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new shader keyword: dp_specularpowermod 2, makes gloss have 2x the usual specular...
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
30
31 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 static void R_View_UpdateEntityVisible (void)
3273 {
3274         int i, renderimask;
3275         entity_render_t *ent;
3276
3277         if (!r_drawentities.integer)
3278                 return;
3279
3280         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3281         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3282         {
3283                 // worldmodel can check visibility
3284                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3285                 for (i = 0;i < r_refdef.scene.numentities;i++)
3286                 {
3287                         ent = r_refdef.scene.entities[i];
3288                         if (!(ent->flags & renderimask))
3289                         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)))
3290                         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))
3291                                 r_refdef.viewcache.entityvisible[i] = true;
3292                 }
3293                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3294                 {
3295                         for (i = 0;i < r_refdef.scene.numentities;i++)
3296                         {
3297                                 ent = r_refdef.scene.entities[i];
3298                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & (RENDER_VIEWMODEL + RENDER_NOCULL)) && !(ent->model && (ent->model->name[0] == '*')))
3299                                 {
3300                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
3301                                                 ent->last_trace_visibility = realtime;
3302                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3303                                                 r_refdef.viewcache.entityvisible[i] = 0;
3304                                 }
3305                         }
3306                 }
3307         }
3308         else
3309         {
3310                 // no worldmodel or it can't check visibility
3311                 for (i = 0;i < r_refdef.scene.numentities;i++)
3312                 {
3313                         ent = r_refdef.scene.entities[i];
3314                         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));
3315                 }
3316         }
3317 }
3318
3319 /// only used if skyrendermasked, and normally returns false
3320 int R_DrawBrushModelsSky (void)
3321 {
3322         int i, sky;
3323         entity_render_t *ent;
3324
3325         if (!r_drawentities.integer)
3326                 return false;
3327
3328         sky = false;
3329         for (i = 0;i < r_refdef.scene.numentities;i++)
3330         {
3331                 if (!r_refdef.viewcache.entityvisible[i])
3332                         continue;
3333                 ent = r_refdef.scene.entities[i];
3334                 if (!ent->model || !ent->model->DrawSky)
3335                         continue;
3336                 ent->model->DrawSky(ent);
3337                 sky = true;
3338         }
3339         return sky;
3340 }
3341
3342 static void R_DrawNoModel(entity_render_t *ent);
3343 static void R_DrawModels(void)
3344 {
3345         int i;
3346         entity_render_t *ent;
3347
3348         if (!r_drawentities.integer)
3349                 return;
3350
3351         for (i = 0;i < r_refdef.scene.numentities;i++)
3352         {
3353                 if (!r_refdef.viewcache.entityvisible[i])
3354                         continue;
3355                 ent = r_refdef.scene.entities[i];
3356                 r_refdef.stats.entities++;
3357                 if (ent->model && ent->model->Draw != NULL)
3358                         ent->model->Draw(ent);
3359                 else
3360                         R_DrawNoModel(ent);
3361         }
3362 }
3363
3364 static void R_DrawModelsDepth(void)
3365 {
3366         int i;
3367         entity_render_t *ent;
3368
3369         if (!r_drawentities.integer)
3370                 return;
3371
3372         for (i = 0;i < r_refdef.scene.numentities;i++)
3373         {
3374                 if (!r_refdef.viewcache.entityvisible[i])
3375                         continue;
3376                 ent = r_refdef.scene.entities[i];
3377                 if (ent->model && ent->model->DrawDepth != NULL)
3378                         ent->model->DrawDepth(ent);
3379         }
3380 }
3381
3382 static void R_DrawModelsDebug(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                 if (ent->model && ent->model->DrawDebug != NULL)
3396                         ent->model->DrawDebug(ent);
3397         }
3398 }
3399
3400 static void R_DrawModelsAddWaterPlanes(void)
3401 {
3402         int i;
3403         entity_render_t *ent;
3404
3405         if (!r_drawentities.integer)
3406                 return;
3407
3408         for (i = 0;i < r_refdef.scene.numentities;i++)
3409         {
3410                 if (!r_refdef.viewcache.entityvisible[i])
3411                         continue;
3412                 ent = r_refdef.scene.entities[i];
3413                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3414                         ent->model->DrawAddWaterPlanes(ent);
3415         }
3416 }
3417
3418 static void R_View_SetFrustum(void)
3419 {
3420         int i;
3421         double slopex, slopey;
3422         vec3_t forward, left, up, origin;
3423
3424         // we can't trust r_refdef.view.forward and friends in reflected scenes
3425         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3426
3427 #if 0
3428         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3429         r_refdef.view.frustum[0].normal[1] = 0 - 0;
3430         r_refdef.view.frustum[0].normal[2] = -1 - 0;
3431         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3432         r_refdef.view.frustum[1].normal[1] = 0 + 0;
