261
2262 typedef struct
2263 {
2264         int loadsequence; // incremented each level change
2265         memexpandablearray_t array;
2266         skinframe_t *hash[SKINFRAME_HASH];
2267 }
2268 r_skinframe_t;
2269 r_skinframe_t r_skinframe;
2270
2271 void R_SkinFrame_PrepareForPurge(void)
2272 {
2273         r_skinframe.loadsequence++;
2274         // wrap it without hitting zero
2275         if (r_skinframe.loadsequence >= 200)
2276                 r_skinframe.loadsequence = 1;
2277 }
2278
2279 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2280 {
2281         if (!skinframe)
2282                 return;
2283         // mark the skinframe as used for the purging code
2284         skinframe->loadsequence = r_skinframe.loadsequence;
2285 }
2286
2287 void R_SkinFrame_Purge(void)
2288 {
2289         int i;
2290         skinframe_t *s;
2291         for (i = 0;i < SKINFRAME_HASH;i++)
2292         {
2293                 for (s = r_skinframe.hash[i];s;s = s->next)
2294                 {
2295                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2296                         {
2297                                 if (s->merged == s->base)
2298                                         s->merged = NULL;
2299                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2300                                 R_PurgeTexture(s->stain );s->stain  = NULL;
2301                                 R_PurgeTexture(s->merged);s->merged = NULL;
2302                                 R_PurgeTexture(s->base  );s->base   = NULL;
2303                                 R_PurgeTexture(s->pants );s->pants  = NULL;
2304                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
2305                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
2306                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
2307                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
2308                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
2309                                 s->loadsequence = 0;
2310                         }
2311                 }
2312         }
2313 }
2314
2315 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2316         skinframe_t *item;
2317         char basename[MAX_QPATH];
2318
2319         Image_StripImageExtension(name, basename, sizeof(basename));
2320
2321         if( last == NULL ) {
2322                 int hashindex;
2323                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2324                 item = r_skinframe.hash[hashindex];
2325         } else {
2326                 item = last->next;
2327         }
2328
2329         // linearly search through the hash bucket
2330         for( ; item ; item = item->next ) {
2331                 if( !strcmp( item->basename, basename ) ) {
2332                         return item;
2333                 }
2334         }
2335         return NULL;
2336 }
2337
2338 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2339 {
2340         skinframe_t *item;
2341         int hashindex;
2342         char basename[MAX_QPATH];
2343
2344         Image_StripImageExtension(name, basename, sizeof(basename));
2345
2346         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2347         for (item = r_skinframe.hash[hashindex];item;item = item->next)
2348                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2349                         break;
2350
2351         if (!item) {
2352                 rtexture_t *dyntexture;
2353                 // check whether its a dynamic texture
2354                 dyntexture = CL_GetDynTexture( basename );
2355                 if (!add && !dyntexture)
2356                         return NULL;
2357                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2358                 memset(item, 0, sizeof(*item));
2359                 strlcpy(item->basename, basename, sizeof(item->basename));
2360                 item->base = dyntexture; // either NULL or dyntexture handle
2361                 item->textureflags = textureflags;
2362                 item->comparewidth = comparewidth;
2363                 item->compareheight = compareheight;
2364                 item->comparecrc = comparecrc;
2365                 item->next = r_skinframe.hash[hashindex];
2366                 r_skinframe.hash[hashindex] = item;
2367         }
2368         else if( item->base == NULL )
2369         {
2370                 rtexture_t *dyntexture;
2371                 // check whether its a dynamic texture
2372                 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
2373                 dyntexture = CL_GetDynTexture( basename );
2374                 item->base = dyntexture; // either NULL or dyntexture handle
2375         }
2376
2377         R_SkinFrame_MarkUsed(item);
2378         return item;
2379 }
2380
2381 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2382         { \
2383                 unsigned long long avgcolor[5], wsum; \
2384                 int pix, comp, w; \
2385                 avgcolor[0] = 0; \
2386                 avgcolor[1] = 0; \
2387                 avgcolor[2] = 0; \
2388                 avgcolor[3] = 0; \
2389                 avgcolor[4] = 0; \
2390                 wsum = 0; \
2391                 for(pix = 0; pix < cnt; ++pix) \
2392                 { \
2393                         w = 0; \
2394                         for(comp = 0; comp < 3; ++comp) \
2395                                 w += getpixel; \
2396                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2397                         { \
2398                                 ++wsum; \
2399                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2400                                 w = getpixel; \
2401                                 for(comp = 0; comp < 3; ++comp) \
2402                                         avgcolor[comp] += getpixel * w; \
2403                                 avgcolor[3] += w; \
2404                         } \
2405                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2406                         avgcolor[4] += getpixel; \
2407                 } \
2408                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2409                         avgcolor[3] = 1; \
2410                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2411                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2412                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2413                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2414         }
2415
2416 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
2417 {
2418         // FIXME: it should be possible to disable loading various layers using
2419         // cvars, to prevent wasted loading time and memory usage if the user does
2420         // not want them
2421         qboolean loadnormalmap = true;
2422         qboolean loadgloss = true;
2423         qboolean loadpantsandshirt = true;
2424         qboolean loadglow = true;
2425         int j;
2426         unsigned char *pixels;
2427         unsigned char *bumppixels;
2428         unsigned char *basepixels = NULL;
2429         int basepixels_width;
2430         int basepixels_height;
2431         skinframe_t *skinframe;
2432
2433         *has_alpha = false;
2434
2435         if (cls.state == ca_dedicated)
2436                 return NULL;
2437
2438         // return an existing skinframe if already loaded
2439         // if loading of the first image fails, don't make a new skinframe as it
2440         // would cause all future lookups of this to be missing
2441         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2442         if (skinframe && skinframe->base)
2443                 return skinframe;
2444
2445         basepixels = loadimagepixelsbgra(name, complain, true);
2446         if (basepixels == NULL)
2447                 return NULL;
2448
2449         if (developer_loading.integer)
2450                 Con_Printf("loading skin \"%s\"\n", name);
2451
2452         // we've got some pixels to store, so really allocate this new texture now
2453         if (!skinframe)
2454                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2455         skinframe->stain = NULL;
2456         skinframe->merged = NULL;
2457         skinframe->base = r_texture_notexture;
2458         skinframe->pants = NULL;
2459         skinframe->shirt = NULL;
2460         skinframe->nmap = r_texture_blanknormalmap;
2461         skinframe->gloss = NULL;
2462         skinframe->glow = NULL;
2463         skinframe->fog = NULL;
2464
2465         basepixels_width = image_width;
2466         basepixels_height = image_height;
2467         skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2468
2469         if (textureflags & TEXF_ALPHA)
2470         {
2471                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2472                         if (basepixels[j] < 255)
2473                                 break;
2474                 if (j < basepixels_width * basepixels_height * 4)
2475                 {
2476                         // has transparent pixels
2477                         *has_alpha = true;
2478                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2479                         for (j = 0;j < image_width * image_height * 4;j += 4)
2480                         {
2481                                 pixels[j+0] = 255;
2482                                 pixels[j+1] = 255;
2483                                 pixels[j+2] = 255;
2484                                 pixels[j+3] = basepixels[j+3];
2485                         }
2486                         skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2487                         Mem_Free(pixels);
2488                 }
2489         }
2490
2491         R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2492         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2493
2494         // _norm is the name used by tenebrae and has been adopted as standard
2495         if (loadnormalmap)
2496         {
2497                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2498                 {
2499                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2500                         Mem_Free(pixels);
2501                         pixels = NULL;
2502                 }
2503                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2504                 {
2505                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2506                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2507                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2508                         Mem_Free(pixels);
2509                         Mem_Free(bumppixels);
2510                 }
2511                 else if (r_shadow_bumpscale_basetexture.value > 0)
2512                 {
2513                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2514                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2515                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2516                         Mem_Free(pixels);
2517                 }
2518         }
2519         // _luma is supported for tenebrae compatibility
2520         // (I think it's a very stupid name, but oh well)
2521         // _glow is the preferred name
2522         if (loadglow          && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2523         if (loadgloss         && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2524         if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2525         if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2526
2527         if (basepixels)
2528                 Mem_Free(basepixels);
2529
2530         return skinframe;
2531 }
2532
2533 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2534 {
2535         qboolean has_alpha;
2536         return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2537 }
2538
2539 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)
2540 {
2541         int i;
2542         if (!force)
2543         {
2544                 for (i = 0;i < width*height;i++)
2545                         if (((unsigned char *)&palette[in[i]])[3] > 0)
2546                                 break;
2547                 if (i == width*height)
2548                         return NULL;
2549         }
2550         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2551 }
2552
2553 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2554 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2555 {
2556         int i;
2557         unsigned char *temp1, *temp2;
2558         skinframe_t *skinframe;
2559
2560         if (cls.state == ca_dedicated)
2561                 return NULL;
2562
2563         // if already loaded just return it, otherwise make a new skinframe
2564         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2565         if (skinframe && skinframe->base)
2566                 return skinframe;
2567
2568         skinframe->stain = NULL;
2569         skinframe->merged = NULL;
2570         skinframe->base = r_texture_notexture;
2571         skinframe->pants = NULL;
2572         skinframe->shirt = NULL;
2573         skinframe->nmap = r_texture_blanknormalmap;
2574         skinframe->gloss = NULL;
2575         skinframe->glow = NULL;
2576         skinframe->fog = NULL;
2577
2578         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2579         if (!skindata)
2580                 return NULL;
2581
2582         if (developer_loading.integer)
2583                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2584
2585         if (r_shadow_bumpscale_basetexture.value > 0)
2586         {
2587                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2588                 temp2 = temp1 + width * height * 4;
2589                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2590                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2591                 Mem_Free(temp1);
2592         }
2593         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2594         if (textureflags & TEXF_ALPHA)
2595         {
2596                 for (i = 3;i < width * height * 4;i += 4)
2597                         if (skindata[i] < 255)
2598                                 break;
2599                 if (i < width * height * 4)
2600                 {
2601                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2602                         memcpy(fogpixels, skindata, width * height * 4);
2603                         for (i = 0;i < width * height * 4;i += 4)
2604                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2605                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2606                         Mem_Free(fogpixels);
2607                 }
2608         }
2609
2610         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2611         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2612
2613         return skinframe;
2614 }
2615
2616 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2617 {
2618         int i;
2619         unsigned char *temp1, *temp2;
2620         unsigned int *palette;
2621         skinframe_t *skinframe;
2622
2623         if (cls.state == ca_dedicated)
2624                 return NULL;
2625
2626         // if already loaded just return it, otherwise make a new skinframe
2627         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2628         if (skinframe && skinframe->base)
2629                 return skinframe;
2630
2631         palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2632
2633         skinframe->stain = NULL;
2634         skinframe->merged = NULL;
2635         skinframe->base = r_texture_notexture;
2636         skinframe->pants = NULL;
2637         skinframe->shirt = NULL;
2638         skinframe->nmap = r_texture_blanknormalmap;
2639         skinframe->gloss = NULL;
2640         skinframe->glow = NULL;
2641         skinframe->fog = NULL;
2642
2643         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2644         if (!skindata)
2645                 return NULL;
2646
2647         if (developer_loading.integer)
2648                 Con_Printf("loading quake skin \"%s\"\n", name);
2649
2650         if (r_shadow_bumpscale_basetexture.value > 0)
2651         {
2652                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2653                 temp2 = temp1 + width * height * 4;
2654                 // use either a custom palette or the quake palette
2655                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2656                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2657                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2658                 Mem_Free(temp1);
2659         }
2660         // use either a custom palette, or the quake palette
2661         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2662         if (loadglowtexture)
2663                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2664         if (loadpantsandshirt)
2665         {
2666                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2667                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2668         }
2669         if (skinframe->pants || skinframe->shirt)
2670                 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2671         if (textureflags & TEXF_ALPHA)
2672         {
2673                 for (i = 0;i < width * height;i++)
2674                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2675                                 break;
2676                 if (i < width * height)
2677                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2678         }
2679
2680         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2681         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2682
2683         return skinframe;
2684 }
2685
2686 skinframe_t *R_SkinFrame_LoadMissing(void)
2687 {
2688         skinframe_t *skinframe;
2689
2690         if (cls.state == ca_dedicated)
2691                 return NULL;
2692
2693         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2694         skinframe->stain = NULL;
2695         skinframe->merged = NULL;
2696         skinframe->base = r_texture_notexture;
2697         skinframe->pants = NULL;
2698         skinframe->shirt = NULL;
2699         skinframe->nmap = r_texture_blanknormalmap;
2700         skinframe->gloss = NULL;
2701         skinframe->glow = NULL;
2702         skinframe->fog = NULL;
2703
2704         skinframe->avgcolor[0] = rand() / RAND_MAX;
2705         skinframe->avgcolor[1] = rand() / RAND_MAX;
2706         skinframe->avgcolor[2] = rand() / RAND_MAX;
2707         skinframe->avgcolor[3] = 1;
2708
2709         return skinframe;
2710 }
2711
2712 void gl_main_start(void)
2713 {
2714         r_numqueries = 0;
2715         r_maxqueries = 0;
2716         memset(r_queries, 0, sizeof(r_queries));
2717
2718         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2719         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2720
2721         // set up r_skinframe loading system for textures
2722         memset(&r_skinframe, 0, sizeof(r_skinframe));
2723         r_skinframe.loadsequence = 1;
2724         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2725
2726         r_main_texturepool = R_AllocTexturePool();
2727         R_BuildBlankTextures();
2728         R_BuildNoTexture();
2729         if (gl_texturecubemap)
2730         {
2731                 R_BuildWhiteCube();
2732                 R_BuildNormalizationCube();
2733         }
2734         r_texture_fogattenuation = NULL;
2735         r_texture_gammaramps = NULL;
2736         //r_texture_fogintensity = NULL;
2737         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2738         memset(&r_waterstate, 0, sizeof(r_waterstate));
2739         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
2740         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
2741         memset(&r_svbsp, 0, sizeof (r_svbsp));
2742
2743         r_refdef.fogmasktable_density = 0;
2744 }
2745
2746 extern rtexture_t *loadingscreentexture;
2747 void gl_main_shutdown(void)
2748 {
2749         if (r_maxqueries)
2750                 qglDeleteQueriesARB(r_maxqueries, r_queries);
2751
2752         r_numqueries = 0;
2753         r_maxqueries = 0;
2754         memset(r_queries, 0, sizeof(r_queries));
2755
2756         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2757         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2758
2759         // clear out the r_skinframe state
2760         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2761         memset(&r_skinframe, 0, sizeof(r_skinframe));
2762
2763         if (r_svbsp.nodes)
2764                 Mem_Free(r_svbsp.nodes);
2765         memset(&r_svbsp, 0, sizeof (r_svbsp));
2766         R_FreeTexturePool(&r_main_texturepool);
2767         loadingscreentexture = NULL;
2768         r_texture_blanknormalmap = NULL;
2769         r_texture_white = NULL;
2770         r_texture_grey128 = NULL;
2771         r_texture_black = NULL;
2772         r_texture_whitecube = NULL;
2773         r_texture_normalizationcube = NULL;
2774         r_texture_fogattenuation = NULL;
2775         r_texture_gammaramps = NULL;
2776         //r_texture_fogintensity = NULL;
2777         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2778         memset(&r_waterstate, 0, sizeof(r_waterstate));
2779         R_GLSL_Restart_f();
2780 }
2781
2782 extern void CL_ParseEntityLump(char *entitystring);
2783 void gl_main_newmap(void)
2784 {
2785         // FIXME: move this code to client
2786         int l;
2787         char *entities, entname[MAX_QPATH];
2788         if (cl.worldmodel)
2789         {
2790                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2791                 l = (int)strlen(entname) - 4;
2792                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2793                 {
2794                         memcpy(entname + l, ".ent", 5);
2795                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2796                         {
2797                                 CL_ParseEntityLump(entities);
2798                                 Mem_Free(entities);
2799                                 return;
2800                         }
2801                 }
2802                 if (cl.worldmodel->brush.entities)
2803                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
2804         }
2805 }
2806
2807 void GL_Main_Init(void)
2808 {
2809         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2810
2811         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2812         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2813         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2814         if (gamemode == GAME_NEHAHRA)
2815         {
2816                 Cvar_RegisterVariable (&gl_fogenable);
2817                 Cvar_RegisterVariable (&gl_fogdensity);
2818                 Cvar_RegisterVariable (&gl_fogred);
2819                 Cvar_RegisterVariable (&gl_foggreen);
2820                 Cvar_RegisterVariable (&gl_fogblue);
2821                 Cvar_RegisterVariable (&gl_fogstart);
2822                 Cvar_RegisterVariable (&gl_fogend);
2823                 Cvar_RegisterVariable (&gl_skyclip);
2824         }
2825         Cvar_RegisterVariable(&r_motionblur);
2826         Cvar_RegisterVariable(&r_motionblur_maxblur);
2827         Cvar_RegisterVariable(&r_motionblur_bmin);
2828         Cvar_RegisterVariable(&r_motionblur_vmin);
2829         Cvar_RegisterVariable(&r_motionblur_vmax);
2830         Cvar_RegisterVariable(&r_motionblur_vcoeff);
2831         Cvar_RegisterVariable(&r_motionblur_randomize);
2832         Cvar_RegisterVariable(&r_damageblur);
2833         Cvar_RegisterVariable(&r_animcache);
2834         Cvar_RegisterVariable(&r_depthfirst);
2835         Cvar_RegisterVariable(&r_useinfinitefarclip);
2836         Cvar_RegisterVariable(&r_nearclip);
2837         Cvar_RegisterVariable(&r_showbboxes);
2838         Cvar_RegisterVariable(&r_showsurfaces);
2839         Cvar_RegisterVariable(&r_showtris);
2840         Cvar_RegisterVariable(&r_shownormals);
2841         Cvar_RegisterVariable(&r_showlighting);
2842         Cvar_RegisterVariable(&r_showshadowvolumes);
2843         Cvar_RegisterVariable(&r_showcollisionbrushes);
2844         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2845         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2846         Cvar_RegisterVariable(&r_showdisabledepthtest);
2847         Cvar_RegisterVariable(&r_drawportals);
2848         Cvar_RegisterVariable(&r_drawentities);
2849         Cvar_RegisterVariable(&r_cullentities_trace);
2850         Cvar_RegisterVariable(&r_cullentities_trace_samples);
2851         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2852         Cvar_RegisterVariable(&r_cullentities_trace_delay);
2853         Cvar_RegisterVariable(&r_drawviewmodel);
2854         Cvar_RegisterVariable(&r_speeds);
2855         Cvar_RegisterVariable(&r_fullbrights);
2856         Cvar_RegisterVariable(&r_wateralpha);
2857         Cvar_RegisterVariable(&r_dynamic);
2858         Cvar_RegisterVariable(&r_fullbright);
2859         Cvar_RegisterVariable(&r_shadows);
2860         Cvar_RegisterVariable(&r_shadows_darken);
2861         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
2862         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
2863         Cvar_RegisterVariable(&r_shadows_throwdistance);
2864         Cvar_RegisterVariable(&r_shadows_throwdirection);
2865         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2866         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2867         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2868         Cvar_RegisterVariable(&r_fog_exp2);
2869         Cvar_RegisterVariable(&r_drawfog);
2870         Cvar_RegisterVariable(&r_textureunits);
2871         Cvar_RegisterVariable(&r_glsl);
2872         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2873         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2874         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2875         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2876         Cvar_RegisterVariable(&r_glsl_postprocess);
2877         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2878         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2879         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2880         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2881         Cvar_RegisterVariable(&r_glsl_usegeneric);
2882         Cvar_RegisterVariable(&r_water);
2883         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2884         Cvar_RegisterVariable(&r_water_clippingplanebias);
2885         Cvar_RegisterVariable(&r_water_refractdistort);
2886         Cvar_RegisterVariable(&r_water_reflectdistort);
2887         Cvar_RegisterVariable(&r_lerpsprites);
2888         Cvar_RegisterVariable(&r_lerpmodels);
2889         Cvar_RegisterVariable(&r_lerplightstyles);
2890         Cvar_RegisterVariable(&r_waterscroll);
2891         Cvar_RegisterVariable(&r_bloom);
2892         Cvar_RegisterVariable(&r_bloom_colorscale);
2893         Cvar_RegisterVariable(&r_bloom_brighten);
2894         Cvar_RegisterVariable(&r_bloom_blur);
2895         Cvar_RegisterVariable(&r_bloom_resolution);
2896         Cvar_RegisterVariable(&r_bloom_colorexponent);
2897         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2898         Cvar_RegisterVariable(&r_hdr);
2899         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2900         Cvar_RegisterVariable(&r_hdr_glowintensity);
2901         Cvar_RegisterVariable(&r_hdr_range);