3433         r_refdef.view.frustum[1].normal[2] = -1 + 0;
3434         r_refdef.view.frustum[2].normal[0] = 0 - 0;
3435         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3436         r_refdef.view.frustum[2].normal[2] = -1 - 0;
3437         r_refdef.view.frustum[3].normal[0] = 0 + 0;
3438         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3439         r_refdef.view.frustum[3].normal[2] = -1 + 0;
3440 #endif
3441
3442 #if 0
3443         zNear = r_refdef.nearclip;
3444         nudge = 1.0 - 1.0 / (1<<23);
3445         r_refdef.view.frustum[4].normal[0] = 0 - 0;
3446         r_refdef.view.frustum[4].normal[1] = 0 - 0;
3447         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3448         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3449         r_refdef.view.frustum[5].normal[0] = 0 + 0;
3450         r_refdef.view.frustum[5].normal[1] = 0 + 0;
3451         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3452         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3453 #endif
3454
3455
3456
3457 #if 0
3458         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3459         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3460         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3461         r_refdef.view.frustum[0].dist = m[15] - m[12];
3462
3463         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3464         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3465         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3466         r_refdef.view.frustum[1].dist = m[15] + m[12];
3467
3468         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3469         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3470         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3471         r_refdef.view.frustum[2].dist = m[15] - m[13];
3472
3473         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3474         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3475         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3476         r_refdef.view.frustum[3].dist = m[15] + m[13];
3477
3478         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3479         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3480         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3481         r_refdef.view.frustum[4].dist = m[15] - m[14];
3482
3483         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3484         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3485         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3486         r_refdef.view.frustum[5].dist = m[15] + m[14];
3487 #endif
3488
3489         if (r_refdef.view.useperspective)
3490         {
3491                 slopex = 1.0 / r_refdef.view.frustum_x;
3492                 slopey = 1.0 / r_refdef.view.frustum_y;
3493                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3494                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
3495                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
3496                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
3497                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3498
3499                 // Leaving those out was a mistake, those were in the old code, and they
3500                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3501                 // I couldn't reproduce it after adding those normalizations. --blub
3502                 VectorNormalize(r_refdef.view.frustum[0].normal);
3503                 VectorNormalize(r_refdef.view.frustum[1].normal);
3504                 VectorNormalize(r_refdef.view.frustum[2].normal);
3505                 VectorNormalize(r_refdef.view.frustum[3].normal);
3506
3507                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3508                 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]);
3509                 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]);
3510                 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]);
3511                 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]);
3512
3513                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3514                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3515                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3516                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3517                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3518         }
3519         else
3520         {
3521                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3522                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3523                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3524                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3525                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3526                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3527                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3528                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3529                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3530                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3531         }
3532         r_refdef.view.numfrustumplanes = 5;
3533
3534         if (r_refdef.view.useclipplane)
3535         {
3536                 r_refdef.view.numfrustumplanes = 6;
3537                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3538         }
3539
3540         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3541                 PlaneClassify(r_refdef.view.frustum + i);
3542
3543         // LordHavoc: note to all quake engine coders, Quake had a special case
3544         // for 90 degrees which assumed a square view (wrong), so I removed it,
3545         // Quake2 has it disabled as well.