2902         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2903         Cvar_RegisterVariable(&developer_texturelogging);
2904         Cvar_RegisterVariable(&gl_lightmaps);
2905         Cvar_RegisterVariable(&r_test);
2906         Cvar_RegisterVariable(&r_batchmode);
2907         Cvar_RegisterVariable(&r_glsl_saturation);
2908         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2909                 Cvar_SetValue("r_fullbrights", 0);
2910         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2911
2912         Cvar_RegisterVariable(&r_track_sprites);
2913         Cvar_RegisterVariable(&r_track_sprites_flags);
2914         Cvar_RegisterVariable(&r_track_sprites_scalew);
2915         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2916 }
2917
2918 extern void R_Textures_Init(void);
2919 extern void GL_Draw_Init(void);
2920 extern void GL_Main_Init(void);
2921 extern void R_Shadow_Init(void);
2922 extern void R_Sky_Init(void);
2923 extern void GL_Surf_Init(void);
2924 extern void R_Particles_Init(void);
2925 extern void R_Explosion_Init(void);
2926 extern void gl_backend_init(void);
2927 extern void Sbar_Init(void);
2928 extern void R_LightningBeams_Init(void);
2929 extern void Mod_RenderInit(void);
2930
2931 void Render_Init(void)
2932 {
2933         gl_backend_init();
2934         R_Textures_Init();
2935         GL_Main_Init();
2936         GL_Draw_Init();
2937         R_Shadow_Init();
2938         R_Sky_Init();
2939         GL_Surf_Init();
2940         Sbar_Init();
2941         R_Particles_Init();
2942         R_Explosion_Init();
2943         R_LightningBeams_Init();
2944         Mod_RenderInit();
2945 }
2946
2947 /*
2948 ===============
2949 GL_Init
2950 ===============
2951 */
2952 extern char *ENGINE_EXTENSIONS;
2953 void GL_Init (void)
2954 {
2955         gl_renderer = (const char *)qglGetString(GL_RENDERER);
2956         gl_vendor = (const char *)qglGetString(GL_VENDOR);
2957         gl_version = (const char *)qglGetString(GL_VERSION);
2958         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2959
2960         if (!gl_extensions)
2961                 gl_extensions = "";
2962         if (!gl_platformextensions)
2963                 gl_platformextensions = "";
2964
2965         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2966         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2967         Con_Printf("GL_VERSION: %s\n", gl_version);
2968         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
2969         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2970
2971         VID_CheckExtensions();
2972
2973         // LordHavoc: report supported extensions
2974         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2975
2976         // clear to black (loading plaque will be seen over this)
2977         CHECKGLERROR
2978         qglClearColor(0,0,0,1);CHECKGLERROR
2979         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2980 }
2981
2982 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2983 {
2984         int i;
2985         mplane_t *p;
2986         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2987         {
2988                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2989                 if (i == 4)
2990                         continue;
2991                 p = r_refdef.view.frustum + i;
2992                 switch(p->signbits)
2993                 {
2994                 default:
2995                 case 0:
2996                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2997                                 return true;
2998                         break;
2999                 case 1:
3000                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3001                                 return true;
3002                         break;
3003                 case 2:
3004                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3005                                 return true;
3006                         break;
3007                 case 3:
3008                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3009                                 return true;
3010                         break;
3011                 case 4:
3012                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3013                                 return true;
3014                         break;
3015                 case 5:
3016                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3017                                 return true;
3018                         break;
3019                 case 6:
3020                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3021                                 return true;
3022                         break;
3023                 case 7:
3024                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3025                                 return true;
3026                         break;
3027                 }
3028         }
3029         return false;
3030 }
3031
3032 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3033 {
3034         int i;
3035         const mplane_t *p;
3036         for (i = 0;i < numplanes;i++)
3037         {
3038                 p = planes + i;
3039                 switch(p->signbits)
3040                 {
3041                 default:
3042                 case 0:
3043                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3044                                 return true;
3045                         break;
3046                 case 1:
3047                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3048                                 return true;
3049                         break;
3050                 case 2:
3051                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3052                                 return true;
3053                         break;
3054                 case 3:
3055                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3056                                 return true;
3057                         break;
3058                 case 4:
3059                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3060                                 return true;
3061                         break;
3062                 case 5:
3063                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3064                                 return true;
3065                         break;
3066                 case 6:
3067                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3068                                 return true;
3069                         break;
3070                 case 7:
3071                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3072                                 return true;
3073                         break;
3074                 }
3075         }
3076         return false;
3077 }
3078
3079 //==================================================================================
3080
3081 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3082
3083 /**
3084  * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3085  * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3086  * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3087  */
3088
3089 typedef struct r_animcache_entity_s
3090 {
3091         float *vertex3f;
3092         float *normal3f;
3093         float *svector3f;
3094         float *tvector3f;
3095         int maxvertices;
3096         qboolean wantnormals;
3097         qboolean wanttangents;
3098 }
3099 r_animcache_entity_t;
3100
3101 typedef struct r_animcache_s
3102 {
3103         r_animcache_entity_t entity[MAX_EDICTS*2];
3104         int maxindex;
3105         int currentindex;
3106 }
3107 r_animcache_t;
3108
3109 static r_animcache_t r_animcachestate;
3110
3111 void R_AnimCache_Free(void)
3112 {
3113         int idx;
3114         for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
3115         {
3116                 r_animcachestate.entity[idx].maxvertices = 0;
3117                 Mem_Free(r_animcachestate.entity[idx].vertex3f);
3118                 r_animcachestate.entity[idx].vertex3f = NULL;
3119                 r_animcachestate.entity[idx].normal3f = NULL;
3120                 r_animcachestate.entity[idx].svector3f = NULL;
3121                 r_animcachestate.entity[idx].tvector3f = NULL;
3122         }
3123         r_animcachestate.currentindex = 0;
3124         r_animcachestate.maxindex = 0;
3125 }
3126
3127 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
3128 {
3129         int arraySize;
3130         float *base;
3131         r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
3132
3133         if (cache->maxvertices >= numvertices)
3134                 return;
3135
3136         // Release existing memory
3137         if (cache->vertex3f)
3138                 Mem_Free(cache->vertex3f);
3139
3140         // Pad by 1024 verts
3141         cache->maxvertices = (numvertices + 1023) & ~1023;
3142         arraySize = cache->maxvertices * 3;
3143
3144         // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
3145         base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
3146         r_animcachestate.entity[cacheIdx].vertex3f = base;
3147         r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
3148         r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
3149         r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3150
3151 //      Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3152 }
3153
3154 void R_AnimCache_NewFrame(void)
3155 {
3156         int i;
3157
3158         if (r_animcache.integer && r_drawentities.integer)
3159                 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3160         else if (r_animcachestate.maxindex)
3161                 R_AnimCache_Free();
3162
3163         r_animcachestate.currentindex = 0;
3164
3165         for (i = 0;i < r_refdef.scene.numentities;i++)
3166                 r_refdef.scene.entities[i]->animcacheindex = -1;
3167 }
3168
3169 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3170 {
3171         dp_model_t *model = ent->model;
3172         r_animcache_entity_t *c;
3173         // see if it's already cached this frame
3174         if (ent->animcacheindex >= 0)
3175         {
3176                 // add normals/tangents if needed
3177                 c = r_animcachestate.entity + ent->animcacheindex;
3178                 if (c->wantnormals)
3179                         wantnormals = false;
3180                 if (c->wanttangents)
3181                         wanttangents = false;
3182                 if (wantnormals || wanttangents)
3183                         model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3184         }
3185         else
3186         {
3187                 // see if this ent is worth caching
3188                 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3189                         return false;
3190                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3191                         return false;
3192                 // assign it a cache entry and make sure the arrays are big enough
3193                 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3194                 ent->animcacheindex = r_animcachestate.currentindex++;
3195                 c = r_animcachestate.entity + ent->animcacheindex;
3196                 c->wantnormals = wantnormals;
3197                 c->wanttangents = wanttangents;
3198                 model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3199         }
3200         return true;
3201 }
3202
3203 void R_AnimCache_CacheVisibleEntities(void)
3204 {
3205         int i;
3206         qboolean wantnormals;
3207         qboolean wanttangents;
3208
3209         if (!r_animcachestate.maxindex)
3210                 return;
3211
3212         wantnormals = !r_showsurfaces.integer;
3213         wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
3214
3215         // TODO: thread this?
3216
3217         for (i = 0;i < r_refdef.scene.numentities;i++)
3218         {
3219                 if (!r_refdef.viewcache.entityvisible[i])
3220                         continue;
3221                 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3222         }
3223 }
3224
3225 //==================================================================================
3226
3227 static void R_View_UpdateEntityLighting (void)
3228 {
3229         int i;
3230         entity_render_t *ent;
3231         vec3_t tempdiffusenormal;
3232
3233         for (i = 0;i < r_refdef.scene.numentities;i++)
3234         {
3235                 ent = r_refdef.scene.entities[i];
3236
3237                 // skip unseen models
3238                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3239                         continue;
3240
3241                 // skip bsp models
3242                 if (ent->model && ent->model->brush.num_leafs)
3243                 {
3244                         // TODO: use modellight for r_ambient settings on world?
3245                         VectorSet(ent->modellight_ambient, 0, 0, 0);
3246                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
3247                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
3248                         continue;
3249                 }
3250
3251                 // fetch the lighting from the worldmodel data
3252                 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
3253                 VectorClear(ent->modellight_diffuse);
3254                 VectorClear(tempdiffusenormal);
3255                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3256                 {
3257                         vec3_t org;
3258                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3259                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3260                 }
3261                 else // highly rare
3262                         VectorSet(ent->modellight_ambient, 1, 1, 1);
3263
3264                 // move the light direction into modelspace coordinates for lighting code
3265                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3266                 if(VectorLength2(ent->modellight_lightdir) == 0)
3267                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3268                 VectorNormalize(ent->modellight_lightdir);
3269         }
3270 }
3271
3272 #define MAX_LINEOFSIGHTTRACES 64
3273
3274 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3275 {
3276         int i;
3277         vec3_t boxmins, boxmaxs;
3278         vec3_t start;
3279         vec3_t end;
3280         dp_model_t *model = r_refdef.scene.worldmodel;
3281         
3282         if (!model || !model->brush.TraceLineOfSight)
3283                 return true;
3284
3285         // expand the box a little
3286         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
3287         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
3288         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
3289         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
3290         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
3291         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
3292
3293         // try center
3294         VectorCopy(eye, start);
3295         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
3296         if (model->brush.TraceLineOfSight(model, start, end))
3297                 return true;
3298
3299         // try various random positions
3300         for (i = 0;i < numsamples;i++)
3301         {
3302                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3303                 if (model->brush.TraceLineOfSight(model, start, end))
3304                         return true;
3305         }
3306
3307         return false;
3308 }
3309
3310
3311 static void R_View_UpdateEntityVisible (void)
3312 {
3313         int i, renderimask;
3314         entity_render_t *ent;
3315
3316         if (!r_drawentities.integer)
3317                 return;
3318
3319         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3320         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3321         {
3322                 // worldmodel can check visibility
3323                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3324                 for (i = 0;i < r_refdef.scene.numentities;i++)
3325                 {
3326                         ent = r_refdef.scene.entities[i];
3327                         if (!(ent->flags & renderimask))
3328                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
3329                         if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
3330                                 r_refdef.viewcache.entityvisible[i] = true;
3331                 }
3332                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3333                 {
3334                         for (i = 0;i < r_refdef.scene.numentities;i++)
3335                         {
3336                                 ent = r_refdef.scene.entities[i];
3337                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & (RENDER_VIEWMODEL + RENDER_NOCULL)) && !(ent->model && (ent->model->name[0] == '*')))
3338                                 {
3339                                         if(R_CanSeeBox(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
3340                                                 ent->last_trace_visibility = realtime;
3341                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3342                                                 r_refdef.viewcache.entityvisible[i] = 0;
3343                                 }
3344                         }
3345                 }
3346         }
3347         else
3348         {
3349                 // no worldmodel or it can't check visibility
3350                 for (i = 0;i < r_refdef.scene.numentities;i++)
3351                 {
3352                         ent = r_refdef.scene.entities[i];
3353                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
3354                 }
3355         }
3356 }
3357
3358 /// only used if skyrendermasked, and normally returns false
3359 int R_DrawBrushModelsSky (void)
3360 {
3361         int i, sky;
3362         entity_render_t *ent;
3363
3364         if (!r_drawentities.integer)
3365                 return false;
3366
3367         sky = false;
3368         for (i = 0;i < r_refdef.scene.numentities;i++)
3369         {
3370                 if (!r_refdef.viewcache.entityvisible[i])
3371                         continue;
3372                 ent = r_refdef.scene.entities[i];
3373                 if (!ent->model || !ent->model->DrawSky)
3374                         continue;
3375                 ent->model->DrawSky(ent);
3376                 sky = true;
3377         }
3378         return sky;
3379 }
3380
3381 static void R_DrawNoModel(entity_render_t *ent);
3382 static void R_DrawModels(void)
3383 {
3384         int i;
3385         entity_render_t *ent;
3386
3387         if (!r_drawentities.integer)
3388                 return;
3389
3390         for (i = 0;i < r_refdef.scene.numentities;i++)
3391         {
3392                 if (!r_refdef.viewcache.entityvisible[i])
3393                         continue;
3394                 ent = r_refdef.scene.entities[i];
3395                 r_refdef.stats.entities++;
3396                 if (ent->model && ent->model->Draw != NULL)
3397                         ent->model->Draw(ent);
3398                 else
3399                         R_DrawNoModel(ent);
3400         }
3401 }
3402
3403 static void R_DrawModelsDepth(void)
3404 {
3405         int i;
3406         entity_render_t *ent;
3407
3408         if (!r_drawentities.integer)
3409                 return;
3410
3411         for (i = 0;i < r_refdef.scene.numentities;i++)
3412         {
3413                 if (!r_refdef.viewcache.entityvisible[i])
3414                         continue;
3415                 ent = r_refdef.scene.entities[i];
3416                 if (ent->model && ent->model->DrawDepth != NULL)
3417                         ent->model->DrawDepth(ent);
3418         }
3419 }
3420
3421 static void R_DrawModelsDebug(void)
3422 {
3423         int i;
3424         entity_render_t *ent;
3425
3426         if (!r_drawentities.integer)
3427                 return;
3428
3429         for (i = 0;i < r_refdef.scene.numentities;i++)
3430         {
3431                 if (!r_refdef.viewcache.entityvisible[i])
3432                         continue;
3433                 ent = r_refdef.scene.entities[i];
3434                 if (ent->model && ent->model->DrawDebug != NULL)
3435                         ent->model->DrawDebug(ent);
3436         }
3437 }
3438
3439 static void R_DrawModelsAddWaterPlanes(void)
3440 {
3441         int i;
3442         entity_render_t *ent;
3443
3444         if (!r_drawentities.integer)
3445                 return;
3446
3447         for (i = 0;i < r_refdef.scene.numentities;i++)
3448         {
3449                 if (!r_refdef.viewcache.entityvisible[i])
3450                         continue;
3451                 ent = r_refdef.scene.entities[i];
3452                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3453                         ent->model->DrawAddWaterPlanes(ent);
3454         }
3455 }
3456
3457 static void R_View_SetFrustum(void)
3458 {
3459         int i;
3460         double slopex, slopey;
3461         vec3_t forward, left, up, origin;
3462
3463         // we can't trust r_refdef.view.forward and friends in reflected scenes
3464         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3465
3466 #if 0
3467         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3468         r_refdef.view.frustum[0].normal[1] = 0 - 0;
3469         r_refdef.view.frustum[0].normal[2] = -1 - 0;
3470         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3471         r_refdef.view.frustum[1].normal[1] = 0 + 0;
3472         r_refdef.view.frustum[1].normal[2] = -1 + 0;
3473         r_refdef.view.frustum[2].normal[0] = 0 - 0;
3474         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3475         r_refdef.view.frustum[2].normal[2] = -1 - 0;
3476         r_refdef.view.frustum[3].normal[0] = 0 + 0;
3477         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3478         r_refdef.view.frustum[3].normal[2] = -1 + 0;
3479 #endif
3480
3481 #if 0
3482         zNear = r_refdef.nearclip;
3483         nudge = 1.0 - 1.0 / (1<<23);
3484         r_refdef.view.frustum[4].normal[0] = 0 - 0;
3485         r_refdef.view.frustum[4].normal[1] = 0 - 0;
3486         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3487         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3488         r_refdef.view.frustum[5].normal[0] = 0 + 0;
3489         r_refdef.view.frustum[5].normal[1] = 0 + 0;
3490         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3491         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3492 #endif
3493
3494
3495
3496 #if 0
3497         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3498         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3499         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3500         r_refdef.view.frustum[0].dist = m[15] - m[12];
3501
3502         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3503         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3504         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3505         r_refdef.view.frustum[1].dist = m[15] + m[12];
3506
3507         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3508         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3509         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3510         r_refdef.view.frustum[2].dist = m[15] - m[13];
3511
3512         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3513         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3514         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3515         r_refdef.view.frustum[3].dist = m[15] + m[13];
3516
3517         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3518         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3519         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3520         r_refdef.view.frustum[4].dist = m[15] - m[14];
3521
3522         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3523         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3524         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3525         r_refdef.view.frustum[5].dist = m[15] + m[14];
3526 #endif
3527
3528         if (r_refdef.view.useperspective)
3529         {
3530                 slopex = 1.0 / r_refdef.view.frustum_x;
3531                 slopey = 1.0 / r_refdef.view.frustum_y;
3532                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3533                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
3534                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
3535                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
3536                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3537
3538                 // Leaving those out was a mistake, those were in the old code, and they
3539                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3540                 // I couldn't reproduce it after adding those normalizations. --blub
3541                 VectorNormalize(r_refdef.view.frustum[0].normal);
3542                 VectorNormalize(r_refdef.view.frustum[1].normal);
3543                 VectorNormalize(r_refdef.view.frustum[2].normal);
3544                 VectorNormalize(r_refdef.view.frustum[3].normal);
3545
3546                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3547                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
3548                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
3549                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
3550                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
3551
3552                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3553                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3554                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3555                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3556                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3557         }
3558         else
3559         {
3560                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3561                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3562                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3563                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3564                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3565                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3566                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3567                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3568                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3569                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3570         }
3571         r_refdef.view.numfrustumplanes = 5;
3572
3573         if (r_refdef.view.useclipplane)
3574         {
3575                 r_refdef.view.numfrustumplanes = 6;
3576                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3577         }
3578
3579         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3580                 PlaneClassify(r_refdef.view.frustum + i);
3581
3582         // LordHavoc: note to all quake engine coders, Quake had a special case
3583         // for 90 degrees which assumed a square view (wrong), so I removed it,
3584         // Quake2 has it disabled as well.