3546
3547         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3548         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3549         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3550         //PlaneClassify(&frustum[0]);
3551
3552         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3553         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3554         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3555         //PlaneClassify(&frustum[1]);
3556
3557         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3558         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3559         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3560         //PlaneClassify(&frustum[2]);
3561
3562         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3563         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3564         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3565         //PlaneClassify(&frustum[3]);
3566
3567         // nearclip plane
3568         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3569         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3570         //PlaneClassify(&frustum[4]);
3571 }
3572
3573 void R_View_Update(void)
3574 {
3575         R_View_SetFrustum();
3576         R_View_WorldVisibility(r_refdef.view.useclipplane);
3577         R_View_UpdateEntityVisible();
3578         R_View_UpdateEntityLighting();
3579 }
3580
3581 void R_SetupView(qboolean allowwaterclippingplane)
3582 {
3583         const double *customclipplane = NULL;
3584         double plane[4];
3585         if (r_refdef.view.useclipplane && allowwaterclippingplane)
3586         {
3587                 // LordHavoc: couldn't figure out how to make this approach the
3588                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3589                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3590                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3591                         dist = r_refdef.view.clipplane.dist;
3592                 plane[0] = r_refdef.view.clipplane.normal[0];
3593                 plane[1] = r_refdef.view.clipplane.normal[1];
3594                 plane[2] = r_refdef.view.clipplane.normal[2];
3595                 plane[3] = dist;
3596                 customclipplane = plane;
3597         }
3598
3599         if (!r_refdef.view.useperspective)
3600                 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);
3601         else if (gl_stencil && r_useinfinitefarclip.integer)
3602                 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);
3603         else
3604                 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);
3605         R_SetViewport(&r_refdef.view.viewport);
3606 }
3607
3608 void R_ResetViewRendering2D(void)
3609 {
3610         r_viewport_t viewport;
3611         DrawQ_Finish();
3612
3613         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3614         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);
3615         R_SetViewport(&viewport);
3616         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
3617         GL_Color(1, 1, 1, 1);
3618         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3619         GL_BlendFunc(GL_ONE, GL_ZERO);
3620         GL_AlphaTest(false);
3621         GL_ScissorTest(false);
3622         GL_DepthMask(false);
3623         GL_DepthRange(0, 1);
3624         GL_DepthTest(false);
3625         R_Mesh_Matrix(&identitymatrix);
3626         R_Mesh_ResetTextureState();
3627         GL_PolygonOffset(0, 0);
3628         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3629         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3630         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3631         qglStencilMask(~0);CHECKGLERROR
3632         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3633         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3634         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3635         R_SetupGenericShader(true);
3636 }
3637
3638 void R_ResetViewRendering3D(void)
3639 {
3640         DrawQ_Finish();
3641
3642         R_SetupView(true);
3643         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3644         GL_Color(1, 1, 1, 1);
3645         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3646         GL_BlendFunc(GL_ONE, GL_ZERO);
3647         GL_AlphaTest(false);
3648         GL_ScissorTest(true);
3649         GL_DepthMask(true);
3650         GL_DepthRange(0, 1);
3651         GL_DepthTest(true);
3652         R_Mesh_Matrix(&identitymatrix);
3653         R_Mesh_ResetTextureState();
3654         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3655         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3656         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3657         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3658         qglStencilMask(~0);CHECKGLERROR
3659         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3660         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3661         GL_CullFace(r_refdef.view.cullface_back);
3662         R_SetupGenericShader(true);
3663 }
3664
3665 void R_RenderScene(void);
3666 void R_RenderWaterPlanes(void);
3667
3668 static void R_Water_StartFrame(void)
3669 {
3670         int i;
3671         int waterwidth, waterheight, texturewidth, textureheight;
3672         r_waterstate_waterplane_t *p;
3673
3674         // set waterwidth and waterheight to the water resolution that will be
3675         // used (often less than the screen resolution for faster rendering)
3676         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
3677         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
3678
3679         // calculate desired texture sizes
3680         // can't use water if the card does not support the texture size
3681         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3682                 texturewidth = textureheight = waterwidth = waterheight = 0;
3683         else if (gl_support_arb_texture_non_power_of_two)
3684         {
3685                 texturewidth = waterwidth;
3686                 textureheight = waterheight;
3687         }
3688         else
3689         {
3690                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
3691                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
3692         }
3693
3694         // allocate textures as needed
3695         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3696         {
3697                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3698                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3699                 {
3700                         if (p->texture_refraction)
3701                                 R_FreeTexture(p->texture_refraction);
3702                         p->texture_refraction = NULL;
3703                         if (p->texture_reflection)
3704                                 R_FreeTexture(p->texture_reflection);
3705                         p->texture_reflection = NULL;
3706                 }
3707                 memset(&r_waterstate, 0, sizeof(r_waterstate));
3708                 r_waterstate.texturewidth = texturewidth;
3709                 r_waterstate.textureheight = textureheight;
3710         }
3711
3712         if (r_waterstate.texturewidth)
3713         {
3714                 r_waterstate.enabled = true;
3715