3585
3586         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3587         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3588         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3589         //PlaneClassify(&frustum[0]);
3590
3591         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3592         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3593         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3594         //PlaneClassify(&frustum[1]);
3595
3596         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3597         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3598         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3599         //PlaneClassify(&frustum[2]);
3600
3601         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3602         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3603         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3604         //PlaneClassify(&frustum[3]);
3605
3606         // nearclip plane
3607         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3608         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3609         //PlaneClassify(&frustum[4]);
3610 }
3611
3612 void R_View_Update(void)
3613 {
3614         R_View_SetFrustum();
3615         R_View_WorldVisibility(r_refdef.view.useclipplane);
3616         R_View_UpdateEntityVisible();
3617         R_View_UpdateEntityLighting();
3618 }
3619
3620 void R_SetupView(qboolean allowwaterclippingplane)
3621 {
3622         const double *customclipplane = NULL;
3623         double plane[4];
3624         if (r_refdef.view.useclipplane && allowwaterclippingplane)
3625         {
3626                 // LordHavoc: couldn't figure out how to make this approach the
3627                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3628                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3629                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3630                         dist = r_refdef.view.clipplane.dist;
3631                 plane[0] = r_refdef.view.clipplane.normal[0];
3632                 plane[1] = r_refdef.view.clipplane.normal[1];
3633                 plane[2] = r_refdef.view.clipplane.normal[2];
3634                 plane[3] = dist;
3635                 customclipplane = plane;
3636         }
3637
3638         if (!r_refdef.view.useperspective)
3639                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
3640         else if (gl_stencil && r_useinfinitefarclip.integer)
3641                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
3642         else
3643                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
3644         R_SetViewport(&r_refdef.view.viewport);
3645 }
3646
3647 void R_ResetViewRendering2D(void)
3648 {
3649         r_viewport_t viewport;
3650         DrawQ_Finish();
3651
3652         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3653         R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
3654         R_SetViewport(&viewport);
3655         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
3656         GL_Color(1, 1, 1, 1);
3657         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3658         GL_BlendFunc(GL_ONE, GL_ZERO);
3659         GL_AlphaTest(false);
3660         GL_ScissorTest(false);
3661         GL_DepthMask(false);
3662         GL_DepthRange(0, 1);
3663         GL_DepthTest(false);
3664         R_Mesh_Matrix(&identitymatrix);
3665         R_Mesh_ResetTextureState();
3666         GL_PolygonOffset(0, 0);
3667         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3668         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3669         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3670         qglStencilMask(~0);CHECKGLERROR
3671         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3672         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3673         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3674         R_SetupGenericShader(true);
3675 }
3676
3677 void R_ResetViewRendering3D(void)
3678 {
3679         DrawQ_Finish();
3680
3681         R_SetupView(true);
3682         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3683         GL_Color(1, 1, 1, 1);
3684         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3685         GL_BlendFunc(GL_ONE, GL_ZERO);
3686         GL_AlphaTest(false);
3687         GL_ScissorTest(true);
3688         GL_DepthMask(true);
3689         GL_DepthRange(0, 1);
3690         GL_DepthTest(true);
3691         R_Mesh_Matrix(&identitymatrix);
3692         R_Mesh_ResetTextureState();
3693         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3694         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3695         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3696         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3697         qglStencilMask(~0);CHECKGLERROR
3698         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3699         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3700         GL_CullFace(r_refdef.view.cullface_back);
3701         R_SetupGenericShader(true);
3702 }
3703
3704 void R_RenderScene(void);
3705 void R_RenderWaterPlanes(void);
3706
3707 static void R_Water_StartFrame(void)
3708 {
3709         int i;
3710         int waterwidth, waterheight, texturewidth, textureheight;
3711         r_waterstate_waterplane_t *p;
3712
3713         // set waterwidth and waterheight to the water resolution that will be
3714         // used (often less than the screen resolution for faster rendering)
3715         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
3716         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
3717
3718         // calculate desired texture sizes
3719         // can't use water if the card does not support the texture size
3720         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3721                 texturewidth = textureheight = waterwidth = waterheight = 0;
3722         else if (gl_support_arb_texture_non_power_of_two)
3723         {
3724                 texturewidth = waterwidth;
3725                 textureheight = waterheight;
3726         }
3727         else
3728         {
3729                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
3730                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
3731         }
3732
3733         // allocate textures as needed
3734         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3735         {
3736                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3737                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3738                 {
3739                         if (p->texture_refraction)
3740                                 R_FreeTexture(p->texture_refraction);
3741                         p->texture_refraction = NULL;
3742                         if (p->texture_reflection)
3743                                 R_FreeTexture(p->texture_reflection);
3744                         p->texture_reflection = NULL;
3745                 }
3746                 memset(&r_waterstate, 0, sizeof(r_waterstate));
3747                 r_waterstate.texturewidth = texturewidth;
3748                 r_waterstate.textureheight = textureheight;
3749         }
3750
3751         if (r_waterstate.texturewidth)
3752         {
3753                 r_waterstate.enabled = true;
3754
3755                 // when doing a reduced render (HDR) we want to use a smaller area
3756                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3757                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3758
3759                 // set up variables that will be used in shader setup
3760                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
3761                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
3762                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
3763                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
3764         }
3765
3766         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3767         r_waterstate.numwaterplanes = 0;
3768 }
3769
3770 void R_Water_AddWaterPlane(msurface_t *surface)
3771 {
3772         int triangleindex, planeindex;
3773         const int *e;
3774         vec3_t vert[3];
3775         vec3_t normal;
3776         vec3_t center;
3777         mplane_t plane;
3778         r_waterstate_waterplane_t *p;
3779         texture_t *t = R_GetCurrentTexture(surface->texture);
3780         // just use the first triangle with a valid normal for any decisions
3781         VectorClear(normal);
3782         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3783         {
3784                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3785                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3786                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3787                 TriangleNormal(vert[0], vert[1], vert[2], normal);
3788                 if (VectorLength2(normal) >= 0.001)
3789                         break;
3790         }
3791
3792         VectorCopy(normal, plane.normal);
3793         VectorNormalize(plane.normal);
3794         plane.dist = DotProduct(vert[0], plane.normal);
3795         PlaneClassify(&plane);
3796         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3797         {
3798                 // skip backfaces (except if nocullface is set)
3799                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3800                         return;
3801                 VectorNegate(plane.normal, plane.normal);
3802                 plane.dist *= -1;
3803                 PlaneClassify(&plane);
3804         }
3805
3806
3807         // find a matching plane if there is one
3808         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3809                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3810                         break;
3811         if (planeindex >= r_waterstate.maxwaterplanes)
3812                 return; // nothing we can do, out of planes
3813
3814         // if this triangle does not fit any known plane rendered this frame, add one
3815         if (planeindex >= r_waterstate.numwaterplanes)
3816         {
3817                 // store the new plane
3818                 r_waterstate.numwaterplanes++;
3819                 p->plane = plane;
3820                 // clear materialflags and pvs
3821                 p->materialflags = 0;
3822                 p->pvsvalid = false;
3823         }
3824         // merge this surface's materialflags into the waterplane
3825         p->materialflags |= t->currentmaterialflags;
3826         // merge this surface's PVS into the waterplane
3827         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3828         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3829          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3830         {
3831                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3832                 p->pvsvalid = true;
3833         }
3834 }
3835
3836 static void R_Water_ProcessPlanes(void)
3837 {
3838         r_refdef_view_t originalview;
3839         r_refdef_view_t myview;
3840         int planeindex;
3841         r_waterstate_waterplane_t *p;
3842
3843         originalview = r_refdef.view;
3844
3845         // make sure enough textures are allocated
3846         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3847         {
3848                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3849                 {
3850                         if (!p->texture_refraction)
3851                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3852                         if (!p->texture_refraction)
3853                                 goto error;
3854                 }
3855
3856                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3857                 {
3858                         if (!p->texture_reflection)
3859                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3860                         if (!p->texture_reflection)
3861                                 goto error;
3862                 }
3863         }
3864
3865         // render views
3866         r_refdef.view = originalview;
3867         r_refdef.view.showdebug = false;
3868         r_refdef.view.width = r_waterstate.waterwidth;
3869         r_refdef.view.height = r_waterstate.waterheight;
3870         r_refdef.view.useclipplane = true;
3871         myview = r_refdef.view;
3872         r_waterstate.renderingscene = true;
3873         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3874         {
3875                 // render the normal view scene and copy into texture
3876                 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
3877                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3878                 {
3879                         r_refdef.view = myview;
3880                         r_refdef.view.clipplane = p->plane;
3881                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3882                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3883                         PlaneClassify(&r_refdef.view.clipplane);
3884
3885                         R_ResetViewRendering3D();
3886                         R_ClearScreen(r_refdef.fogenabled);
3887                         R_View_Update();
3888                         R_RenderScene();
3889
3890                         // copy view into the screen texture
3891                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3892                         GL_ActiveTexture(0);
3893                         CHECKGLERROR
3894                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
3895                 }
3896
3897                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3898                 {
3899                         r_refdef.view = myview;
3900                         // render reflected scene and copy into texture
3901                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3902                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3903                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3904                         r_refdef.view.clipplane = p->plane;
3905                         // reverse the cullface settings for this render
3906                         r_refdef.view.cullface_front = GL_FRONT;
3907                         r_refdef.view.cullface_back = GL_BACK;
3908                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3909                         {
3910                                 r_refdef.view.usecustompvs = true;
3911                                 if (p->pvsvalid)
3912                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3913                                 else
3914                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3915                         }
3916
3917                         R_ResetViewRendering3D();
3918                         R_ClearScreen(r_refdef.fogenabled);
3919                         R_View_Update();
3920                         R_RenderScene();
3921
3922                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3923                         GL_ActiveTexture(0);
3924                         CHECKGLERROR
3925                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
3926                 }
3927         }
3928         r_waterstate.renderingscene = false;
3929         r_refdef.view = originalview;
3930         R_ResetViewRendering3D();
3931         R_ClearScreen(r_refdef.fogenabled);
3932         R_View_Update();
3933         return;
3934 error:
3935         r_refdef.view = originalview;
3936         r_waterstate.renderingscene = false;
3937         Cvar_SetValueQuick(&r_water, 0);
3938         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
3939         return;
3940 }
3941
3942 void R_Bloom_StartFrame(void)
3943 {
3944         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3945
3946         // set bloomwidth and bloomheight to the bloom resolution that will be
3947         // used (often less than the screen resolution for faster rendering)
3948         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
3949         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
3950         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
3951         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
3952         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
3953
3954         // calculate desired texture sizes
3955         if (gl_support_arb_texture_non_power_of_two)
3956         {
3957                 screentexturewidth = r_refdef.view.width;
3958                 screentextureheight = r_refdef.view.height;
3959                 bloomtexturewidth = r_bloomstate.bloomwidth;
3960                 bloomtextureheight = r_bloomstate.bloomheight;
3961         }
3962         else
3963         {
3964                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
3965                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
3966                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
3967                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
3968         }
3969
3970         if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3971         {
3972                 Cvar_SetValueQuick(&r_hdr, 0);
3973                 Cvar_SetValueQuick(&r_bloom, 0);
3974                 Cvar_SetValueQuick(&r_motionblur, 0);
3975                 Cvar_SetValueQuick(&r_damageblur, 0);
3976         }
3977
3978         if (!(r_glsl.integer && (r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
3979                 screentexturewidth = screentextureheight = 0;
3980         if (!r_hdr.integer && !r_bloom.integer)
3981                 bloomtexturewidth = bloomtextureheight = 0;
3982
3983         // allocate textures as needed
3984         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3985         {
3986                 if (r_bloomstate.texture_screen)
3987                         R_FreeTexture(r_bloomstate.texture_screen);
3988                 r_bloomstate.texture_screen = NULL;
3989                 r_bloomstate.screentexturewidth = screentexturewidth;
3990                 r_bloomstate.screentextureheight = screentextureheight;
3991                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3992                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3993         }
3994         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3995         {
3996                 if (r_bloomstate.texture_bloom)
3997                         R_FreeTexture(r_bloomstate.texture_bloom);
3998                 r_bloomstate.texture_bloom = NULL;
3999                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
4000                 r_bloomstate.bloomtextureheight = bloomtextureheight;
4001                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
4002                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
4003         }
4004
4005         // when doing a reduced render (HDR) we want to use a smaller area
4006         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
4007         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
4008         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
4009         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
4010         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
4011
4012         // set up a texcoord array for the full resolution screen image
4013         // (we have to keep this around to copy back during final render)
4014         r_bloomstate.screentexcoord2f[0] = 0;
4015         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
4016         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
4017         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
4018         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
4019         r_bloomstate.screentexcoord2f[5] = 0;
4020         r_bloomstate.screentexcoord2f[6] = 0;
4021         r_bloomstate.screentexcoord2f[7] = 0;
4022
4023         // set up a texcoord array for the reduced resolution bloom image
4024         // (which will be additive blended over the screen image)
4025         r_bloomstate.bloomtexcoord2f[0] = 0;
4026         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4027         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
4028         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4029         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
4030         r_bloomstate.bloomtexcoord2f[5] = 0;
4031         r_bloomstate.bloomtexcoord2f[6] = 0;
4032         r_bloomstate.bloomtexcoord2f[7] = 0;
4033
4034         if (r_hdr.integer || r_bloom.integer)
4035         {
4036                 r_bloomstate.enabled = true;
4037                 r_bloomstate.hdr = r_hdr.integer != 0;
4038         }
4039
4040         R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
4041 }
4042
4043 void R_Bloom_CopyBloomTexture(float colorscale)
4044 {
4045         r_refdef.stats.bloom++;
4046
4047         // scale down screen texture to the bloom texture size
4048         CHECKGLERROR
4049         R_SetViewport(&r_bloomstate.viewport);
4050         GL_BlendFunc(GL_ONE, GL_ZERO);
4051         GL_Color(colorscale, colorscale, colorscale, 1);
4052         // TODO: optimize with multitexture or GLSL
4053         R_SetupGenericShader(true);
4054         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4055         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4056         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4057         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4058
4059         // we now have a bloom image in the framebuffer
4060         // copy it into the bloom image texture for later processing
4061         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4062         GL_ActiveTexture(0);
4063         CHECKGLERROR
4064         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4065         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4066 }
4067
4068 void R_Bloom_CopyHDRTexture(void)
4069 {
4070         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4071         GL_ActiveTexture(0);
4072         CHECKGLERROR
4073         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4074         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4075 }
4076
4077 void R_Bloom_MakeTexture(void)
4078 {
4079         int x, range, dir;
4080         float xoffset, yoffset, r, brighten;
4081
4082         r_refdef.stats.bloom++;
4083
4084         R_ResetViewRendering2D();
4085         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4086         R_Mesh_ColorPointer(NULL, 0, 0);
4087         R_SetupGenericShader(true);
4088
4089         // we have a bloom image in the framebuffer
4090         CHECKGLERROR
4091         R_SetViewport(&r_bloomstate.viewport);
4092
4093         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4094         {
4095                 x *= 2;
4096                 r = bound(0, r_bloom_colorexponent.value / x, 1);
4097                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4098                 GL_Color(r, r, r, 1);
4099                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4100                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4101                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4102                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4103
4104                 // copy the vertically blurred bloom view to a texture
4105                 GL_ActiveTexture(0);
4106                 CHECKGLERROR
4107                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4108                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4109         }
4110
4111         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4112         brighten = r_bloom_brighten.value;
4113         if (r_hdr.integer)
4114                 brighten *= r_hdr_range.value;
4115         brighten = sqrt(brighten);
4116         if(range >= 1)
4117                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
4118         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4119         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4120
4121         for (dir = 0;dir < 2;dir++)
4122         {
4123                 // blend on at multiple vertical offsets to achieve a vertical blur
4124                 // TODO: do offset blends using GLSL
4125                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
4126                 GL_BlendFunc(GL_ONE, GL_ZERO);
4127                 for (x = -range;x <= range;x++)
4128                 {
4129                         if (!dir){xoffset = 0;yoffset = x;}
4130                         else {xoffset = x;yoffset = 0;}
4131                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
4132                         yoffset /= (float)r_bloomstate.bloomtextureheight;
4133                         // compute a texcoord array with the specified x and y offset
4134                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4135                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4136                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4137                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4138                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4139                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4140                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4141                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4142                         // this r value looks like a 'dot' particle, fading sharply to
4143                         // black at the edges
4144                         // (probably not realistic but looks good enough)
4145                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4146                         //r = brighten/(range*2+1);
4147                         r = brighten / (range * 2 + 1);
4148                         if(range >= 1)
4149                                 r *= (1 - x*x/(float)(range*range));
4150                         GL_Color(r, r, r, 1);
4151                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4152                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4153                         GL_BlendFunc(GL_ONE, GL_ONE);
4154                 }
4155
4156                 // copy the vertically blurred bloom view to a texture
4157                 GL_ActiveTexture(0);
4158                 CHECKGLERROR
4159                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4160                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4161         }
4162
4163         // apply subtract last
4164         // (just like it would be in a GLSL shader)
4165         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
4166         {
4167                 GL_BlendFunc(GL_ONE, GL_ZERO);
4168                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4169                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4170                 GL_Color(1, 1, 1, 1);
4171                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4172                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4173
4174                 GL_BlendFunc(GL_ONE, GL_ONE);
4175                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4176                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4177                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4178                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4179                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4180                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4181                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4182
4183                 // copy the darkened bloom view to a texture
4184                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4185                 GL_ActiveTexture(0);
4186                 CHECKGLERROR
4187                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4188                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4189         }
4190 }
4191
4192 void R_HDR_RenderBloomTexture(void)
4193 {
4194         int oldwidth, oldheight;
4195         float oldcolorscale;
4196
4197         oldcolorscale = r_refdef.view.colorscale;
4198         oldwidth = r_refdef.view.width;
4199         oldheight = r_refdef.view.height;
4200         r_refdef.view.width = r_bloomstate.bloomwidth;
4201         r_refdef.view.height = r_bloomstate.bloomheight;
4202
4203         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
4204         // TODO: add exposure compensation features
4205         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4206
4207         r_refdef.view.showdebug = false;
4208         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4209
4210         R_ResetViewRendering3D();
4211
4212         R_ClearScreen(r_refdef.fogenabled);
4213         if (r_timereport_active)
4214                 R_TimeReport("HDRclear");
4215
4216         R_View_Update();
4217         if (r_timereport_active)
4218                 R_TimeReport("visibility");
4219
4220         // only do secondary renders with HDR if r_hdr is 2 or higher
4221         r_waterstate.numwaterplanes = 0;
4222         if (r_waterstate.enabled && r_hdr.integer >= 2)
4223                 R_RenderWaterPlanes();
4224
4225         r_refdef.view.showdebug = true;
4226         R_RenderScene();
4227         r_waterstate.numwaterplanes = 0;
4228
4229         R_ResetViewRendering2D();
4230
4231         R_Bloom_CopyHDRTexture();
4232         R_Bloom_MakeTexture();
4233
4234         // restore the view settings
4235         r_refdef.view.width = oldwidth;
4236         r_refdef.view.height = oldheight;
4237         r_refdef.view.colorscale = oldcolorscale;
4238
4239         R_ResetViewRendering3D();
4240
4241         R_ClearScreen(r_refdef.fogenabled);
4242         if (r_timereport_active)
4243                 R_TimeReport("viewclear");
4244 }
4245
4246 static void R_BlendView(void)
4247 {
4248         if (r_bloomstate.texture_screen)
4249         {
4250                 // make sure the buffer is available
4251                 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4252
4253                 R_ResetViewRendering2D();
4254                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4255                 R_Mesh_ColorPointer(NULL, 0, 0);
4256                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4257                 GL_ActiveTexture(0);CHECKGLERROR
4258
4259                 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4260                 {  
4261                         // declare variables
4262                         float speed;
4263                         static float avgspeed;
4264
4265                         speed = VectorLength(cl.movement_velocity);
4266
4267                         cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4268                         avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4269
4270                         speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4271                         speed = bound(0, speed, 1);
4272                         speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4273
4274                         // calculate values into a standard alpha
4275                         cl.motionbluralpha = 1 - exp(-
4276                                         (
4277                                          (r_motionblur.value * speed / 80)
4278                                          +
4279                                          (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4280                                         )
4281                                         /
4282                                         max(0.0001, cl.time - cl.oldtime) // fps independent
4283                                    );
4284
4285                         cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4286                         cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4287                         // apply the blur
4288                         if (cl.motionbluralpha > 0)
4289                         {
4290                                 R_SetupGenericShader(true);
4291                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4292                                 GL_Color(1, 1, 1, cl.motionbluralpha);
4293                                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4294                                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4295                                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4296                                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4297                         }
4298                 }
4299
4300                 // copy view into the screen texture
4301                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4302                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4303         }
4304
4305         if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
4306         {
4307                 unsigned int permutation =
4308                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4309                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4310                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4311                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4312                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4313
4314                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4315                 {
4316                         // render simple bloom effect
4317                         // copy the screen and shrink it and darken it for the bloom process
4318                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4319                         // make the bloom texture
4320                         R_Bloom_MakeTexture();
4321                 }
4322
4323                 R_ResetViewRendering2D();
4324                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4325                 R_Mesh_ColorPointer(NULL, 0, 0);
4326                 GL_Color(1, 1, 1, 1);
4327                 GL_BlendFunc(GL_ONE, GL_ZERO);
4328                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4329                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4330                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4331                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4332                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4333                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4334                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4335                 if (r_glsl_permutation->loc_TintColor >= 0)
4336                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4337                 if (r_glsl_permutation->loc_ClientTime >= 0)
4338                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4339                 if (r_glsl_permutation->loc_PixelSize >= 0)
4340                         qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4341                 if (r_glsl_permutation->loc_UserVec1 >= 0)
4342                 {
4343                         float a=0, b=0, c=0, d=0;
4344 #if _MSC_VER >= 1400
4345 #define sscanf sscanf_s
4346 #endif
4347                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4348                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4349                 }
4350                 if (r_glsl_permutation->loc_UserVec2 >= 0)
4351                 {
4352                         float a=0, b=0, c=0, d=0;
4353                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4354                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4355                 }
4356                 if (r_glsl_permutation->loc_UserVec3 >= 0)
4357                 {
4358                         float a=0, b=0, c=0, d=0;
4359                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4360                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4361                 }
4362                 if (r_glsl_permutation->loc_UserVec4 >= 0)
4363                 {
4364                         float a=0, b=0, c=0, d=0;
4365                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4366                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4367                 }
4368                 if (r_glsl_permutation->loc_Saturation >= 0)
4369                         qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4370                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4371                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4372                 return;
4373         }
4374
4375
4376
4377         if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
4378         {
4379                 // render high dynamic range bloom effect
4380                 // the bloom texture was made earlier this render, so we just need to
4381                 // blend it onto the screen...
4382                 R_ResetViewRendering2D();
4383                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4384                 R_Mesh_ColorPointer(NULL, 0, 0);
4385                 R_SetupGenericShader(true);
4386                 GL_Color(1, 1, 1, 1);
4387                 GL_BlendFunc(GL_ONE, GL_ONE);
4388                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4389                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4390                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4391                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4392         }
4393         else if (r_bloomstate.texture_bloom)
4394         {
4395                 // render simple bloom effect
4396                 // copy the screen and shrink it and darken it for the bloom process
4397                 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4398                 // make the bloom texture
4399                 R_Bloom_MakeTexture();
4400                 // put the original screen image back in place and blend the bloom
4401                 // texture on it
4402                 R_ResetViewRendering2D();
4403                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4404                 R_Mesh_ColorPointer(NULL, 0, 0);
4405                 GL_Color(1, 1, 1, 1);
4406                 GL_BlendFunc(GL_ONE, GL_ZERO);
4407                 // do both in one pass if possible
4408                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4409                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4410                 if (r_textureunits.integer >= 2 && gl_combine.integer)
4411                 {
4412                         R_SetupGenericTwoTextureShader(GL_ADD);
4413                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
4414                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
4415                 }
4416                 else
4417                 {
4418                         R_SetupGenericShader(true);
4419                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4420                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4421                         // now blend on the bloom texture
4422                         GL_BlendFunc(GL_ONE, GL_ONE);
4423                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4424                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4425                 }
4426                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4427                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4428         }
4429         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4430         {
4431                 // apply a color tint to the whole view
4432                 R_ResetViewRendering2D();
4433                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4434                 R_Mesh_ColorPointer(NULL, 0, 0);
4435                 R_SetupGenericShader(false);
4436                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4437                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4438                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4439         }
4440 }
4441
4442 matrix4x4_t r_waterscrollmatrix;
4443
4444 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4445 {
4446         if (r_refdef.fog_density)
4447         {
4448                 r_refdef.fogcolor[0] = r_refdef.fog_red;
4449                 r_refdef.fogcolor[1] = r_refdef.fog_green;
4450                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4451
4452                 {
4453                         vec3_t fogvec;
4454                         VectorCopy(r_refdef.fogcolor, fogvec);
4455                         //   color.rgb *= ContrastBoost * SceneBrightness;
4456                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4457                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4458                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4459                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4460                 }
4461         }
4462 }
4463
4464 void R_UpdateVariables(void)
4465 {
4466         R_Textures_Frame();
4467
4468         r_refdef.scene.ambient = r_ambient.value;
4469
4470         r_refdef.farclip = 4096;
4471         if (r_refdef.scene.worldmodel)
4472                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
4473         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4474
4475         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4476                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4477         r_refdef.polygonfactor = 0;
4478         r_refdef.polygonoffset = 0;
4479         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4480         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4481
4482         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4483         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4484         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4485         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4486         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4487         if (r_showsurfaces.integer)
4488         {
4489                 r_refdef.scene.rtworld = false;
4490                 r_refdef.scene.rtworldshadows = false;
4491                 r_refdef.scene.rtdlight = false;
4492                 r_refdef.scene.rtdlightshadows = false;
4493                 r_refdef.lightmapintensity = 0;
4494         }
4495
4496         if (gamemode == GAME_NEHAHRA)
4497         {
4498                 if (gl_fogenable.integer)
4499                 {
4500                         r_refdef.oldgl_fogenable = true;
4501                         r_refdef.fog_density = gl_fogdensity.value;
4502                         r_refdef.fog_red = gl_fogred.value;
4503                         r_refdef.fog_green = gl_foggreen.value;
4504                         r_refdef.fog_blue = gl_fogblue.value;
4505                         r_refdef.fog_alpha = 1;
4506                         r_refdef.fog_start = 0;
4507                         r_refdef.fog_end = gl_skyclip.value;
4508                 }
4509                 else if (r_refdef.oldgl_fogenable)
4510                 {
4511                         r_refdef.oldgl_fogenable = false;
4512                         r_refdef.fog_density = 0;
4513                         r_refdef.fog_red = 0;
4514                         r_refdef.fog_green = 0;
4515                         r_refdef.fog_blue = 0;
4516                         r_refdef.fog_alpha = 0;
4517                         r_refdef.fog_start = 0;
4518                         r_refdef.fog_end = 0;
4519                 }
4520         }
4521
4522         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4523         r_refdef.fog_start = max(0, r_refdef.fog_start);
4524         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4525
4526         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4527
4528         if (r_refdef.fog_density && r_drawfog.integer)
4529         {
4530                 r_refdef.fogenabled = true;
4531                 // this is the point where the fog reaches 0.9986 alpha, which we
4532                 // consider a good enough cutoff point for the texture
4533                 // (0.9986 * 256 == 255.6)
4534                 if (r_fog_exp2.integer)
4535                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4536                 else
4537                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4538                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4539                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4540                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4541                 // fog color was already set
4542                 // update the fog texture
4543                 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
4544                         R_BuildFogTexture();
4545         }
4546         else
4547                 r_refdef.fogenabled = false;
4548
4549         if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4550         {
4551                 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4552                 {
4553                         // build GLSL gamma texture
4554 #define RAMPWIDTH 256
4555                         unsigned short ramp[RAMPWIDTH * 3];
4556                         unsigned char rampbgr[RAMPWIDTH][4];
4557                         int i;
4558
4559                         r_texture_gammaramps_serial = vid_gammatables_serial;
4560
4561                         VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4562                         for(i = 0; i < RAMPWIDTH; ++i)
4563                         {
4564                                 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4565                                 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4566                                 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4567                                 rampbgr[i][3] = 0;
4568                         }
4569                         if (r_texture_gammaramps)
4570                         {
4571                                 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4572                         }
4573                         else
4574                         {
4575                                 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
4576                         }
4577                 }
4578         }
4579         else
4580         {
4581                 // remove GLSL gamma texture
4582         }
4583 }
4584
4585 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4586 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4587 /*
4588 ================
4589 R_SelectScene
4590 ================
4591 */
4592 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4593         if( scenetype != r_currentscenetype ) {
4594                 // store the old scenetype
4595                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4596                 r_currentscenetype = scenetype;
4597                 // move in the new scene
4598                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4599         }
4600 }
4601
4602 /*
4603 ================
4604 R_GetScenePointer
4605 ================
4606 */
4607 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4608 {
4609         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4610         if( scenetype == r_currentscenetype ) {
4611                 return &r_refdef.scene;
4612         } else {
4613                 return &r_scenes_store[ scenetype ];
4614         }
4615 }
4616
4617 /*
4618 ================
4619 R_RenderView
4620 ================
4621 */
4622 void R_RenderView(void)
4623 {
4624         if (r_timereport_active)
4625                 R_TimeReport("start");
4626         r_frame++; // used only by R_GetCurrentTexture
4627         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4628
4629         R_AnimCache_NewFrame();
4630
4631         if (r_refdef.view.isoverlay)
4632         {
4633                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4634                 GL_Clear( GL_DEPTH_BUFFER_BIT );
4635                 R_TimeReport("depthclear");
4636
4637                 r_refdef.view.showdebug = false;
4638
4639                 r_waterstate.enabled = false;
4640                 r_waterstate.numwaterplanes = 0;
4641
4642                 R_RenderScene();
4643
4644                 CHECKGLERROR
4645                 return;
4646         }
4647
4648         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
4649                 return; //Host_Error ("R_RenderView: NULL worldmodel");
4650
4651         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4652
4653         // break apart the view matrix into vectors for various purposes
4654         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4655         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4656         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4657         VectorNegate(r_refdef.view.left, r_refdef.view.right);
4658         // make an inverted copy of the view matrix for tracking sprites
4659         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4660
4661         R_Shadow_UpdateWorldLightSelection();
4662
4663         R_Bloom_StartFrame();
4664         R_Water_StartFrame();
4665
4666         CHECKGLERROR
4667         if (r_timereport_active)
4668                 R_TimeReport("viewsetup");
4669
4670         R_ResetViewRendering3D();
4671
4672         if (r_refdef.view.clear || r_refdef.fogenabled)
4673         {
4674                 R_ClearScreen(r_refdef.fogenabled);
4675                 if (r_timereport_active)
4676                         R_TimeReport("viewclear");
4677         }
4678         r_refdef.view.clear = true;
4679
4680         // this produces a bloom texture to be used in R_BlendView() later
4681         if (r_hdr.integer)
4682                 R_HDR_RenderBloomTexture();
4683
4684         r_refdef.view.showdebug = true;
4685
4686         R_View_Update();
4687         if (r_timereport_active)
4688                 R_TimeReport("visibility");
4689
4690         r_waterstate.numwaterplanes = 0;
4691         if (r_waterstate.enabled)
4692                 R_RenderWaterPlanes();
4693
4694         R_RenderScene();
4695         r_waterstate.numwaterplanes = 0;
4696
4697         R_BlendView();
4698         if (r_timereport_active)
4699                 R_TimeReport("blendview");
4700
4701         GL_Scissor(0, 0, vid.width, vid.height);
4702         GL_ScissorTest(false);
4703         CHECKGLERROR
4704 }
4705
4706 void R_RenderWaterPlanes(void)
4707 {
4708         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4709         {
4710                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4711                 if (r_timereport_active)
4712                         R_TimeReport("waterworld");
4713         }
4714
4715         // don't let sound skip if going slow
4716         if (r_refdef.scene.extraupdate)
4717                 S_ExtraUpdate ();
4718
4719         R_DrawModelsAddWaterPlanes();
4720         if (r_timereport_active)
4721                 R_TimeReport("watermodels");
4722
4723         if (r_waterstate.numwaterplanes)
4724         {
4725                 R_Water_ProcessPlanes();
4726                 if (r_timereport_active)
4727                         R_TimeReport("waterscenes");
4728         }
4729 }
4730
4731 extern void R_DrawLightningBeams (void);
4732 extern void VM_CL_AddPolygonsToMeshQueue (void);
4733 extern void R_DrawPortals (void);
4734 extern cvar_t cl_locs_show;
4735 static void R_DrawLocs(void);
4736 static void R_DrawEntityBBoxes(void);
4737 void R_RenderScene(void)
4738 {
4739         r_refdef.stats.renders++;
4740
4741         R_UpdateFogColor();
4742
4743         // don't let sound skip if going slow
4744         if (r_refdef.scene.extraupdate)
4745                 S_ExtraUpdate ();
4746
4747         R_MeshQueue_BeginScene();
4748
4749         R_SkyStartFrame();
4750
4751         Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
4752
4753         if (cl.csqc_vidvars.drawworld)
4754         {
4755                 // don't let sound skip if going slow
4756                 if (r_refdef.scene.extraupdate)
4757                         S_ExtraUpdate ();
4758
4759                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
4760                 {
4761                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
4762                         if (r_timereport_active)
4763                                 R_TimeReport("worldsky");
4764                 }
4765
4766                 if (R_DrawBrushModelsSky() && r_timereport_active)
4767                         R_TimeReport("bmodelsky");
4768         }
4769
4770         R_AnimCache_CacheVisibleEntities();
4771
4772         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4773         {
4774                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4775                 if (r_timereport_active)
4776                         R_TimeReport("worlddepth");
4777         }
4778         if (r_depthfirst.integer >= 2)
4779         {
4780                 R_DrawModelsDepth();
4781                 if (r_timereport_active)
4782                         R_TimeReport("modeldepth");
4783         }
4784
4785         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4786         {
4787                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4788                 if (r_timereport_active)
4789                         R_TimeReport("world");
4790         }
4791
4792         // don't let sound skip if going slow
4793         if (r_refdef.scene.extraupdate)
4794                 S_ExtraUpdate ();
4795
4796         R_DrawModels();
4797         if (r_timereport_active)
4798                 R_TimeReport("models");
4799
4800         // don't let sound skip if going slow
4801         if (r_refdef.scene.extraupdate)
4802                 S_ExtraUpdate ();
4803
4804         if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4805         {
4806                 R_DrawModelShadows();
4807                 R_ResetViewRendering3D();
4808                 // don't let sound skip if going slow
4809                 if (r_refdef.scene.extraupdate)
4810                         S_ExtraUpdate ();
4811         }
4812
4813         R_ShadowVolumeLighting(false);
4814         if (r_timereport_active)
4815                 R_TimeReport("rtlights");
4816
4817         // don't let sound skip if going slow
4818         if (r_refdef.scene.extraupdate)
4819                 S_ExtraUpdate ();
4820
4821         if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4822         {
4823                 R_DrawModelShadows();
4824                 R_ResetViewRendering3D();
4825                 // don't let sound skip if going slow
4826                 if (r_refdef.scene.extraupdate)
4827                         S_ExtraUpdate ();
4828         }
4829
4830         if (cl.csqc_vidvars.drawworld)
4831         {
4832                 R_DrawLightningBeams();
4833                 if (r_timereport_active)
4834                         R_TimeReport("lightning");
4835
4836                 R_DrawDecals();
4837                 if (r_timereport_active)
4838                         R_TimeReport("decals");
4839
4840                 R_DrawParticles();
4841                 if (r_timereport_active)
4842                         R_TimeReport("particles");
4843
4844                 R_DrawExplosions();
4845                 if (r_timereport_active)
4846                         R_TimeReport("explosions");
4847         }
4848
4849         R_SetupGenericShader(true);
4850         VM_CL_AddPolygonsToMeshQueue();
4851
4852         if (r_refdef.view.showdebug)
4853         {
4854                 if (cl_locs_show.integer)
4855                 {
4856                         R_DrawLocs();
4857                         if (r_timereport_active)
4858                                 R_TimeReport("showlocs");
4859                 }
4860
4861                 if (r_drawportals.integer)
4862                 {
4863                         R_DrawPortals();
4864                         if (r_timereport_active)
4865                                 R_TimeReport("portals");
4866                 }
4867
4868                 if (r_showbboxes.value > 0)
4869                 {
4870                         R_DrawEntityBBoxes();
4871                         if (r_timereport_active)
4872                                 R_TimeReport("bboxes");
4873                 }
4874         }
4875
4876         R_SetupGenericShader(true);
4877         R_MeshQueue_RenderTransparent();
4878         if (r_timereport_active)
4879                 R_TimeReport("drawtrans");
4880
4881         R_SetupGenericShader(true);
4882
4883         if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0))
4884         {
4885                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4886                 if (r_timereport_active)
4887                         R_TimeReport("worlddebug");
4888                 R_DrawModelsDebug();
4889                 if (r_timereport_active)
4890                         R_TimeReport("modeldebug");
4891         }
4892
4893         R_SetupGenericShader(true);
4894
4895         if (cl.csqc_vidvars.drawworld)
4896         {
4897                 R_DrawCoronas();
4898                 if (r_timereport_active)
4899                         R_TimeReport("coronas");
4900         }
4901
4902         // don't let sound skip if going slow
4903         if (r_refdef.scene.extraupdate)
4904                 S_ExtraUpdate ();
4905
4906         R_ResetViewRendering2D();
4907 }
4908
4909 static const unsigned short bboxelements[36] =
4910 {
4911         5, 1, 3, 5, 3, 7,
4912         6, 2, 0, 6, 0, 4,
4913         7, 3, 2, 7, 2, 6,
4914         4, 0, 1, 4, 1, 5,
4915         4, 5, 7, 4, 7, 6,
4916         1, 0, 2, 1, 2, 3,
4917 };
4918
4919 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4920 {
4921         int i;
4922         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4923         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4924         GL_DepthMask(false);
4925         GL_DepthRange(0, 1);
4926         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4927         R_Mesh_Matrix(&identitymatrix);
4928         R_Mesh_ResetTextureState();
4929
4930         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4931         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4932         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4933         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4934         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4935         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4936         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4937         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4938         R_FillColors(color4f, 8, cr, cg, cb, ca);
4939         if (r_refdef.fogenabled)
4940         {
4941                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4942                 {
4943                         f1 = FogPoint_World(v);
4944                         f2 = 1 - f1;
4945                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4946                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4947                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4948                 }
4949         }
4950         R_Mesh_VertexPointer(vertex3f, 0, 0);
4951         R_Mesh_ColorPointer(color4f, 0, 0);
4952         R_Mesh_ResetTextureState();
4953         R_SetupGenericShader(false);
4954         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4955 }
4956
4957 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4958 {
4959         int i;
4960         float color[4];
4961         prvm_edict_t *edict;
4962         prvm_prog_t *prog_save = prog;
4963
4964         // this function draws bounding boxes of server entities
4965         if (!sv.active)
4966                 return;
4967
4968         GL_CullFace(GL_NONE);
4969         R_SetupGenericShader(false);
4970
4971         prog = 0;
4972         SV_VM_Begin();
4973         for (i = 0;i < numsurfaces;i++)
4974         {
4975                 edict = PRVM_EDICT_NUM(surfacelist[i]);
4976                 switch ((int)edict->fields.server->solid)
4977                 {
4978                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
4979                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
4980                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
4981                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4982                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
4983                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
4984                 }
4985                 color[3] *= r_showbboxes.value;
4986                 color[3] = bound(0, color[3], 1);
4987                 GL_DepthTest(!r_showdisabledepthtest.integer);
4988                 GL_CullFace(r_refdef.view.cullface_front);
4989                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4990         }
4991         SV_VM_End();
4992         prog = prog_save;
4993 }
4994
4995 static void R_DrawEntityBBoxes(void)
4996 {
4997         int i;
4998         prvm_edict_t *edict;
4999         vec3_t center;
5000         prvm_prog_t *prog_save = prog;
5001
5002         // this function draws bounding boxes of server entities
5003         if (!sv.active)
5004                 return;
5005
5006         prog = 0;
5007         SV_VM_Begin();
5008         for (i = 0;i < prog->num_edicts;i++)
5009         {
5010                 edict = PRVM_EDICT_NUM(i);
5011                 if (edict->priv.server->free)
5012                         continue;
5013                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
5014                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
5015                         continue;
5016                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
5017                         continue;
5018                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
5019                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
5020         }
5021         SV_VM_End();
5022         prog = prog_save;
5023 }
5024
5025 unsigned short nomodelelements[24] =
5026 {
5027         5, 2, 0,
5028         5, 1, 2,
5029         5, 0, 3,
5030         5, 3, 1,
5031         0, 2, 4,
5032         2, 1, 4,
5033         3, 0, 4,
5034         1, 3, 4
5035 };
5036
5037 float nomodelvertex3f[6*3] =
5038 {
5039         -16,   0,   0,
5040          16,   0,   0,
5041           0, -16,   0,
5042           0,  16,   0,
5043           0,   0, -16,
5044           0,   0,  16
5045 };
5046
5047 float nomodelcolor4f[6*4] =
5048 {
5049         0.0f, 0.0f, 0.5f, 1.0f,
5050         0.0f, 0.0f, 0.5f, 1.0f,
5051         0.0f, 0.5f, 0.0f, 1.0f,
5052         0.0f, 0.5f, 0.0f, 1.0f,
5053         0.5f, 0.0f, 0.0f, 1.0f,
5054         0.5f, 0.0f, 0.0f, 1.0f
5055 };
5056
5057 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5058 {
5059         int i;
5060         float f1, f2, *c;
5061         float color4f[6*4];
5062         // this is only called once per entity so numsurfaces is always 1, and
5063         // surfacelist is always {0}, so this code does not handle batches
5064         R_Mesh_Matrix(&ent->matrix);
5065
5066         if (ent->flags & EF_ADDITIVE)
5067         {
5068                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5069                 GL_DepthMask(false);
5070         }
5071         else if (ent->alpha < 1)
5072         {
5073                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5074                 GL_DepthMask(false);
5075         }
5076         else
5077         {
5078                 GL_BlendFunc(GL_ONE, GL_ZERO);
5079                 GL_DepthMask(true);
5080         }
5081         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5082         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5083         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
5084         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5085         R_SetupGenericShader(false);
5086         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
5087         if (r_refdef.fogenabled)
5088         {
5089                 vec3_t org;
5090                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5091                 R_Mesh_ColorPointer(color4f, 0, 0);
5092                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5093                 f1 = FogPoint_World(org);
5094                 f2 = 1 - f1;
5095                 for (i = 0, c = color4f;i < 6;i++, c += 4)
5096                 {
5097                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5098                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5099                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5100                         c[3] *= ent->alpha;
5101                 }
5102         }
5103         else if (ent->alpha != 1)
5104         {
5105                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5106                 R_Mesh_ColorPointer(color4f, 0, 0);
5107                 for (i = 0, c = color4f;i < 6;i++, c += 4)
5108                         c[3] *= ent->alpha;
5109         }
5110         else
5111                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
5112         R_Mesh_ResetTextureState();
5113         R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
5114 }
5115
5116 void R_DrawNoModel(entity_render_t *ent)
5117 {
5118         vec3_t org;
5119         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5120         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
5121                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5122         //else
5123         //      R_DrawNoModelCallback(ent, 0);
5124 }
5125
5126 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5127 {
5128         vec3_t right1, right2, diff, normal;
5129
5130         VectorSubtract (org2, org1, normal);
5131
5132         // calculate 'right' vector for start
5133         VectorSubtract (r_refdef.view.origin, org1, diff);
5134         CrossProduct (normal, diff, right1);
5135         VectorNormalize (right1);
5136
5137         // calculate 'right' vector for end
5138         VectorSubtract (r_refdef.view.origin, org2, diff);
5139         CrossProduct (normal, diff, right2);
5140         VectorNormalize (right2);
5141
5142         vert[ 0] = org1[0] + width * right1[0];
5143         vert[ 1] = org1[1] + width * right1[1];
5144         vert[ 2] = org1[2] + width * right1[2];
5145         vert[ 3] = org1[0] - width * right1[0];
5146         vert[ 4] = org1[1] - width * right1[1];
5147         vert[ 5] = org1[2] - width * right1[2];
5148         vert[ 6] = org2[0] - width * right2[0];
5149         vert[ 7] = org2[1] - width * right2[1];
5150         vert[ 8] = org2[2] - width * right2[2];
5151         vert[ 9] = org2[0] + width * right2[0];
5152         vert[10] = org2[1] + width * right2[1];
5153         vert[11] = org2[2] + width * right2[2];
5154 }
5155
5156 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5157
5158 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)
5159 {
5160         // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
5161         float fog = 1.0f;
5162         float vertex3f[12];
5163
5164         if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
5165                 fog = FogPoint_World(origin);
5166
5167         R_Mesh_Matrix(&identitymatrix);
5168         GL_BlendFunc(blendfunc1, blendfunc2);
5169
5170         GL_CullFace(GL_NONE);
5171
5172         GL_DepthMask(false);
5173         GL_DepthRange(0, depthshort ? 0.0625 : 1);
5174         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5175         GL_DepthTest(!depthdisable);
5176
5177         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5178         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5179         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5180         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5181         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5182         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5183         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5184         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5185         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5186         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5187         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5188         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5189
5190         R_Mesh_VertexPointer(vertex3f, 0, 0);
5191         R_Mesh_ColorPointer(NULL, 0, 0);
5192         R_Mesh_ResetTextureState();
5193         R_SetupGenericShader(true);
5194         R_Mesh_TexBind(0, R_GetTexture(texture));
5195         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
5196         // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
5197         GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
5198         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5199
5200         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
5201         {
5202                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
5203                 GL_BlendFunc(blendfunc1, GL_ONE);
5204                 fog = 1 - fog;
5205                 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
5206                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5207         }
5208 }
5209
5210 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5211 {
5212         int i;
5213         float *vertex3f;
5214         float v[3];
5215         VectorSet(v, x, y, z);
5216         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5217                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5218                         break;
5219         if (i == mesh->numvertices)
5220         {
5221                 if (mesh->numvertices < mesh->maxvertices)
5222                 {
5223                         VectorCopy(v, vertex3f);
5224                         mesh->numvertices++;
5225                 }
5226                 return mesh->numvertices;
5227         }
5228         else
5229                 return i;
5230 }
5231
5232 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5233 {
5234         int i;
5235         int *e, element[3];
5236         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5237         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5238         e = mesh->element3i + mesh->numtriangles * 3;
5239         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5240         {
5241                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5242                 if (mesh->numtriangles < mesh->maxtriangles)
5243                 {
5244                         *e++ = element[0];
5245                         *e++ = element[1];
5246                         *e++ = element[2];
5247                         mesh->numtriangles++;
5248                 }
5249                 element[1] = element[2];
5250         }
5251 }
5252
5253 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5254 {
5255         int i;
5256         int *e, element[3];
5257         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5258         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5259         e = mesh->element3i + mesh->numtriangles * 3;
5260         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5261         {
5262                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5263                 if (mesh->numtriangles < mesh->maxtriangles)
5264                 {
5265                         *e++ = element[0];
5266                         *e++ = element[1];
5267                         *e++ = element[2];
5268                         mesh->numtriangles++;
5269                 }
5270                 element[1] = element[2];
5271         }
5272 }
5273
5274 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5275 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5276 {
5277         int planenum, planenum2;
5278         int w;
5279         int tempnumpoints;
5280         mplane_t *plane, *plane2;
5281         double maxdist;
5282         double temppoints[2][256*3];
5283         // figure out how large a bounding box we need to properly compute this brush
5284         maxdist = 0;
5285         for (w = 0;w < numplanes;w++)
5286                 maxdist = max(maxdist, planes[w].dist);
5287         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5288         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5289         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5290         {