3716                 // when doing a reduced render (HDR) we want to use a smaller area
3717                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3718                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3719
3720                 // set up variables that will be used in shader setup
3721                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
3722                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
3723                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
3724                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
3725         }
3726
3727         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3728         r_waterstate.numwaterplanes = 0;
3729 }
3730
3731 void R_Water_AddWaterPlane(msurface_t *surface)
3732 {
3733         int triangleindex, planeindex;
3734         const int *e;
3735         vec3_t vert[3];
3736         vec3_t normal;
3737         vec3_t center;
3738         mplane_t plane;
3739         r_waterstate_waterplane_t *p;
3740         texture_t *t = R_GetCurrentTexture(surface->texture);
3741         // just use the first triangle with a valid normal for any decisions
3742         VectorClear(normal);
3743         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3744         {
3745                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3746                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3747                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3748                 TriangleNormal(vert[0], vert[1], vert[2], normal);
3749                 if (VectorLength2(normal) >= 0.001)
3750                         break;
3751         }
3752
3753         VectorCopy(normal, plane.normal);
3754         VectorNormalize(plane.normal);
3755         plane.dist = DotProduct(vert[0], plane.normal);
3756         PlaneClassify(&plane);
3757         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3758         {
3759                 // skip backfaces (except if nocullface is set)
3760                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3761                         return;
3762                 VectorNegate(plane.normal, plane.normal);
3763                 plane.dist *= -1;
3764                 PlaneClassify(&plane);
3765         }
3766
3767
3768         // find a matching plane if there is one
3769         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3770                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3771                         break;
3772         if (planeindex >= r_waterstate.maxwaterplanes)
3773                 return; // nothing we can do, out of planes
3774
3775         // if this triangle does not fit any known plane rendered this frame, add one
3776         if (planeindex >= r_waterstate.numwaterplanes)
3777         {
3778                 // store the new plane
3779                 r_waterstate.numwaterplanes++;
3780                 p->plane = plane;
3781                 // clear materialflags and pvs
3782                 p->materialflags = 0;
3783                 p->pvsvalid = false;
3784         }
3785         // merge this surface's materialflags into the waterplane
3786         p->materialflags |= t->currentmaterialflags;
3787         // merge this surface's PVS into the waterplane
3788         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3789         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3790          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3791         {
3792                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3793                 p->pvsvalid = true;
3794         }
3795 }
3796
3797 static void R_Water_ProcessPlanes(void)
3798 {
3799         r_refdef_view_t originalview;
3800         r_refdef_view_t myview;
3801         int planeindex;
3802         r_waterstate_waterplane_t *p;
3803
3804         originalview = r_refdef.view;
3805
3806         // make sure enough textures are allocated
3807         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3808         {
3809                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3810                 {
3811                         if (!p->texture_refraction)
3812                                 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);
3813                         if (!p->texture_refraction)
3814                                 goto error;
3815                 }
3816
3817                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3818                 {
3819                         if (!p->texture_reflection)
3820                                 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);
3821                         if (!p->texture_reflection)
3822                                 goto error;
3823                 }
3824         }
3825
3826         // render views
3827         r_refdef.view = originalview;
3828         r_refdef.view.showdebug = false;
3829         r_refdef.view.width = r_waterstate.waterwidth;
3830         r_refdef.view.height = r_waterstate.waterheight;
3831         r_refdef.view.useclipplane = true;
3832         myview = r_refdef.view;
3833         r_waterstate.renderingscene = true;
3834         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3835         {
3836                 // render the normal view scene and copy into texture
3837                 // (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)
3838                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3839                 {
3840                         r_refdef.view = myview;
3841                         r_refdef.view.clipplane = p->plane;
3842                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3843                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3844                         PlaneClassify(&r_refdef.view.clipplane);
3845
3846                         R_ResetViewRendering3D();
3847                         R_ClearScreen(r_refdef.fogenabled);
3848                         R_View_Update();
3849                         R_RenderScene();
3850
3851                         // copy view into the screen texture
3852                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3853                         GL_ActiveTexture(0);
3854                         CHECKGLERROR
3855                         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
3856                 }
3857
3858                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3859                 {
3860                         r_refdef.view = myview;
3861                         // render reflected scene and copy into texture
3862                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3863                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3864                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3865                         r_refdef.view.clipplane = p->plane;
3866                         // reverse the cullface settings for this render
3867                         r_refdef.view.cullface_front = GL_FRONT;
3868                         r_refdef.view.cullface_back = GL_BACK;
3869                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3870                         {
3871                                 r_refdef.view.usecustompvs = true;
3872                                 if (p->pvsvalid)
3873                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3874                                 else