5291                 w = 0;
5292                 tempnumpoints = 4;
5293                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5294                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5295                 {
5296                         if (planenum2 == planenum)
5297                                 continue;
5298                         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);
5299                         w = !w;
5300                 }
5301                 if (tempnumpoints < 3)
5302                         continue;
5303                 // generate elements forming a triangle fan for this polygon
5304                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5305         }
5306 }
5307
5308 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)
5309 {
5310         texturelayer_t *layer;
5311         layer = t->currentlayers + t->currentnumlayers++;
5312         layer->type = type;
5313         layer->depthmask = depthmask;
5314         layer->blendfunc1 = blendfunc1;
5315         layer->blendfunc2 = blendfunc2;
5316         layer->texture = texture;
5317         layer->texmatrix = *matrix;
5318         layer->color[0] = r * r_refdef.view.colorscale;
5319         layer->color[1] = g * r_refdef.view.colorscale;
5320         layer->color[2] = b * r_refdef.view.colorscale;
5321         layer->color[3] = a;
5322 }
5323
5324 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5325 {
5326         double index, f;
5327         index = parms[2] + r_refdef.scene.time * parms[3];
5328         index -= floor(index);
5329         switch (func)
5330         {
5331         default:
5332         case Q3WAVEFUNC_NONE:
5333         case Q3WAVEFUNC_NOISE:
5334         case Q3WAVEFUNC_COUNT:
5335                 f = 0;
5336                 break;
5337         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5338         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5339         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5340         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5341         case Q3WAVEFUNC_TRIANGLE:
5342                 index *= 4;
5343                 f = index - floor(index);
5344                 if (index < 1)
5345                         f = f;
5346                 else if (index < 2)
5347                         f = 1 - f;
5348                 else if (index < 3)
5349                         f = -f;
5350                 else
5351                         f = -(1 - f);
5352                 break;
5353         }
5354         return (float)(parms[0] + parms[1] * f);
5355 }
5356
5357 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5358 {
5359         int w, h, idx;
5360         float f;
5361         float tcmat[12];
5362         matrix4x4_t matrix, temp;
5363         switch(tcmod->tcmod)
5364         {
5365                 case Q3TCMOD_COUNT:
5366                 case Q3TCMOD_NONE:
5367                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5368                                 matrix = r_waterscrollmatrix;
5369                         else
5370                                 matrix = identitymatrix;
5371                         break;
5372                 case Q3TCMOD_ENTITYTRANSLATE:
5373                         // this is used in Q3 to allow the gamecode to control texcoord
5374                         // scrolling on the entity, which is not supported in darkplaces yet.
5375                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5376                         break;
5377                 case Q3TCMOD_ROTATE:
5378                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5379                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5380                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5381                         break;
5382                 case Q3TCMOD_SCALE:
5383                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5384                         break;
5385                 case Q3TCMOD_SCROLL:
5386                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5387                         break;
5388                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5389                         w = (int) tcmod->parms[0];
5390                         h = (int) tcmod->parms[1];
5391                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5392                         f = f - floor(f);
5393                         idx = (int) floor(f * w * h);
5394                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5395                         break;
5396                 case Q3TCMOD_STRETCH:
5397                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5398                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5399                         break;
5400                 case Q3TCMOD_TRANSFORM:
5401                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
5402                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
5403                         VectorSet(tcmat +  6, 0                   , 0                , 1);
5404                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
5405                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5406                         break;
5407                 case Q3TCMOD_TURBULENT:
5408                         // this is handled in the RSurf_PrepareVertices function
5409                         matrix = identitymatrix;
5410                         break;
5411         }
5412         temp = *texmatrix;
5413         Matrix4x4_Concat(texmatrix, &matrix, &temp);
5414 }
5415
5416 texture_t *R_GetCurrentTexture(texture_t *t)
5417 {
5418         int i;
5419         const entity_render_t *ent = rsurface.entity;
5420         dp_model_t *model = ent->model;
5421         q3shaderinfo_layer_tcmod_t *tcmod;
5422
5423         if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5424                 return t->currentframe;
5425         t->update_lastrenderframe = r_frame;
5426         t->update_lastrenderentity = (void *)ent;
5427
5428         // switch to an alternate material if this is a q1bsp animated material
5429         {
5430                 texture_t *texture = t;
5431                 int s = ent->skinnum;
5432                 if ((unsigned int)s >= (unsigned int)model->numskins)
5433                         s = 0;
5434                 if (model->skinscenes)
5435                 {
5436                         if (model->skinscenes[s].framecount > 1)
5437                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5438                         else
5439                                 s = model->skinscenes[s].firstframe;
5440                 }
5441                 if (s > 0)
5442                         t = t + s * model->num_surfaces;
5443                 if (t->animated)
5444                 {
5445                         // use an alternate animation if the entity's frame is not 0,
5446                         // and only if the texture has an alternate animation
5447                         if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
5448                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5449                         else
5450                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5451                 }
5452                 texture->currentframe = t;
5453         }
5454
5455         // update currentskinframe to be a qw skin or animation frame
5456         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
5457         {
5458                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
5459                 {
5460                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
5461                         if (developer_loading.integer)
5462                                 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
5463                         r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
5464                 }
5465                 t->currentskinframe = r_qwskincache_skinframe[i];
5466                 if (t->currentskinframe == NULL)
5467                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5468         }
5469         else if (t->numskinframes >= 2)
5470                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5471         if (t->backgroundnumskinframes >= 2)
5472                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
5473
5474         t->currentmaterialflags = t->basematerialflags;
5475         t->currentalpha = ent->alpha;
5476         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5477                 t->currentalpha *= r_wateralpha.value;
5478         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5479                 t->currentalpha *= t->r_water_wateralpha;
5480         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5481                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5482         if (!(ent->flags & RENDER_LIGHT))
5483                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5484         else if (rsurface.modeltexcoordlightmap2f == NULL)
5485         {
5486                 // pick a model lighting mode
5487                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
5488                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5489                 else
5490                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5491         }
5492         if (ent->effects & EF_ADDITIVE)
5493                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5494         else if (t->currentalpha < 1)
5495                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5496         if (ent->effects & EF_DOUBLESIDED)
5497                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5498         if (ent->effects & EF_NODEPTHTEST)
5499                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5500         if (ent->flags & RENDER_VIEWMODEL)
5501                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5502         if (t->backgroundnumskinframes)
5503                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5504         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5505         {
5506                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5507                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5508         }
5509         else
5510                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5511
5512         // there is no tcmod
5513         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5514         {
5515                 t->currenttexmatrix = r_waterscrollmatrix;
5516                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5517         }
5518         else
5519         {
5520                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5521                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5522         }
5523
5524         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5525                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5526         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5527                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5528
5529         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
5530         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5531         t->glosstexture = r_texture_black;
5532         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5533         t->backgroundglosstexture = r_texture_black;
5534         t->specularpower = r_shadow_glossexponent.value;
5535         // TODO: store reference values for these in the texture?
5536         t->specularscale = 0;
5537         if (r_shadow_gloss.integer > 0)
5538         {
5539                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5540                 {
5541                         if (r_shadow_glossintensity.value > 0)
5542                         {
5543                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5544                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5545                                 t->specularscale = r_shadow_glossintensity.value;
5546                         }
5547                 }
5548                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5549                 {
5550                         t->glosstexture = r_texture_white;
5551                         t->backgroundglosstexture = r_texture_white;
5552                         t->specularscale = r_shadow_gloss2intensity.value;
5553                         t->specularpower = r_shadow_gloss2exponent.value;
5554                 }
5555         }
5556         t->specularscale *= t->specularscalemod;
5557         t->specularpower *= t->specularpowermod;
5558
5559         // lightmaps mode looks bad with dlights using actual texturing, so turn
5560         // off the colormap and glossmap, but leave the normalmap on as it still
5561         // accurately represents the shading involved
5562         if (gl_lightmaps.integer)
5563         {
5564                 t->basetexture = r_texture_grey128;
5565                 t->backgroundbasetexture = NULL;
5566                 t->specularscale = 0;
5567                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5568         }
5569
5570         Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
5571         VectorClear(t->dlightcolor);
5572         t->currentnumlayers = 0;
5573         if (t->currentmaterialflags & MATERIALFLAG_WALL)
5574         {
5575                 int layerflags = 0;
5576                 int blendfunc1, blendfunc2;
5577                 qboolean depthmask;
5578                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5579                 {
5580                         blendfunc1 = GL_SRC_ALPHA;
5581                         blendfunc2 = GL_ONE;
5582                 }
5583                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5584                 {
5585                         blendfunc1 = GL_SRC_ALPHA;
5586                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5587                 }
5588                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5589                 {
5590                         blendfunc1 = t->customblendfunc[0];
5591                         blendfunc2 = t->customblendfunc[1];
5592                 }
5593                 else
5594                 {
5595                         blendfunc1 = GL_ONE;
5596                         blendfunc2 = GL_ZERO;
5597                 }
5598                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5599                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5600                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5601                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5602                 {
5603                         // fullbright is not affected by r_refdef.lightmapintensity
5604                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
5605                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5606                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5607                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5608                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5609                 }
5610                 else
5611                 {
5612                         vec3_t ambientcolor;
5613                         float colorscale;
5614                         // set the color tint used for lights affecting this surface
5615                         VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
5616                         colorscale = 2;
5617                         // q3bsp has no lightmap updates, so the lightstylevalue that
5618                         // would normally be baked into the lightmap must be
5619                         // applied to the color
5620                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5621                         if (ent->model->type == mod_brushq3)
5622                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5623                         colorscale *= r_refdef.lightmapintensity;
5624                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5625                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5626                         // basic lit geometry
5627                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
5628                         // add pants/shirt if needed
5629                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5630                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
5631                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5632                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5633                         // now add ambient passes if needed
5634                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5635                         {
5636                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
5637                                 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5638                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5639                                 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5640                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5641                         }
5642                 }
5643                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5644                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
5645                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5646                 {
5647                         // if this is opaque use alpha blend which will darken the earlier
5648                         // passes cheaply.
5649                         //
5650                         // if this is an alpha blended material, all the earlier passes
5651                         // were darkened by fog already, so we only need to add the fog
5652                         // color ontop through the fog mask texture
5653                         //
5654                         // if this is an additive blended material, all the earlier passes
5655                         // were darkened by fog already, and we should not add fog color
5656                         // (because the background was not darkened, there is no fog color
5657                         // that was lost behind it).
5658                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
5659                 }
5660         }
5661
5662         return t->currentframe;
5663 }
5664
5665 rsurfacestate_t rsurface;
5666
5667 void R_Mesh_ResizeArrays(int newvertices)
5668 {
5669         float *base;
5670         if (rsurface.array_size >= newvertices)
5671                 return;
5672         if (rsurface.array_modelvertex3f)
5673                 Mem_Free(rsurface.array_modelvertex3f);
5674         rsurface.array_size = (newvertices + 1023) & ~1023;
5675         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5676         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
5677         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
5678         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
5679         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
5680         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
5681         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5682         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5683         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
5684         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
5685         rsurface.array_color4f           = base + rsurface.array_size * 27;
5686         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5687 }
5688
5689 void RSurf_ActiveWorldEntity(void)
5690 {
5691         dp_model_t *model = r_refdef.scene.worldmodel;
5692         //if (rsurface.entity == r_refdef.scene.worldentity)
5693         //      return;
5694         rsurface.entity = r_refdef.scene.worldentity;
5695         if (rsurface.array_size < model->surfmesh.num_vertices)
5696                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5697         rsurface.matrix = identitymatrix;
5698         rsurface.inversematrix = identitymatrix;
5699         R_Mesh_Matrix(&identitymatrix);
5700         VectorCopy(r_refdef.view.origin, rsurface.modelorg);
5701         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
5702         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
5703         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
5704         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
5705         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
5706         VectorSet(rsurface.glowmod, 1, 1, 1);
5707         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
5708         rsurface.frameblend[0].lerp = 1;
5709         rsurface.basepolygonfactor = r_refdef.polygonfactor;
5710         rsurface.basepolygonoffset = r_refdef.polygonoffset;
5711         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
5712         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5713         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5714         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5715         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5716         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5717         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5718         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5719         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5720         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
5721         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5722         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5723         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
5724         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5725         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5726         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
5727         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5728         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5729         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
5730         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5731         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5732         rsurface.modelelement3i = model->surfmesh.data_element3i;
5733         rsurface.modelelement3s = model->surfmesh.data_element3s;
5734         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5735         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5736         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5737         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5738         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5739         rsurface.modelsurfaces = model->data_surfaces;
5740         rsurface.generatedvertex = false;
5741         rsurface.vertex3f  = rsurface.modelvertex3f;
5742         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5743         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5744         rsurface.svector3f = rsurface.modelsvector3f;
5745         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5746         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5747         rsurface.tvector3f = rsurface.modeltvector3f;
5748         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5749         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5750         rsurface.normal3f  = rsurface.modelnormal3f;
5751         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5752         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5753         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5754 }
5755
5756 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
5757 {
5758         dp_model_t *model = ent->model;
5759         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
5760         //      return;
5761         rsurface.entity = (entity_render_t *)ent;
5762         if (rsurface.array_size < model->surfmesh.num_vertices)
5763                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5764         rsurface.matrix = ent->matrix;
5765         rsurface.inversematrix = ent->inversematrix;
5766         R_Mesh_Matrix(&rsurface.matrix);
5767         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
5768         rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
5769         rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
5770         rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
5771         rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
5772         rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
5773         rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
5774         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5775         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5776         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5777         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5778         VectorCopy(ent->glowmod, rsurface.glowmod);
5779         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
5780         rsurface.basepolygonfactor = r_refdef.polygonfactor;
5781         rsurface.basepolygonoffset = r_refdef.polygonoffset;
5782         if (ent->model->brush.submodel)
5783         {
5784                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5785                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5786         }
5787         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
5788         {
5789                 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
5790                 {
5791                         rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
5792                         rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
5793                         rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
5794                         rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
5795                 }
5796                 else if (wanttangents)
5797                 {
5798                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5799                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5800                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5801                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5802                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5803                 }
5804                 else if (wantnormals)
5805                 {
5806                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5807                         rsurface.modelsvector3f = NULL;
5808                         rsurface.modeltvector3f = NULL;
5809                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5810                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5811                 }
5812                 else
5813                 {
5814                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5815                         rsurface.modelsvector3f = NULL;
5816                         rsurface.modeltvector3f = NULL;
5817                         rsurface.modelnormal3f = NULL;
5818                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5819                 }
5820                 rsurface.modelvertex3f_bufferobject = 0;
5821                 rsurface.modelvertex3f_bufferoffset = 0;
5822                 rsurface.modelsvector3f_bufferobject = 0;
5823                 rsurface.modelsvector3f_bufferoffset = 0;
5824                 rsurface.modeltvector3f_bufferobject = 0;
5825                 rsurface.modeltvector3f_bufferoffset = 0;
5826                 rsurface.modelnormal3f_bufferobject = 0;
5827                 rsurface.modelnormal3f_bufferoffset = 0;
5828                 rsurface.generatedvertex = true;
5829         }
5830         else
5831         {
5832                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
5833                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5834                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5835                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5836                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5837                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5838                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5839                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5840                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5841                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
5842                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5843                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5844                 rsurface.generatedvertex = false;
5845         }
5846         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
5847         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5848         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5849         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
5850         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5851         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5852         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
5853         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5854         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5855         rsurface.modelelement3i = model->surfmesh.data_element3i;
5856         rsurface.modelelement3s = model->surfmesh.data_element3s;
5857         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5858         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5859         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5860         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5861         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5862         rsurface.modelsurfaces = model->data_surfaces;
5863         rsurface.vertex3f  = rsurface.modelvertex3f;
5864         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5865         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5866         rsurface.svector3f = rsurface.modelsvector3f;
5867         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5868         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5869         rsurface.tvector3f = rsurface.modeltvector3f;
5870         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5871         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5872         rsurface.normal3f  = rsurface.modelnormal3f;
5873         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5874         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5875         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5876 }
5877
5878 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5879 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5880 {
5881         int deformindex;
5882         int texturesurfaceindex;
5883         int i, j;
5884         float amplitude;
5885         float animpos;
5886         float scale;
5887         const float *v1, *in_tc;
5888         float *out_tc;
5889         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5890         float waveparms[4];
5891         q3shaderinfo_deform_t *deform;
5892         // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
5893         if (rsurface.generatedvertex)
5894         {
5895                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5896                         generatenormals = true;
5897                 for (i = 0;i < Q3MAXDEFORMS;i++)
5898                 {
5899                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5900                         {
5901                                 generatetangents = true;
5902                                 generatenormals = true;
5903                         }
5904                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5905                                 generatenormals = true;
5906                 }
5907                 if (generatenormals && !rsurface.modelnormal3f)
5908                 {
5909                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5910                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5911                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5912                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
5913                 }
5914                 if (generatetangents && !rsurface.modelsvector3f)
5915                 {
5916                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5917                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5918                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5919                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5920                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5921                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5922                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
5923                 }
5924         }
5925         rsurface.vertex3f  = rsurface.modelvertex3f;
5926         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5927         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5928         rsurface.svector3f = rsurface.modelsvector3f;
5929         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5930         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5931         rsurface.tvector3f = rsurface.modeltvector3f;
5932         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5933         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5934         rsurface.normal3f  = rsurface.modelnormal3f;
5935         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5936         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5937         // if vertices are deformed (sprite flares and things in maps, possibly
5938         // water waves, bulges and other deformations), generate them into
5939         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5940         // (may be static model data or generated data for an animated model, or
5941         //  the previous deform pass)
5942         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5943         {
5944                 switch (deform->deform)
5945                 {
5946                 default:
5947                 case Q3DEFORM_PROJECTIONSHADOW:
5948                 case Q3DEFORM_TEXT0:
5949                 case Q3DEFORM_TEXT1:
5950                 case Q3DEFORM_TEXT2:
5951                 case Q3DEFORM_TEXT3:
5952                 case Q3DEFORM_TEXT4:
5953                 case Q3DEFORM_TEXT5:
5954                 case Q3DEFORM_TEXT6:
5955                 case Q3DEFORM_TEXT7:
5956                 case Q3DEFORM_NONE:
5957                         break;
5958                 case Q3DEFORM_AUTOSPRITE:
5959                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5960                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5961                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5962                         VectorNormalize(newforward);
5963                         VectorNormalize(newright);
5964                         VectorNormalize(newup);
5965                         // make deformed versions of only the model vertices used by the specified surfaces
5966                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5967                         {
5968                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5969                                 // a single autosprite surface can contain multiple sprites...
5970                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5971                                 {
5972                                         VectorClear(center);
5973                                         for (i = 0;i < 4;i++)
5974                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5975                                         VectorScale(center, 0.25f, center);
5976                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
5977                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5978                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5979                                         for (i = 0;i < 4;i++)
5980                                         {
5981                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5982                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5983                                         }
5984                                 }
5985                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
5986                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
5987                         }
5988                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5989                         rsurface.vertex3f_bufferobject = 0;
5990                         rsurface.vertex3f_bufferoffset = 0;
5991                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5992                         rsurface.svector3f_bufferobject = 0;
5993                         rsurface.svector3f_bufferoffset = 0;
5994                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5995                         rsurface.tvector3f_bufferobject = 0;
5996                         rsurface.tvector3f_bufferoffset = 0;
5997                         rsurface.normal3f = rsurface.array_deformednormal3f;
5998                         rsurface.normal3f_bufferobject = 0;
5999                         rsurface.normal3f_bufferoffset = 0;
6000                         break;
6001                 case Q3DEFORM_AUTOSPRITE2:
6002                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6003                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6004                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6005                         VectorNormalize(newforward);
6006                         VectorNormalize(newright);
6007                         VectorNormalize(newup);
6008                         // make deformed versions of only the model vertices used by the specified surfaces
6009                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6010                         {
6011                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6012                                 const float *v1, *v2;
6013                                 vec3_t start, end;
6014                                 float f, l;
6015                                 struct
6016                                 {
6017                                         float length2;
6018                                         const float *v1;
6019                                         const float *v2;
6020                                 }
6021                                 shortest[2];
6022                                 memset(shortest, 0, sizeof(shortest));
6023                                 // a single autosprite surface can contain multiple sprites...
6024                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
6025                                 {
6026                                         VectorClear(center);
6027                                         for (i = 0;i < 4;i++)
6028                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6029                                         VectorScale(center, 0.25f, center);
6030                                         // find the two shortest edges, then use them to define the
6031                                         // axis vectors for rotating around the central axis
6032                                         for (i = 0;i < 6;i++)
6033                                         {
6034                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
6035                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
6036 #if 0
6037                                                 Debug_PolygonBegin(NULL, 0);
6038                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
6039                                                 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
6040                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
6041                                                 Debug_PolygonEnd();
6042 #endif
6043                                                 l = VectorDistance2(v1, v2);
6044                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
6045                                                 if (v1[2] != v2[2])
6046                                                         l += (1.0f / 1024.0f);
6047                                                 if (shortest[0].length2 > l || i == 0)
6048                                                 {
6049                                                         shortest[1] = shortest[0];
6050                                                         shortest[0].length2 = l;
6051                                                         shortest[0].v1 = v1;
6052                                                         shortest[0].v2 = v2;
6053                                                 }
6054                                                 else if (shortest[1].length2 > l || i == 1)
6055                                                 {
6056                                                         shortest[1].length2 = l;
6057                                                         shortest[1].v1 = v1;
6058                                                         shortest[1].v2 = v2;
6059                                                 }
6060                                         }
6061                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6062                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6063 #if 0
6064                                         Debug_PolygonBegin(NULL, 0);
6065                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6066                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
6067                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6068                                         Debug_PolygonEnd();
6069 #endif
6070                                         // this calculates the right vector from the shortest edge
6071                                         // and the up vector from the edge midpoints
6072                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6073                                         VectorNormalize(right);
6074                                         VectorSubtract(end, start, up);
6075                                         VectorNormalize(up);
6076                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6077                                         VectorSubtract(rsurface.modelorg, center, forward);
6078                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6079                                         VectorNegate(forward, forward);
6080                                         VectorReflect(forward, 0, up, forward);
6081                                         VectorNormalize(forward);
6082                                         CrossProduct(up, forward, newright);
6083                                         VectorNormalize(newright);
6084 #if 0
6085                                         Debug_PolygonBegin(NULL, 0);
6086                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
6087                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6088                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
6089                                         Debug_PolygonEnd();
6090 #endif
6091 #if 0
6092                                         Debug_PolygonBegin(NULL, 0);
6093                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6094                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6095                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
6096                                         Debug_PolygonEnd();
6097 #endif
6098                                         // rotate the quad around the up axis vector, this is made
6099                                         // especially easy by the fact we know the quad is flat,
6100                                         // so we only have to subtract the center position and
6101                                         // measure distance along the right vector, and then
6102                                         // multiply that by the newright vector and add back the
6103                                         // center position
6104                                         // we also need to subtract the old position to undo the
6105                                         // displacement from the center, which we do with a
6106                                         // DotProduct, the subtraction/addition of center is also
6107                                         // optimized into DotProducts here
6108                                         l = DotProduct(right, center);
6109                                         for (i = 0;i < 4;i++)
6110                                         {
6111                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6112                                                 f = DotProduct(right, v1) - l;
6113                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6114                                         }
6115                                 }
6116                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6117                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6118                         }
6119                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6120                         rsurface.vertex3f_bufferobject = 0;
6121                         rsurface.vertex3f_bufferoffset = 0;
6122                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6123                         rsurface.svector3f_bufferobject = 0;
6124                         rsurface.svector3f_bufferoffset = 0;
6125                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6126                         rsurface.tvector3f_bufferobject = 0;
6127                         rsurface.tvector3f_bufferoffset = 0;
6128                         rsurface.normal3f = rsurface.array_deformednormal3f;
6129                         rsurface.normal3f_bufferobject = 0;
6130                         rsurface.normal3f_bufferoffset = 0;
6131                         break;
6132                 case Q3DEFORM_NORMAL:
6133                         // deform the normals to make reflections wavey
6134                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6135                         {
6136                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6137                                 for (j = 0;j < surface->num_vertices;j++)
6138                                 {
6139                                         float vertex[3];
6140                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
6141                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6142                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
6143                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6144                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6145                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6146                                         VectorNormalize(normal);
6147                                 }
6148                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6149                         }
6150                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6151                         rsurface.svector3f_bufferobject = 0;
6152                         rsurface.svector3f_bufferoffset = 0;
6153                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6154                         rsurface.tvector3f_bufferobject = 0;
6155                         rsurface.tvector3f_bufferoffset = 0;
6156                         rsurface.normal3f = rsurface.array_deformednormal3f;
6157                         rsurface.normal3f_bufferobject = 0;
6158                         rsurface.normal3f_bufferoffset = 0;
6159                         break;
6160                 case Q3DEFORM_WAVE:
6161                         // deform vertex array to make wavey water and flags and such
6162                         waveparms[0] = deform->waveparms[0];
6163                         waveparms[1] = deform->waveparms[1];
6164                         waveparms[2] = deform->waveparms[2];
6165                         waveparms[3] = deform->waveparms[3];
6166                         // this is how a divisor of vertex influence on deformation
6167                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6168                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6169                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6170                         {
6171                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6172                                 for (j = 0;j < surface->num_vertices;j++)
6173                                 {
6174                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
6175                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6176                                         // if the wavefunc depends on time, evaluate it per-vertex
6177                                         if (waveparms[3])
6178                                         {
6179                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6180                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6181                                         }
6182                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6183                                 }
6184                         }
6185                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6186                         rsurface.vertex3f_bufferobject = 0;
6187                         rsurface.vertex3f_bufferoffset = 0;
6188                         break;
6189                 case Q3DEFORM_BULGE:
6190                         // deform vertex array to make the surface have moving bulges
6191                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6192                         {
6193                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6194                                 for (j = 0;j < surface->num_vertices;j++)
6195                                 {
6196                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6197                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6198                                 }
6199                         }
6200                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6201                         rsurface.vertex3f_bufferobject = 0;
6202                         rsurface.vertex3f_bufferoffset = 0;
6203                         break;
6204                 case Q3DEFORM_MOVE:
6205                         // deform vertex array
6206                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6207                         VectorScale(deform->parms, scale, waveparms);
6208                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6209                         {
6210                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6211                                 for (j = 0;j < surface->num_vertices;j++)
6212                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6213                         }
6214                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6215                         rsurface.vertex3f_bufferobject = 0;
6216                         rsurface.vertex3f_bufferoffset = 0;
6217                         break;
6218                 }
6219         }
6220         // generate texcoords based on the chosen texcoord source
6221         switch(rsurface.texture->tcgen.tcgen)
6222         {
6223         default:
6224         case Q3TCGEN_TEXTURE:
6225                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
6226                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
6227                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
6228                 break;
6229         case Q3TCGEN_LIGHTMAP:
6230                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
6231                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
6232                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
6233                 break;
6234         case Q3TCGEN_VECTOR:
6235                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6236                 {
6237                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6238                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
6239                         {
6240                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6241                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6242                         }
6243                 }
6244                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6245                 rsurface.texcoordtexture2f_bufferobject  = 0;
6246                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6247                 break;
6248         case Q3TCGEN_ENVIRONMENT:
6249                 // make environment reflections using a spheremap
6250                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6251                 {
6252                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6253                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6254                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6255                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6256                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6257                         {
6258                                 // identical to Q3A's method, but executed in worldspace so
6259                                 // carried models can be shiny too
6260
6261                                 float viewer[3], d, reflected[3], worldreflected[3];
6262
6263                                 VectorSubtract(rsurface.modelorg, vertex, viewer);
6264                                 // VectorNormalize(viewer);
6265
6266                                 d = DotProduct(normal, viewer);
6267
6268                                 reflected[0] = normal[0]*2*d - viewer[0];
6269                                 reflected[1] = normal[1]*2*d - viewer[1];
6270                                 reflected[2] = normal[2]*2*d - viewer[2];
6271                                 // note: this is proportinal to viewer, so we can normalize later
6272
6273                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6274                                 VectorNormalize(worldreflected);
6275
6276                                 // note: this sphere map only uses world x and z!
6277                                 // so positive and negative y will LOOK THE SAME.
6278                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6279                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6280                         }
6281                 }
6282                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6283                 rsurface.texcoordtexture2f_bufferobject  = 0;
6284                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6285                 break;
6286         }
6287         // the only tcmod that needs software vertex processing is turbulent, so
6288         // check for it here and apply the changes if needed
6289         // and we only support that as the first one
6290         // (handling a mixture of turbulent and other tcmods would be problematic
6291         //  without punting it entirely to a software path)
6292         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6293         {
6294                 amplitude = rsurface.texture->tcmods[0].parms[1];
6295                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6296                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6297                 {
6298                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6299                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
6300                         {
6301                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6302                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6303                         }
6304                 }
6305                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6306                 rsurface.texcoordtexture2f_bufferobject  = 0;
6307                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6308         }
6309         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
6310         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6311         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6312         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6313 }
6314
6315 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
6316 {
6317         int i, j;
6318         const msurface_t *surface = texturesurfacelist[0];
6319         const msurface_t *surface2;
6320         int firstvertex;
6321         int endvertex;
6322         int numvertices;
6323         int numtriangles;
6324         // TODO: lock all array ranges before render, rather than on each surface
6325         if (texturenumsurfaces == 1)
6326         {
6327                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6328                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6329         }
6330         else if (r_batchmode.integer == 2)
6331         {
6332                 #define MAXBATCHTRIANGLES 4096
6333                 int batchtriangles = 0;
6334                 int batchelements[MAXBATCHTRIANGLES*3];
6335                 for (i = 0;i < texturenumsurfaces;i = j)
6336                 {
6337                         surface = texturesurfacelist[i];
6338                         j = i + 1;
6339                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6340                         {
6341                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6342                                 continue;
6343                         }
6344                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6345                         batchtriangles = surface->num_triangles;
6346                         firstvertex = surface->num_firstvertex;
6347                         endvertex = surface->num_firstvertex + surface->num_vertices;
6348                         for (;j < texturenumsurfaces;j++)
6349                         {
6350                                 surface2 = texturesurfacelist[j];
6351                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6352                                         break;
6353                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6354                                 batchtriangles += surface2->num_triangles;
6355                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6356                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6357                         }
6358                         surface2 = texturesurfacelist[j-1];
6359                         numvertices = endvertex - firstvertex;
6360                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6361                 }
6362         }
6363         else if (r_batchmode.integer == 1)
6364         {
6365                 for (i = 0;i < texturenumsurfaces;i = j)
6366                 {
6367                         surface = texturesurfacelist[i];
6368                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6369                                 if (texturesurfacelist[j] != surface2)
6370                                         break;
6371                         surface2 = texturesurfacelist[j-1];
6372                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6373                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6374                         GL_LockArrays(surface->num_firstvertex, numvertices);
6375                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6376                 }
6377         }
6378         else
6379         {
6380                 for (i = 0;i < texturenumsurfaces;i++)
6381                 {
6382                         surface = texturesurfacelist[i];
6383                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6384                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6385                 }
6386         }
6387 }
6388
6389 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6390 {
6391         int i, planeindex, vertexindex;
6392         float d, bestd;
6393         vec3_t vert;
6394         const float *v;
6395         r_waterstate_waterplane_t *p, *bestp;
6396         msurface_t *surface;
6397         if (r_waterstate.renderingscene)
6398                 return;
6399         for (i = 0;i < texturenumsurfaces;i++)
6400         {
6401                 surface = texturesurfacelist[i];
6402                 if (lightmaptexunit >= 0)
6403                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6404                 if (deluxemaptexunit >= 0)
6405                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6406                 // pick the closest matching water plane
6407                 bestd = 0;
6408                 bestp = NULL;
6409                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6410                 {
6411                         d = 0;
6412                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6413                         {
6414                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6415                                 d += fabs(PlaneDiff(vert, &p->plane));
6416                         }
6417                         if (bestd > d || !bestp)
6418                         {
6419                                 bestd = d;
6420                                 bestp = p;
6421                         }
6422                 }
6423                 if (bestp)
6424                 {
6425                         if (refractiontexunit >= 0)
6426                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6427                         if (reflectiontexunit >= 0)
6428                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6429                 }
6430                 else
6431                 {
6432                         if (refractiontexunit >= 0)
6433                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6434                         if (reflectiontexunit >= 0)
6435                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6436                 }
6437                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6438                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6439         }
6440 }
6441
6442 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6443 {
6444         int i;
6445         int j;
6446         const msurface_t *surface = texturesurfacelist[0];
6447         const msurface_t *surface2;
6448         int firstvertex;
6449         int endvertex;
6450         int numvertices;
6451         int numtriangles;
6452         // TODO: lock all array ranges before render, rather than on each surface
6453         if (texturenumsurfaces == 1)
6454         {
6455                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6456                 if (deluxemaptexunit >= 0)
6457                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6458                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6459                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6460         }
6461         else if (r_batchmode.integer == 2)
6462         {
6463                 #define MAXBATCHTRIANGLES 4096
6464                 int batchtriangles = 0;
6465                 int batchelements[MAXBATCHTRIANGLES*3];
6466                 for (i = 0;i < texturenumsurfaces;i = j)
6467                 {
6468                         surface = texturesurfacelist[i];
6469                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6470                         if (deluxemaptexunit >= 0)
6471                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6472                         j = i + 1;
6473                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6474                         {
6475                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6476                                 continue;
6477                         }
6478                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6479                         batchtriangles = surface->num_triangles;
6480                         firstvertex = surface->num_firstvertex;
6481                         endvertex = surface->num_firstvertex + surface->num_vertices;
6482                         for (;j < texturenumsurfaces;j++)
6483                         {
6484                                 surface2 = texturesurfacelist[j];
6485                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6486                                         break;
6487                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6488                                 batchtriangles += surface2->num_triangles;
6489                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6490                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6491                         }
6492                         surface2 = texturesurfacelist[j-1];
6493                         numvertices = endvertex - firstvertex;
6494                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6495                 }
6496         }
6497         else if (r_batchmode.integer == 1)
6498         {
6499 #if 0
6500                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6501                 for (i = 0;i < texturenumsurfaces;i = j)
6502                 {
6503                         surface = texturesurfacelist[i];
6504                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6505                                 if (texturesurfacelist[j] != surface2)
6506                                         break;
6507                         Con_Printf(" %i", j - i);
6508                 }
6509                 Con_Printf("\n");
6510                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6511 #endif
6512                 for (i = 0;i < texturenumsurfaces;i = j)
6513                 {
6514                         surface = texturesurfacelist[i];
6515                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6516                         if (deluxemaptexunit >= 0)
6517                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6518                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6519                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6520                                         break;
6521 #if 0
6522                         Con_Printf(" %i", j - i);
6523 #endif
6524                         surface2 = texturesurfacelist[j-1];
6525                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6526                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6527                         GL_LockArrays(surface->num_firstvertex, numvertices);
6528                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6529                 }
6530 #if 0
6531                 Con_Printf("\n");
6532 #endif
6533         }
6534         else
6535         {
6536                 for (i = 0;i < texturenumsurfaces;i++)
6537                 {
6538                         surface = texturesurfacelist[i];
6539                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6540                         if (deluxemaptexunit >= 0)
6541                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6542                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6543                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6544                 }
6545         }
6546 }
6547
6548 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
6549 {
6550         int j;
6551         int texturesurfaceindex;
6552         if (r_showsurfaces.integer == 2)
6553         {
6554                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6555                 {
6556                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6557                         for (j = 0;j < surface->num_triangles;j++)
6558                         {
6559                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
6560                                 GL_Color(f, f, f, 1);
6561                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6562                         }
6563                 }
6564         }
6565         else
6566         {
6567                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6568                 {
6569                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6570                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
6571                         GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
6572                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6573                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6574                 }
6575         }
6576 }
6577
6578 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
6579 {
6580         int texturesurfaceindex;
6581         int i;
6582         float *v, *c2;
6583         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6584         {
6585                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6586                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
6587                 {
6588                         c2[0] = 0.5;
6589                         c2[1] = 0.5;
6590                         c2[2] = 0.5;
6591                         c2[3] = 1;
6592                 }
6593         }