3875                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3876                         }
3877
3878                         R_ResetViewRendering3D();
3879                         R_ClearScreen(r_refdef.fogenabled);
3880                         R_View_Update();
3881                         R_RenderScene();
3882
3883                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3884                         GL_ActiveTexture(0);
3885                         CHECKGLERROR
3886                         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
3887                 }
3888         }
3889         r_waterstate.renderingscene = false;
3890         r_refdef.view = originalview;
3891         R_ResetViewRendering3D();
3892         R_ClearScreen(r_refdef.fogenabled);
3893         R_View_Update();
3894         return;
3895 error:
3896         r_refdef.view = originalview;
3897         r_waterstate.renderingscene = false;
3898         Cvar_SetValueQuick(&r_water, 0);
3899         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
3900         return;
3901 }
3902
3903 void R_Bloom_StartFrame(void)
3904 {
3905         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3906
3907         // set bloomwidth and bloomheight to the bloom resolution that will be
3908         // used (often less than the screen resolution for faster rendering)
3909         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
3910         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
3911         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
3912         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
3913         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
3914
3915         // calculate desired texture sizes
3916         if (gl_support_arb_texture_non_power_of_two)
3917         {
3918                 screentexturewidth = r_refdef.view.width;
3919                 screentextureheight = r_refdef.view.height;
3920                 bloomtexturewidth = r_bloomstate.bloomwidth;
3921                 bloomtextureheight = r_bloomstate.bloomheight;
3922         }
3923         else
3924         {
3925                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
3926                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
3927                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
3928                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
3929         }
3930
3931         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))
3932         {
3933                 Cvar_SetValueQuick(&r_hdr, 0);
3934                 Cvar_SetValueQuick(&r_bloom, 0);
3935                 Cvar_SetValueQuick(&r_motionblur, 0);
3936                 Cvar_SetValueQuick(&r_damageblur, 0);
3937         }
3938
3939         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)))
3940                 screentexturewidth = screentextureheight = 0;
3941         if (!r_hdr.integer && !r_bloom.integer)
3942                 bloomtexturewidth = bloomtextureheight = 0;
3943
3944         // allocate textures as needed
3945         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3946         {
3947                 if (r_bloomstate.texture_screen)
3948                         R_FreeTexture(r_bloomstate.texture_screen);
3949                 r_bloomstate.texture_screen = NULL;
3950                 r_bloomstate.screentexturewidth = screentexturewidth;
3951                 r_bloomstate.screentextureheight = screentextureheight;
3952                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3953                         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);
3954         }
3955         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3956         {
3957                 if (r_bloomstate.texture_bloom)
3958                         R_FreeTexture(r_bloomstate.texture_bloom);
3959                 r_bloomstate.texture_bloom = NULL;
3960                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3961                 r_bloomstate.bloomtextureheight = bloomtextureheight;
3962                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3963                         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);
3964         }
3965
3966         // when doing a reduced render (HDR) we want to use a smaller area
3967         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
3968         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3969         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3970         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
3971         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
3972
3973         // set up a texcoord array for the full resolution screen image
3974         // (we have to keep this around to copy back during final render)
3975         r_bloomstate.screentexcoord2f[0] = 0;
3976         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3977         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3978         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3979         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3980         r_bloomstate.screentexcoord2f[5] = 0;
3981         r_bloomstate.screentexcoord2f[6] = 0;
3982         r_bloomstate.screentexcoord2f[7] = 0;
3983
3984         // set up a texcoord array for the reduced resolution bloom image
3985         // (which will be additive blended over the screen image)
3986         r_bloomstate.bloomtexcoord2f[0] = 0;
3987         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3988         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3989         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3990         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3991         r_bloomstate.bloomtexcoord2f[5] = 0;
3992         r_bloomstate.bloomtexcoord2f[6] = 0;
3993         r_bloomstate.bloomtexcoord2f[7] = 0;
3994
3995         if (r_hdr.integer || r_bloom.integer)
3996         {
3997                 r_bloomstate.enabled = true;
3998                 r_bloomstate.hdr = r_hdr.integer != 0;
3999         }
4000
4001         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);
4002 }
4003
4004 void R_Bloom_CopyBloomTexture(float colorscale)
4005 {
4006         r_refdef.stats.bloom++;
4007
4008         // scale down screen texture to the bloom texture size
4009         CHECKGLERROR
4010         R_SetViewport(&r_bloomstate.viewport);
4011         GL_BlendFunc(GL_ONE, GL_ZERO);
4012         GL_Color(colorscale, colorscale, colorscale, 1);
4013         // TODO: optimize with multitexture or GLSL
4014         R_SetupGenericShader(true);
4015         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4016         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4017         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4018         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4019
4020         // we now have a bloom image in the framebuffer
4021         // copy it into the bloom image texture for later processing
4022         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4023         GL_ActiveTexture(0);
4024         CHECKGLERROR
4025         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4026         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4027 }
4028
4029 void R_Bloom_CopyHDRTexture(void)
4030 {