6594         rsurface.lightmapcolor4f = rsurface.array_color4f;
6595         rsurface.lightmapcolor4f_bufferobject = 0;
6596         rsurface.lightmapcolor4f_bufferoffset = 0;
6597 }
6598
6599 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
6600 {
6601         int texturesurfaceindex;
6602         int i;
6603         float f;
6604         float *v, *c, *c2;
6605         if (rsurface.lightmapcolor4f)
6606         {
6607                 // generate color arrays for the surfaces in this list
6608                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6609                 {
6610                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6611                         for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
6612                         {
6613                                 f = FogPoint_Model(v);
6614                                 c2[0] = c[0] * f;
6615                                 c2[1] = c[1] * f;
6616                                 c2[2] = c[2] * f;
6617                                 c2[3] = c[3];
6618                         }
6619                 }
6620         }
6621         else
6622         {
6623                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6624                 {
6625                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6626                         for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
6627                         {
6628                                 f = FogPoint_Model(v);
6629                                 c2[0] = f;
6630                                 c2[1] = f;
6631                                 c2[2] = f;
6632                                 c2[3] = 1;
6633                         }
6634                 }
6635         }
6636         rsurface.lightmapcolor4f = rsurface.array_color4f;
6637         rsurface.lightmapcolor4f_bufferobject = 0;
6638         rsurface.lightmapcolor4f_bufferoffset = 0;
6639 }
6640
6641 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
6642 {
6643         int texturesurfaceindex;
6644         int i;
6645         float f;
6646         float *v, *c, *c2;
6647         if (!rsurface.lightmapcolor4f)
6648                 return;
6649         // generate color arrays for the surfaces in this list
6650         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6651         {
6652                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6653                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
6654                 {
6655                         f = FogPoint_Model(v);
6656                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
6657                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
6658                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
6659                         c2[3] = c[3];
6660                 }
6661         }
6662         rsurface.lightmapcolor4f = rsurface.array_color4f;
6663         rsurface.lightmapcolor4f_bufferobject = 0;
6664         rsurface.lightmapcolor4f_bufferoffset = 0;
6665 }
6666
6667 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
6668 {
6669         int texturesurfaceindex;
6670         int i;
6671         float *c, *c2;
6672         if (!rsurface.lightmapcolor4f)
6673                 return;
6674         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6675         {
6676                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6677                 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
6678                 {
6679                         c2[0] = c[0] * r;
6680                         c2[1] = c[1] * g;
6681                         c2[2] = c[2] * b;
6682                         c2[3] = c[3] * a;
6683                 }
6684         }
6685         rsurface.lightmapcolor4f = rsurface.array_color4f;
6686         rsurface.lightmapcolor4f_bufferobject = 0;
6687         rsurface.lightmapcolor4f_bufferoffset = 0;
6688 }
6689
6690 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
6691 {
6692         int texturesurfaceindex;
6693         int i;
6694         float *c, *c2;
6695         if (!rsurface.lightmapcolor4f)
6696                 return;
6697         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6698         {
6699                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6700                 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
6701                 {
6702                         c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
6703                         c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
6704                         c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
6705                         c2[3] = c[3];
6706                 }
6707         }
6708         rsurface.lightmapcolor4f = rsurface.array_color4f;
6709         rsurface.lightmapcolor4f_bufferobject = 0;
6710         rsurface.lightmapcolor4f_bufferoffset = 0;
6711 }
6712
6713 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6714 {
6715         // TODO: optimize
6716         rsurface.lightmapcolor4f = NULL;
6717         rsurface.lightmapcolor4f_bufferobject = 0;
6718         rsurface.lightmapcolor4f_bufferoffset = 0;
6719         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6720         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6721         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6722         GL_Color(r, g, b, a);
6723         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
6724 }
6725
6726 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6727 {
6728         // TODO: optimize applyfog && applycolor case
6729         // just apply fog if necessary, and tint the fog color array if necessary
6730         rsurface.lightmapcolor4f = NULL;
6731         rsurface.lightmapcolor4f_bufferobject = 0;
6732         rsurface.lightmapcolor4f_bufferoffset = 0;
6733         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6734         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6735         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6736         GL_Color(r, g, b, a);
6737         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6738 }
6739
6740 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6741 {
6742         int texturesurfaceindex;
6743         int i;
6744         float *c;
6745         // TODO: optimize
6746         if (texturesurfacelist[0]->lightmapinfo)
6747         {
6748                 // generate color arrays for the surfaces in this list
6749                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6750                 {
6751                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6752                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
6753                         {
6754                                 if (surface->lightmapinfo->samples)
6755                                 {
6756                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
6757                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
6758                                         VectorScale(lm, scale, c);
6759                                         if (surface->lightmapinfo->styles[1] != 255)
6760                                         {
6761                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
6762                                                 lm += size3;
6763                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
6764                                                 VectorMA(c, scale, lm, c);
6765                                                 if (surface->lightmapinfo->styles[2] != 255)
6766                                                 {
6767                                                         lm += size3;
6768                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
6769                                                         VectorMA(c, scale, lm, c);
6770                                                         if (surface->lightmapinfo->styles[3] != 255)
6771                                                         {
6772                                                                 lm += size3;
6773                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
6774                                                                 VectorMA(c, scale, lm, c);
6775                                                         }
6776                                                 }
6777                                         }
6778                                 }
6779                                 else
6780                                         VectorClear(c);
6781                                 c[3] = 1;
6782                         }
6783                 }
6784                 rsurface.lightmapcolor4f = rsurface.array_color4f;
6785                 rsurface.lightmapcolor4f_bufferobject = 0;
6786                 rsurface.lightmapcolor4f_bufferoffset = 0;
6787         }
6788         else
6789         {
6790                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6791                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6792                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6793         }
6794         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6795         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6796         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6797         GL_Color(r, g, b, a);
6798         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6799 }
6800
6801 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6802 {
6803         int texturesurfaceindex;
6804         int i;
6805         float f;
6806         float *v, *c, *c2, alpha;
6807         vec3_t ambientcolor;
6808         vec3_t diffusecolor;
6809         vec3_t lightdir;
6810         // TODO: optimize
6811         // model lighting
6812         VectorCopy(rsurface.modellight_lightdir, lightdir);
6813         f = 0.5f * r_refdef.lightmapintensity;
6814         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6815         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6816         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6817         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6818         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6819         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6820         alpha = *a;
6821         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6822         {
6823                 // generate color arrays for the surfaces in this list
6824                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6825                 {
6826                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6827                         int numverts = surface->num_vertices;
6828                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6829                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6830                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6831                         // q3-style directional shading
6832                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6833                         {
6834                                 if ((f = DotProduct(c2, lightdir)) > 0)
6835                                         VectorMA(ambientcolor, f, diffusecolor, c);
6836                                 else
6837                                         VectorCopy(ambientcolor, c);
6838                                 c[3] = alpha;
6839                         }
6840                 }
6841                 *r = 1;
6842                 *g = 1;
6843                 *b = 1;
6844                 *a = 1;
6845                 rsurface.lightmapcolor4f = rsurface.array_color4f;
6846                 rsurface.lightmapcolor4f_bufferobject = 0;
6847                 rsurface.lightmapcolor4f_bufferoffset = 0;
6848                 *applycolor = false;
6849         }
6850         else
6851         {
6852                 *r = ambientcolor[0];
6853                 *g = ambientcolor[1];
6854                 *b = ambientcolor[2];
6855                 rsurface.lightmapcolor4f = NULL;
6856                 rsurface.lightmapcolor4f_bufferobject = 0;
6857                 rsurface.lightmapcolor4f_bufferoffset = 0;
6858         }
6859 }
6860
6861 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6862 {
6863         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6864         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6865         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6866         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6867         GL_Color(r, g, b, a);
6868         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6869 }
6870
6871 void RSurf_SetupDepthAndCulling(void)
6872 {
6873         // submodels are biased to avoid z-fighting with world surfaces that they
6874         // may be exactly overlapping (avoids z-fighting artifacts on certain
6875         // doors and things in Quake maps)
6876         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6877         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6878         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6879         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6880 }
6881
6882 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6883 {
6884         // transparent sky would be ridiculous
6885         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6886                 return;
6887         R_SetupGenericShader(false);
6888         if (skyrendernow)
6889         {
6890                 skyrendernow = false;
6891                 // we have to force off the water clipping plane while rendering sky
6892                 R_SetupView(false);
6893                 R_Sky();
6894                 R_SetupView(true);
6895                 // restore entity matrix
6896                 R_Mesh_Matrix(&rsurface.matrix);
6897         }
6898         RSurf_SetupDepthAndCulling();
6899         GL_DepthMask(true);
6900         // LordHavoc: HalfLife maps have freaky skypolys so don't use
6901         // skymasking on them, and Quake3 never did sky masking (unlike
6902         // software Quake and software Quake2), so disable the sky masking
6903         // in Quake3 maps as it causes problems with q3map2 sky tricks,
6904         // and skymasking also looks very bad when noclipping outside the
6905         // level, so don't use it then either.
6906         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6907         {
6908                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6909                 R_Mesh_ColorPointer(NULL, 0, 0);
6910                 R_Mesh_ResetTextureState();
6911                 if (skyrendermasked)
6912                 {
6913                         R_SetupDepthOrShadowShader();
6914                         // depth-only (masking)
6915                         GL_ColorMask(0,0,0,0);
6916                         // just to make sure that braindead drivers don't draw
6917                         // anything despite that colormask...
6918                         GL_BlendFunc(GL_ZERO, GL_ONE);
6919                 }
6920                 else
6921                 {
6922                         R_SetupGenericShader(false);
6923                         // fog sky
6924                         GL_BlendFunc(GL_ONE, GL_ZERO);
6925                 }
6926                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6927                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6928                 if (skyrendermasked)
6929                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6930         }
6931         R_Mesh_ResetTextureState();
6932         GL_Color(1, 1, 1, 1);
6933 }
6934
6935 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6936 {
6937         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6938                 return;
6939
6940         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6941         R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
6942         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6943         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6944         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6945         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6946         if (rsurface.texture->backgroundcurrentskinframe)
6947         {
6948                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6949                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6950                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6951                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6952         }
6953         if(rsurface.texture->colormapping)
6954         {
6955                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6956                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6957         }
6958         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6959         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6960                 R_Mesh_ColorPointer(NULL, 0, 0);
6961         else
6962                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6963
6964         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6965         {
6966                 // render background
6967                 GL_BlendFunc(GL_ONE, GL_ZERO);
6968                 GL_DepthMask(true);
6969                 GL_AlphaTest(false);
6970
6971                 GL_Color(1, 1, 1, 1);
6972                 R_Mesh_ColorPointer(NULL, 0, 0);
6973
6974                 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6975                 if (r_glsl_permutation)
6976                 {
6977                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6978                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6979                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6980                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6981                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6982                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6983                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6984                 }
6985                 GL_LockArrays(0, 0);
6986
6987                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6988                 GL_DepthMask(false);
6989                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6990                         R_Mesh_ColorPointer(NULL, 0, 0);
6991                 else
6992                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6993                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6994                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6995         }
6996
6997         R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6998         if (!r_glsl_permutation)
6999                 return;
7000
7001         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
7002         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7003         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7004         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7005         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7006         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7007
7008         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
7009         {
7010                 GL_BlendFunc(GL_ONE, GL_ZERO);
7011                 GL_DepthMask(true);
7012                 GL_AlphaTest(false);
7013         }
7014         else
7015         {
7016                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7017                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
7018                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
7019         }
7020
7021         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7022         {
7023                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7024                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
7025                 else
7026                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
7027         }
7028         else
7029         {
7030                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7031                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
7032                 else
7033                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7034         }
7035         GL_LockArrays(0, 0);
7036 }
7037
7038 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7039 {
7040         // OpenGL 1.3 path - anything not completely ancient
7041         int texturesurfaceindex;
7042         qboolean applycolor;
7043         qboolean applyfog;
7044         rmeshstate_t m;
7045         int layerindex;
7046         const texturelayer_t *layer;
7047         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7048
7049         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7050         {
7051                 vec4_t layercolor;
7052                 int layertexrgbscale;
7053                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7054                 {
7055                         if (layerindex == 0)
7056                                 GL_AlphaTest(true);
7057                         else
7058                         {
7059                                 GL_AlphaTest(false);
7060                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7061                         }
7062                 }
7063                 GL_DepthMask(layer->depthmask && writedepth);
7064                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7065                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7066                 {
7067                         layertexrgbscale = 4;
7068                         VectorScale(layer->color, 0.25f, layercolor);
7069                 }
7070                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7071                 {
7072                         layertexrgbscale = 2;
7073                         VectorScale(layer->color, 0.5f, layercolor);
7074                 }
7075                 else
7076                 {
7077                         layertexrgbscale = 1;
7078                         VectorScale(layer->color, 1.0f, layercolor);
7079                 }
7080                 layercolor[3] = layer->color[3];
7081                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7082                 R_Mesh_ColorPointer(NULL, 0, 0);
7083                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7084                 switch (layer->type)
7085                 {
7086                 case TEXTURELAYERTYPE_LITTEXTURE:
7087                         memset(&m, 0, sizeof(m));
7088                         m.tex[0] = R_GetTexture(r_texture_white);
7089                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7090                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7091                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7092                         m.tex[1] = R_GetTexture(layer->texture);
7093                         m.texmatrix[1] = layer->texmatrix;
7094                         m.texrgbscale[1] = layertexrgbscale;
7095                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7096                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7097                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7098                         R_Mesh_TextureState(&m);
7099                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7100                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7101                         else if (rsurface.uselightmaptexture)
7102                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7103                         else
7104                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7105                         break;
7106                 case TEXTURELAYERTYPE_TEXTURE:
7107                         memset(&m, 0, sizeof(m));
7108                         m.tex[0] = R_GetTexture(layer->texture);
7109                         m.texmatrix[0] = layer->texmatrix;
7110                         m.texrgbscale[0] = layertexrgbscale;
7111                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7112                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7113                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7114                         R_Mesh_TextureState(&m);
7115                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7116                         break;
7117                 case TEXTURELAYERTYPE_FOG:
7118                         memset(&m, 0, sizeof(m));
7119                         m.texrgbscale[0] = layertexrgbscale;
7120                         if (layer->texture)
7121                         {
7122                                 m.tex[0] = R_GetTexture(layer->texture);
7123                                 m.texmatrix[0] = layer->texmatrix;
7124                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7125                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7126                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7127                         }
7128                         R_Mesh_TextureState(&m);
7129                         // generate a color array for the fog pass
7130                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7131                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7132                         {
7133                                 int i;
7134                                 float f, *v, *c;
7135                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7136                                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
7137                                 {
7138                                         f = 1 - FogPoint_Model(v);
7139                                         c[0] = layercolor[0];
7140                                         c[1] = layercolor[1];
7141                                         c[2] = layercolor[2];
7142                                         c[3] = f * layercolor[3];
7143                                 }
7144                         }
7145                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7146                         break;
7147                 default:
7148                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7149                 }
7150                 GL_LockArrays(0, 0);
7151         }
7152         CHECKGLERROR
7153         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7154         {
7155                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7156                 GL_AlphaTest(false);
7157         }
7158 }
7159
7160 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7161 {
7162         // OpenGL 1.1 - crusty old voodoo path
7163         int texturesurfaceindex;
7164         qboolean applyfog;
7165         rmeshstate_t m;
7166         int layerindex;
7167         const texturelayer_t *layer;
7168         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7169
7170         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7171         {
7172                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7173                 {
7174                         if (layerindex == 0)
7175                                 GL_AlphaTest(true);
7176                         else
7177                         {
7178                                 GL_AlphaTest(false);
7179                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7180                         }
7181                 }
7182                 GL_DepthMask(layer->depthmask && writedepth);
7183                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7184                 R_Mesh_ColorPointer(NULL, 0, 0);
7185                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7186                 switch (layer->type)
7187                 {
7188                 case TEXTURELAYERTYPE_LITTEXTURE:
7189                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7190                         {
7191                                 // two-pass lit texture with 2x rgbscale
7192                                 // first the lightmap pass
7193                                 memset(&m, 0, sizeof(m));
7194                                 m.tex[0] = R_GetTexture(r_texture_white);
7195                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7196                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7197                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7198                                 R_Mesh_TextureState(&m);
7199                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7200                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7201                                 else if (rsurface.uselightmaptexture)
7202                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7203                                 else
7204                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7205                                 GL_LockArrays(0, 0);
7206                                 // then apply the texture to it
7207                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7208                                 memset(&m, 0, sizeof(m));
7209                                 m.tex[0] = R_GetTexture(layer->texture);
7210                                 m.texmatrix[0] = layer->texmatrix;
7211                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7212                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7213                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7214                                 R_Mesh_TextureState(&m);
7215                                 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
7216                         }
7217                         else
7218                         {
7219                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7220                                 memset(&m, 0, sizeof(m));
7221                                 m.tex[0] = R_GetTexture(layer->texture);
7222                                 m.texmatrix[0] = layer->texmatrix;
7223                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7224                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7225                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7226                                 R_Mesh_TextureState(&m);
7227                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7228                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
7229                                 else
7230                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
7231                         }
7232                         break;
7233                 case TEXTURELAYERTYPE_TEXTURE:
7234                         // singletexture unlit texture with transparency support
7235                         memset(&m, 0, sizeof(m));
7236                         m.tex[0] = R_GetTexture(layer->texture);
7237                         m.texmatrix[0] = layer->texmatrix;
7238                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7239                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7240                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7241                         R_Mesh_TextureState(&m);
7242                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
7243                         break;
7244                 case TEXTURELAYERTYPE_FOG:
7245                         // singletexture fogging
7246                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7247                         if (layer->texture)
7248                         {
7249                                 memset(&m, 0, sizeof(m));
7250                                 m.tex[0] = R_GetTexture(layer->texture);
7251                                 m.texmatrix[0] = layer->texmatrix;
7252                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7253                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7254                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7255                                 R_Mesh_TextureState(&m);
7256                         }
7257                         else
7258                                 R_Mesh_ResetTextureState();
7259                         // generate a color array for the fog pass
7260                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7261                         {
7262                                 int i;
7263                                 float f, *v, *c;
7264                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7265                                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
7266                                 {
7267                                         f = 1 - FogPoint_Model(v);
7268                                         c[0] = layer->color[0];
7269                                         c[1] = layer->color[1];
7270                                         c[2] = layer->color[2];
7271                                         c[3] = f * layer->color[3];
7272                                 }
7273                         }
7274                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7275                         break;
7276                 default:
7277                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7278                 }
7279                 GL_LockArrays(0, 0);
7280         }
7281         CHECKGLERROR
7282         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7283         {
7284                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7285                 GL_AlphaTest(false);
7286         }
7287 }
7288
7289 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7290 {
7291         float c[4];
7292
7293         GL_AlphaTest(false);
7294         R_Mesh_ColorPointer(NULL, 0, 0);
7295         R_Mesh_ResetTextureState();
7296         R_SetupGenericShader(false);
7297
7298         if(rsurface.texture && rsurface.texture->currentskinframe)
7299         {
7300                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7301                 c[3] *= rsurface.texture->currentalpha;
7302         }
7303         else
7304         {
7305                 c[0] = 1;
7306                 c[1] = 0;
7307                 c[2] = 1;