4031         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4032         GL_ActiveTexture(0);
4033         CHECKGLERROR
4034         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
4035         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4036 }
4037
4038 void R_Bloom_MakeTexture(void)
4039 {
4040         int x, range, dir;
4041         float xoffset, yoffset, r, brighten;
4042
4043         r_refdef.stats.bloom++;
4044
4045         R_ResetViewRendering2D();
4046         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4047         R_Mesh_ColorPointer(NULL, 0, 0);
4048         R_SetupGenericShader(true);
4049
4050         // we have a bloom image in the framebuffer
4051         CHECKGLERROR
4052         R_SetViewport(&r_bloomstate.viewport);
4053
4054         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4055         {
4056                 x *= 2;
4057                 r = bound(0, r_bloom_colorexponent.value / x, 1);
4058                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4059                 GL_Color(r, r, r, 1);
4060                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4061                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4062                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4063                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4064
4065                 // copy the vertically blurred bloom view to a texture
4066                 GL_ActiveTexture(0);
4067                 CHECKGLERROR
4068                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4069                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4070         }
4071
4072         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4073         brighten = r_bloom_brighten.value;
4074         if (r_hdr.integer)
4075                 brighten *= r_hdr_range.value;
4076         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4077         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4078
4079         for (dir = 0;dir < 2;dir++)
4080         {
4081                 // blend on at multiple vertical offsets to achieve a vertical blur
4082                 // TODO: do offset blends using GLSL
4083                 GL_BlendFunc(GL_ONE, GL_ZERO);
4084                 for (x = -range;x <= range;x++)
4085                 {
4086                         if (!dir){xoffset = 0;yoffset = x;}
4087                         else {xoffset = x;yoffset = 0;}
4088                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
4089                         yoffset /= (float)r_bloomstate.bloomtextureheight;
4090                         // compute a texcoord array with the specified x and y offset
4091                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4092                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4093                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4094                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4095                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4096                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4097                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4098                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4099                         // this r value looks like a 'dot' particle, fading sharply to
4100                         // black at the edges
4101                         // (probably not realistic but looks good enough)
4102                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4103                         //r = (dir ? 1.0f : brighten)/(range*2+1);
4104                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
4105                         GL_Color(r, r, r, 1);
4106                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4107                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4108                         GL_BlendFunc(GL_ONE, GL_ONE);
4109                 }
4110
4111                 // copy the vertically blurred bloom view to a texture
4112                 GL_ActiveTexture(0);
4113                 CHECKGLERROR
4114                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4115                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4116         }
4117
4118         // apply subtract last
4119         // (just like it would be in a GLSL shader)
4120         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
4121         {
4122                 GL_BlendFunc(GL_ONE, GL_ZERO);
4123                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4124                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4125                 GL_Color(1, 1, 1, 1);
4126                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4127                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4128
4129                 GL_BlendFunc(GL_ONE, GL_ONE);
4130                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4131                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4132                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4133                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4134                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4135                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4136                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4137
4138                 // copy the darkened bloom view to a texture
4139                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4140                 GL_ActiveTexture(0);
4141                 CHECKGLERROR
4142                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4143                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4144         }
4145 }
4146
4147 void R_HDR_RenderBloomTexture(void)
4148 {
4149         int oldwidth, oldheight;
4150         float oldcolorscale;
4151
4152         oldcolorscale = r_refdef.view.colorscale;
4153         oldwidth = r_refdef.view.width;
4154         oldheight = r_refdef.view.height;
4155         r_refdef.view.width = r_bloomstate.bloomwidth;
4156         r_refdef.view.height = r_bloomstate.bloomheight;
4157
4158         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
4159         // TODO: add exposure compensation features
4160         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4161
4162         r_refdef.view.showdebug = false;
4163         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4164
4165         R_ResetViewRendering3D();
4166
4167         R_ClearScreen(r_refdef.fogenabled);
4168         if (r_timereport_active)
4169                 R_TimeReport("HDRclear");
4170
4171         R_View_Update();
4172         if (r_timereport_active)
4173                 R_TimeReport("visibility");
4174
4175         // only do secondary renders with HDR if r_hdr is 2 or higher
4176         r_waterstate.numwaterplanes = 0;
4177         if (r_waterstate.enabled && r_hdr.integer >= 2)
4178                 R_RenderWaterPlanes();
4179
4180         r_refdef.view.showdebug = true;
4181         R_RenderScene();
4182         r_waterstate.numwaterplanes = 0;
4183
4184         R_ResetViewRendering2D();
4185
4186         R_Bloom_CopyHDRTexture();
4187         R_Bloom_MakeTexture();
4188
4189         // restore the view settings
4190         r_refdef.view.width = oldwidth;
4191         r_refdef.view.height = oldheight;
4192         r_refdef.view.colorscale = oldcolorscale;
4193
4194         R_ResetViewRendering3D();
4195
4196         R_ClearScreen(r_refdef.fogenabled);
4197         if (r_timereport_active)
4198                 R_TimeReport("viewclear");
4199 }
4200
4201 static void R_BlendView(void)
4202 {
4203         if (r_bloomstate.texture_screen)
4204         {
4205                 // make sure the buffer is available
4206                 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4207
4208                 R_ResetViewRendering2D();
4209                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4210                 R_Mesh_ColorPointer(NULL, 0, 0);
4211                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4212                 GL_ActiveTexture(0);CHECKGLERROR
4213
4214                 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4215                 {  
4216                         // declare variables
4217                         float speed;
4218                         static float avgspeed;
4219
4220                         speed = VectorLength(cl.movement_velocity);
4221
4222                         cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4223                         avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4224
4225                         speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4226                         speed = bound(0, speed, 1);
4227                         speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4228
4229                         // calculate values into a standard alpha
4230                         cl.motionbluralpha = 1 - exp(-
4231                                         (
4232                                          (r_motionblur.value * speed / 80)
4233                                          +
4234                                          (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4235                                         )
4236                                         /
4237                                         max(0.0001, cl.time - cl.oldtime) // fps independent
4238                                    );
4239
4240                         cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4241                         cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4242                         // apply the blur
4243                         if (cl.motionbluralpha > 0)
4244                         {
4245                                 R_SetupGenericShader(true);
4246                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4247                                 GL_Color(1, 1, 1, cl.motionbluralpha);
4248                                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4249                                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4250                                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4251                                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4252                         }
4253                 }
4254
4255                 // copy view into the screen texture
4256                 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
4257                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4258         }
4259
4260         if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
4261         {
4262                 unsigned int permutation =
4263                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4264                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4265                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4266                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4267                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4268
4269                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4270                 {
4271                         // render simple bloom effect
4272                         // copy the screen and shrink it and darken it for the bloom process
4273                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4274                         // make the bloom texture
4275                         R_Bloom_MakeTexture();
4276                 }
4277
4278                 R_ResetViewRendering2D();
4279                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4280                 R_Mesh_ColorPointer(NULL, 0, 0);
4281                 GL_Color(1, 1, 1, 1);
4282                 GL_BlendFunc(GL_ONE, GL_ZERO);
4283                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4284                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4285                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4286                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4287                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4288                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4289                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4290                 if (r_glsl_permutation->loc_TintColor >= 0)
4291                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4292                 if (r_glsl_permutation->loc_ClientTime >= 0)
4293                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4294                 if (r_glsl_permutation->loc_PixelSize >= 0)
4295                         qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4296                 if (r_glsl_permutation->loc_UserVec1 >= 0)
4297                 {
4298                         float a=0, b=0, c=0, d=0;
4299 #if _MSC_VER >= 1400
4300 #define sscanf sscanf_s
4301 #endif
4302                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4303                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4304                 }
4305                 if (r_glsl_permutation->loc_UserVec2 >= 0)
4306                 {
4307                         float a=0, b=0, c=0, d=0;
4308                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4309                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4310                 }
4311                 if (r_glsl_permutation->loc_UserVec3 >= 0)
4312                 {
4313                         float a=0, b=0, c=0, d=0;
4314                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4315                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4316                 }
4317                 if (r_glsl_permutation->loc_UserVec4 >= 0)
4318                 {
4319                         float a=0, b=0, c=0, d=0;
4320                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4321                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4322                 }
4323                 if (r_glsl_permutation->loc_Saturation >= 0)
4324                         qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4325                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4326                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4327                 return;
4328         }
4329
4330
4331
4332         if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
4333         {
4334                 // render high dynamic range bloom effect
4335                 // the bloom texture was made earlier this render, so we just need to
4336                 // blend it onto the screen...