7308                 c[3] = 1;
7309         }
7310
7311         if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7312         {
7313                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7314                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7315                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7316         }
7317
7318         // brighten it up (as texture value 127 means "unlit")
7319         c[0] *= 2 * r_refdef.view.colorscale;
7320         c[1] *= 2 * r_refdef.view.colorscale;
7321         c[2] *= 2 * r_refdef.view.colorscale;
7322
7323         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7324                 c[3] *= r_wateralpha.value;
7325
7326         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7327         {
7328                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7329                 GL_DepthMask(false);
7330         }
7331         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7332         {
7333                 GL_BlendFunc(GL_ONE, GL_ONE);
7334                 GL_DepthMask(false);
7335         }
7336         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7337         {
7338                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7339                 GL_DepthMask(false);
7340         }
7341         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7342         {
7343                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7344                 GL_DepthMask(false);
7345         }
7346         else
7347         {
7348                 GL_BlendFunc(GL_ONE, GL_ZERO);
7349                 GL_DepthMask(writedepth);
7350         }
7351
7352         rsurface.lightmapcolor4f = NULL;
7353
7354         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7355         {
7356                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7357
7358                 rsurface.lightmapcolor4f = NULL;
7359                 rsurface.lightmapcolor4f_bufferobject = 0;
7360                 rsurface.lightmapcolor4f_bufferoffset = 0;
7361         }
7362         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7363         {
7364                 qboolean applycolor = true;
7365                 float one = 1.0;
7366
7367                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7368
7369                 r_refdef.lightmapintensity = 1;
7370                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7371                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7372         }
7373         else
7374         {
7375                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7376
7377                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7378                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7379                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7380         }
7381
7382         if(!rsurface.lightmapcolor4f)
7383                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7384
7385         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7386         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7387         if(r_refdef.fogenabled)
7388                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7389
7390         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7391         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7392 }
7393
7394 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7395 {
7396         CHECKGLERROR
7397         RSurf_SetupDepthAndCulling();
7398         if (r_showsurfaces.integer == 3)
7399                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7400         else if (r_glsl.integer && gl_support_fragment_shader)
7401                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7402         else if (gl_combine.integer && r_textureunits.integer >= 2)
7403                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7404         else
7405                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7406         CHECKGLERROR
7407 }
7408
7409 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7410 {
7411         CHECKGLERROR
7412         RSurf_SetupDepthAndCulling();
7413         if (r_showsurfaces.integer == 3)
7414                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7415         else if (r_glsl.integer && gl_support_fragment_shader)
7416                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7417         else if (gl_combine.integer && r_textureunits.integer >= 2)
7418                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7419         else
7420                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7421         CHECKGLERROR
7422 }
7423
7424 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7425 {
7426         int i, j;
7427         int texturenumsurfaces, endsurface;
7428         texture_t *texture;
7429         msurface_t *surface;
7430         msurface_t *texturesurfacelist[1024];
7431
7432         // if the model is static it doesn't matter what value we give for
7433         // wantnormals and wanttangents, so this logic uses only rules applicable
7434         // to a model, knowing that they are meaningless otherwise
7435         if (ent == r_refdef.scene.worldentity)
7436                 RSurf_ActiveWorldEntity();
7437         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7438                 RSurf_ActiveModelEntity(ent, false, false);
7439         else
7440                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
7441
7442         for (i = 0;i < numsurfaces;i = j)
7443         {
7444                 j = i + 1;
7445                 surface = rsurface.modelsurfaces + surfacelist[i];
7446                 texture = surface->texture;
7447                 rsurface.texture = R_GetCurrentTexture(texture);
7448                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7449                 // scan ahead until we find a different texture
7450                 endsurface = min(i + 1024, numsurfaces);
7451                 texturenumsurfaces = 0;
7452                 texturesurfacelist[texturenumsurfaces++] = surface;
7453                 for (;j < endsurface;j++)
7454                 {
7455                         surface = rsurface.modelsurfaces + surfacelist[j];
7456                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7457                                 break;
7458                         texturesurfacelist[texturenumsurfaces++] = surface;
7459                 }
7460                 // render the range of surfaces
7461                 if (ent == r_refdef.scene.worldentity)
7462                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7463                 else
7464                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7465         }
7466         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7467         GL_AlphaTest(false);
7468 }
7469
7470 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
7471 {
7472         const entity_render_t *queueentity = r_refdef.scene.worldentity;
7473         CHECKGLERROR
7474         if (depthonly)
7475         {
7476                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7477                         return;
7478                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7479                         return;
7480                 RSurf_SetupDepthAndCulling();
7481                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7482                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7483         }
7484         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7485         {
7486                 RSurf_SetupDepthAndCulling();
7487                 GL_AlphaTest(false);
7488                 R_Mesh_ColorPointer(NULL, 0, 0);
7489                 R_Mesh_ResetTextureState();
7490                 R_SetupGenericShader(false);
7491                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7492                 GL_DepthMask(true);
7493                 GL_BlendFunc(GL_ONE, GL_ZERO);
7494                 GL_Color(0, 0, 0, 1);
7495                 GL_DepthTest(writedepth);
7496                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7497         }
7498         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7499         {
7500                 RSurf_SetupDepthAndCulling();
7501                 GL_AlphaTest(false);
7502                 R_Mesh_ColorPointer(NULL, 0, 0);
7503                 R_Mesh_ResetTextureState();
7504                 R_SetupGenericShader(false);
7505                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7506                 GL_DepthMask(true);
7507                 GL_BlendFunc(GL_ONE, GL_ZERO);
7508                 GL_DepthTest(true);
7509                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7510         }
7511         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7512                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7513         else if (!rsurface.texture->currentnumlayers)
7514                 return;
7515         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7516         {
7517                 // transparent surfaces get pushed off into the transparent queue
7518                 int surfacelistindex;
7519                 const msurface_t *surface;
7520                 vec3_t tempcenter, center;
7521                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7522                 {
7523                         surface = texturesurfacelist[surfacelistindex];
7524                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7525                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7526                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7527                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7528                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7529                 }
7530         }
7531         else
7532         {
7533                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7534                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7535         }
7536         CHECKGLERROR
7537 }
7538
7539 void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7540 {
7541         int i, j;
7542         texture_t *texture;
7543         // break the surface list down into batches by texture and use of lightmapping
7544         for (i = 0;i < numsurfaces;i = j)
7545         {
7546                 j = i + 1;
7547                 // texture is the base texture pointer, rsurface.texture is the
7548                 // current frame/skin the texture is directing us to use (for example
7549                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7550                 // use skin 1 instead)
7551                 texture = surfacelist[i]->texture;
7552                 rsurface.texture = R_GetCurrentTexture(texture);
7553                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7554                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7555                 {
7556                         // if this texture is not the kind we want, skip ahead to the next one
7557                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7558                                 ;
7559                         continue;
7560                 }
7561                 // simply scan ahead until we find a different texture or lightmap state
7562                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7563                         ;
7564                 // render the range of surfaces
7565                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
7566         }
7567 }
7568
7569 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
7570 {
7571         CHECKGLERROR
7572         if (depthonly)
7573         {
7574                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7575                         return;
7576                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7577                         return;
7578                 RSurf_SetupDepthAndCulling();
7579                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7580                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7581         }
7582         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7583         {
7584                 RSurf_SetupDepthAndCulling();
7585                 GL_AlphaTest(false);
7586                 R_Mesh_ColorPointer(NULL, 0, 0);
7587                 R_Mesh_ResetTextureState();
7588                 R_SetupGenericShader(false);
7589                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7590                 GL_DepthMask(true);
7591                 GL_BlendFunc(GL_ONE, GL_ZERO);
7592                 GL_Color(0, 0, 0, 1);
7593                 GL_DepthTest(writedepth);
7594                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7595         }
7596         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7597         {
7598                 RSurf_SetupDepthAndCulling();
7599                 GL_AlphaTest(false);
7600                 R_Mesh_ColorPointer(NULL, 0, 0);
7601                 R_Mesh_ResetTextureState();
7602                 R_SetupGenericShader(false);
7603                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7604                 GL_DepthMask(true);
7605                 GL_BlendFunc(GL_ONE, GL_ZERO);
7606                 GL_DepthTest(true);
7607                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7608         }
7609         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7610                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7611         else if (!rsurface.texture->currentnumlayers)
7612                 return;
7613         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7614         {
7615                 // transparent surfaces get pushed off into the transparent queue
7616                 int surfacelistindex;
7617                 const msurface_t *surface;
7618                 vec3_t tempcenter, center;
7619                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7620                 {
7621                         surface = texturesurfacelist[surfacelistindex];
7622                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7623                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7624                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7625                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7626                         if (queueentity->transparent_offset) // transparent offset
7627                         {
7628                                 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
7629                                 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
7630                                 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
7631                         }
7632                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7633                 }
7634         }
7635         else
7636         {
7637                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7638                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7639         }
7640         CHECKGLERROR
7641 }
7642
7643 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7644 {
7645         int i, j;
7646         texture_t *texture;
7647         // break the surface list down into batches by texture and use of lightmapping
7648         for (i = 0;i < numsurfaces;i = j)
7649         {
7650                 j = i + 1;
7651                 // texture is the base texture pointer, rsurface.texture is the
7652                 // current frame/skin the texture is directing us to use (for example
7653                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7654                 // use skin 1 instead)
7655                 texture = surfacelist[i]->texture;
7656                 rsurface.texture = R_GetCurrentTexture(texture);
7657                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7658                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7659                 {
7660                         // if this texture is not the kind we want, skip ahead to the next one
7661                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7662                                 ;
7663                         continue;
7664                 }
7665                 // simply scan ahead until we find a different texture or lightmap state
7666                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7667                         ;
7668                 // render the range of surfaces
7669                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
7670         }
7671 }
7672
7673 float locboxvertex3f[6*4*3] =
7674 {
7675         1,0,1, 1,0,0, 1,1,0, 1,1,1,
7676         0,1,1, 0,1,0, 0,0,0, 0,0,1,
7677         1,1,1, 1,1,0, 0,1,0, 0,1,1,
7678         0,0,1, 0,0,0, 1,0,0, 1,0,1,
7679         0,0,1, 1,0,1, 1,1,1, 0,1,1,
7680         1,0,0, 0,0,0, 0,1,0, 1,1,0
7681 };
7682
7683 unsigned short locboxelements[6*2*3] =
7684 {
7685          0, 1, 2, 0, 2, 3,
7686          4, 5, 6, 4, 6, 7,
7687          8, 9,10, 8,10,11,
7688         12,13,14, 12,14,15,
7689         16,17,18, 16,18,19,
7690         20,21,22, 20,22,23
7691 };
7692
7693 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7694 {
7695         int i, j;
7696         cl_locnode_t *loc = (cl_locnode_t *)ent;
7697         vec3_t mins, size;
7698         float vertex3f[6*4*3];
7699         CHECKGLERROR
7700         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7701         GL_DepthMask(false);
7702         GL_DepthRange(0, 1);
7703         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7704         GL_DepthTest(true);
7705         GL_CullFace(GL_NONE);
7706         R_Mesh_Matrix(&identitymatrix);
7707
7708         R_Mesh_VertexPointer(vertex3f, 0, 0);
7709         R_Mesh_ColorPointer(NULL, 0, 0);
7710         R_Mesh_ResetTextureState();
7711         R_SetupGenericShader(false);
7712
7713         i = surfacelist[0];
7714         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7715                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7716                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7717                         surfacelist[0] < 0 ? 0.5f : 0.125f);
7718
7719         if (VectorCompare(loc->mins, loc->maxs))
7720         {
7721                 VectorSet(size, 2, 2, 2);
7722                 VectorMA(loc->mins, -0.5f, size, mins);
7723         }
7724         else
7725         {
7726                 VectorCopy(loc->mins, mins);
7727                 VectorSubtract(loc->maxs, loc->mins, size);
7728         }
7729
7730         for (i = 0;i < 6*4*3;)
7731                 for (j = 0;j < 3;j++, i++)
7732                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
7733
7734         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
7735 }
7736
7737 void R_DrawLocs(void)
7738 {
7739         int index;
7740         cl_locnode_t *loc, *nearestloc;
7741         vec3_t center;
7742         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
7743         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
7744         {
7745                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
7746                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
7747         }
7748 }
7749
7750 void R_DrawDebugModel(entity_render_t *ent)
7751 {
7752         int i, j, k, l, flagsmask;
7753         const int *elements;
7754         q3mbrush_t *brush;
7755         msurface_t *surface;
7756         dp_model_t *model = ent->model;
7757         vec3_t v;
7758
7759         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
7760
7761         R_Mesh_ColorPointer(NULL, 0, 0);
7762         R_Mesh_ResetTextureState();
7763         R_SetupGenericShader(false);
7764         GL_DepthRange(0, 1);
7765         GL_DepthTest(!r_showdisabledepthtest.integer);
7766         GL_DepthMask(false);
7767         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7768
7769         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
7770         {
7771                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
7772                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
7773                 {
7774                         if (brush->colbrushf && brush->colbrushf->numtriangles)
7775                         {
7776                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
7777                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
7778                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
7779                         }
7780                 }
7781                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
7782                 {
7783                         if (surface->num_collisiontriangles)
7784                         {
7785                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
7786                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
7787                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
7788                         }
7789                 }
7790         }
7791
7792         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7793
7794         if (r_showtris.integer || r_shownormals.integer)
7795         {
7796                 if (r_showdisabledepthtest.integer)
7797                 {
7798                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7799                         GL_DepthMask(false);
7800                 }
7801                 else
7802                 {
7803                         GL_BlendFunc(GL_ONE, GL_ZERO);
7804                         GL_DepthMask(true);
7805                 }
7806                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
7807                 {
7808                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
7809                                 continue;
7810                         rsurface.texture = R_GetCurrentTexture(surface->texture);
7811                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
7812                         {
7813                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
7814                                 if (r_showtris.value > 0)
7815                                 {
7816                                         if (!rsurface.texture->currentlayers->depthmask)
7817                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
7818                                         else if (ent == r_refdef.scene.worldentity)
7819                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
7820                                         else
7821                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
7822                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
7823                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
7824                                         R_Mesh_ColorPointer(NULL, 0, 0);
7825                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
7826                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7827                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
7828                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7829                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7830                                         CHECKGLERROR
7831                                 }
7832                                 if (r_shownormals.value < 0)
7833                                 {
7834                                         qglBegin(GL_LINES);
7835                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7836                                         {
7837                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7838                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7839                                                 qglVertex3f(v[0], v[1], v[2]);
7840                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
7841                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7842                                                 qglVertex3f(v[0], v[1], v[2]);
7843                                         }
7844                                         qglEnd();
7845                                         CHECKGLERROR
7846                                 }
7847                                 if (r_shownormals.value > 0)
7848                                 {
7849                                         qglBegin(GL_LINES);
7850                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7851                                         {
7852                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7853                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7854                                                 qglVertex3f(v[0], v[1], v[2]);
7855                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
7856                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7857                                                 qglVertex3f(v[0], v[1], v[2]);
7858                                         }
7859                                         qglEnd();
7860                                         CHECKGLERROR
7861                                         qglBegin(GL_LINES);
7862                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7863                                         {
7864                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7865                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
7866                                                 qglVertex3f(v[0], v[1], v[2]);
7867                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
7868                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7869                                                 qglVertex3f(v[0], v[1], v[2]);
7870                                         }
7871                                         qglEnd();
7872                                         CHECKGLERROR
7873                                         qglBegin(GL_LINES);
7874                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7875                                         {
7876                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7877                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
7878                                                 qglVertex3f(v[0], v[1], v[2]);
7879                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
7880                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7881                                                 qglVertex3f(v[0], v[1], v[2]);
7882                                         }
7883                                         qglEnd();
7884                                         CHECKGLERROR
7885                                 }
7886                         }
7887                 }
7888                 rsurface.texture = NULL;
7889         }
7890 }
7891
7892 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
7893 int r_maxsurfacelist = 0;
7894 msurface_t **r_surfacelist = NULL;
7895 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7896 {
7897         int i, j, endj, f, flagsmask;
7898         texture_t *t;
7899         dp_model_t *model = r_refdef.scene.worldmodel;
7900         msurface_t *surfaces;
7901         unsigned char *update;
7902         int numsurfacelist = 0;
7903         if (model == NULL)
7904                 return;
7905
7906         if (r_maxsurfacelist < model->num_surfaces)
7907         {
7908                 r_maxsurfacelist = model->num_surfaces;
7909                 if (r_surfacelist)
7910                         Mem_Free(r_surfacelist);
7911                 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7912         }
7913
7914         RSurf_ActiveWorldEntity();
7915
7916         surfaces = model->data_surfaces;
7917         update = model->brushq1.lightmapupdateflags;
7918
7919         // update light styles on this submodel
7920         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7921         {
7922                 model_brush_lightstyleinfo_t *style;
7923                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7924                 {
7925                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
7926                         {
7927                                 int *list = style->surfacelist;
7928                                 style->value = r_refdef.scene.lightstylevalue[style->style];
7929                                 for (j = 0;j < style->numsurfaces;j++)
7930                                         update[list[j]] = true;
7931                         }
7932                 }
7933         }
7934
7935         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7936
7937         if (debug)
7938         {
7939                 R_DrawDebugModel(r_refdef.scene.worldentity);
7940                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7941                 return;
7942         }
7943
7944         f = 0;
7945         t = NULL;
7946         rsurface.uselightmaptexture = false;
7947         rsurface.texture = NULL;
7948         rsurface.rtlight = NULL;
7949         numsurfacelist = 0;
7950         // add visible surfaces to draw list
7951         for (i = 0;i < model->nummodelsurfaces;i++)
7952         {
7953                 j = model->sortedmodelsurfaces[i];
7954                 if (r_refdef.viewcache.world_surfacevisible[j])
7955                         r_surfacelist[numsurfacelist++] = surfaces + j;
7956         }
7957         // update lightmaps if needed
7958         if (update)
7959                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7960                         if (r_refdef.viewcache.world_surfacevisible[j])
7961                                 if (update[j])
7962                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7963         // don't do anything if there were no surfaces
7964         if (!numsurfacelist)
7965         {
7966                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7967                 return;
7968         }
7969         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7970         GL_AlphaTest(false);
7971
7972         // add to stats if desired
7973         if (r_speeds.integer && !skysurfaces && !depthonly)
7974         {
7975                 r_refdef.stats.world_surfaces += numsurfacelist;
7976                 for (j = 0;j < numsurfacelist;j++)
7977                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7978         }
7979         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7980 }
7981
7982 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7983 {
7984         int i, j, endj, f, flagsmask;
7985         texture_t *t;
7986         dp_model_t *model = ent->model;
7987         msurface_t *surfaces;
7988         unsigned char *update;
7989         int numsurfacelist = 0;
7990         if (model == NULL)
7991                 return;
7992
7993         if (r_maxsurfacelist < model->num_surfaces)
7994         {
7995                 r_maxsurfacelist = model->num_surfaces;
7996                 if (r_surfacelist)
7997                         Mem_Free(r_surfacelist);
7998                 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7999         }
8000
8001         // if the model is static it doesn't matter what value we give for
8002         // wantnormals and wanttangents, so this logic uses only rules applicable
8003         // to a model, knowing that they are meaningless otherwise
8004         if (ent == r_refdef.scene.worldentity)
8005                 RSurf_ActiveWorldEntity();
8006         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8007                 RSurf_ActiveModelEntity(ent, false, false);
8008         else
8009                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
8010
8011         surfaces = model->data_surfaces;
8012         update = model->brushq1.lightmapupdateflags;
8013
8014         // update light styles
8015         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
8016         {
8017                 model_brush_lightstyleinfo_t *style;
8018                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
8019                 {
8020                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
8021                         {
8022                                 int *list = style->surfacelist;
8023                                 style->value = r_refdef.scene.lightstylevalue[style->style];
8024                                 for (j = 0;j < style->numsurfaces;j++)
8025                                         update[list[j]] = true;
8026                         }
8027                 }
8028         }
8029
8030         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
8031
8032         if (debug)
8033         {
8034                 R_DrawDebugModel(ent);
8035                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8036                 return;
8037         }
8038
8039         f = 0;
8040         t = NULL;
8041         rsurface.uselightmaptexture = false;
8042         rsurface.texture = NULL;
8043         rsurface.rtlight = NULL;
8044         numsurfacelist = 0;
8045         // add visible surfaces to draw list
8046         for (i = 0;i < model->nummodelsurfaces;i++)
8047                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
8048         // don't do anything if there were no surfaces
8049         if (!numsurfacelist)
8050         {
8051                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8052                 return;
8053         }
8054         // update lightmaps if needed
8055         if (update)
8056                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
8057                         if (update[j])
8058                                 R_BuildLightMap(ent, surfaces + j);
8059         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
8060         GL_AlphaTest(false);
8061
8062         // add to stats if desired
8063         if (r_speeds.integer && !skysurfaces && !depthonly)
8064         {
8065                 r_refdef.stats.entities_surfaces += numsurfacelist;
8066                 for (j = 0;j < numsurfacelist;j++)
8067                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
8068         }
8069         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8070 }