4337                 R_ResetViewRendering2D();
4338                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4339                 R_Mesh_ColorPointer(NULL, 0, 0);
4340                 R_SetupGenericShader(true);
4341                 GL_Color(1, 1, 1, 1);
4342                 GL_BlendFunc(GL_ONE, GL_ONE);
4343                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4344                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4345                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4346                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4347         }
4348         else if (r_bloomstate.texture_bloom)
4349         {
4350                 // render simple bloom effect
4351                 // copy the screen and shrink it and darken it for the bloom process
4352                 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4353                 // make the bloom texture
4354                 R_Bloom_MakeTexture();
4355                 // put the original screen image back in place and blend the bloom
4356                 // texture on it
4357                 R_ResetViewRendering2D();
4358                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4359                 R_Mesh_ColorPointer(NULL, 0, 0);
4360                 GL_Color(1, 1, 1, 1);
4361                 GL_BlendFunc(GL_ONE, GL_ZERO);
4362                 // do both in one pass if possible
4363                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4364                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4365                 if (r_textureunits.integer >= 2 && gl_combine.integer)
4366                 {
4367                         R_SetupGenericTwoTextureShader(GL_ADD);
4368                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
4369                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
4370                 }
4371                 else
4372                 {
4373                         R_SetupGenericShader(true);
4374                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4375                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4376                         // now blend on the bloom texture
4377                         GL_BlendFunc(GL_ONE, GL_ONE);
4378                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4379                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4380                 }
4381                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4382                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4383         }
4384         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4385         {
4386                 // apply a color tint to the whole view
4387                 R_ResetViewRendering2D();
4388                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4389                 R_Mesh_ColorPointer(NULL, 0, 0);
4390                 R_SetupGenericShader(false);
4391                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4392                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4393                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4394         }
4395 }
4396
4397 matrix4x4_t r_waterscrollmatrix;
4398
4399 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4400 {
4401         if (r_refdef.fog_density)
4402         {
4403                 r_refdef.fogcolor[0] = r_refdef.fog_red;
4404                 r_refdef.fogcolor[1] = r_refdef.fog_green;
4405                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4406
4407                 {
4408                         vec3_t fogvec;
4409                         VectorCopy(r_refdef.fogcolor, fogvec);
4410                         //   color.rgb *= ContrastBoost * SceneBrightness;
4411                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4412                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4413                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4414                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4415                 }
4416         }
4417 }
4418
4419 void R_UpdateVariables(void)
4420 {
4421         R_Textures_Frame();
4422
4423         r_refdef.scene.ambient = r_ambient.value;
4424
4425         r_refdef.farclip = 4096;
4426         if (r_refdef.scene.worldmodel)
4427                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
4428         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4429
4430         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4431                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4432         r_refdef.polygonfactor = 0;
4433         r_refdef.polygonoffset = 0;
4434         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4435         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4436
4437         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4438         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4439         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4440         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4441         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4442         if (r_showsurfaces.integer)
4443         {
4444                 r_refdef.scene.rtworld = false;
4445                 r_refdef.scene.rtworldshadows = false;
4446                 r_refdef.scene.rtdlight = false;
4447                 r_refdef.scene.rtdlightshadows = false;
4448                 r_refdef.lightmapintensity = 0;
4449         }
4450
4451         if (gamemode == GAME_NEHAHRA)
4452         {
4453                 if (gl_fogenable.integer)
4454                 {
4455                         r_refdef.oldgl_fogenable = true;
4456                         r_refdef.fog_density = gl_fogdensity.value;
4457                         r_refdef.fog_red = gl_fogred.value;
4458                         r_refdef.fog_green = gl_foggreen.value;
4459                         r_refdef.fog_blue = gl_fogblue.value;
4460                         r_refdef.fog_alpha = 1;
4461                         r_refdef.fog_start = 0;
4462                         r_refdef.fog_end = gl_skyclip.value;
4463                 }
4464                 else if (r_refdef.oldgl_fogenable)
4465                 {
4466                         r_refdef.oldgl_fogenable = false;
4467                         r_refdef.fog_density = 0;
4468                         r_refdef.fog_red = 0;
4469                         r_refdef.fog_green = 0;
4470                         r_refdef.fog_blue = 0;
4471                         r_refdef.fog_alpha = 0;
4472                         r_refdef.fog_start = 0;
4473                         r_refdef.fog_end = 0;
4474                 }
4475         }
4476
4477         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4478         r_refdef.fog_start = max(0, r_refdef.fog_start);
4479         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4480
4481         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4482
4483         if (r_refdef.fog_density && r_drawfog.integer)
4484         {
4485                 r_refdef.fogenabled = true;
4486                 // this is the point where the fog reaches 0.9986 alpha, which we
4487                 // consider a good enough cutoff point for the texture
4488                 // (0.9986 * 256 == 255.6)
4489                 if (r_fog_exp2.integer)
4490                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4491                 else
4492                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4493                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4494                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4495                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4496                 // fog color was already set
4497                 // update the fog texture
4498                 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)
4499                         R_BuildFogTexture();
4500         }
4501         else
4502                 r_refdef.fogenabled = false;
4503
4504         if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4505         {
4506                 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4507                 {
4508                         // build GLSL gamma texture
4509 #define RAMPWIDTH 256
4510                         unsigned short ramp[RAMPWIDTH * 3];
4511                         unsigned char rampbgr[RAMPWIDTH][4];
4512                         int i;
4513
4514                         r_texture_gammaramps_serial = vid_gammatables_serial;
4515
4516                         VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4517                         for(i = 0; i < RAMPWIDTH; ++i)
4518                         {
4519                                 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4520                                 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4521                                 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4522                                 rampbgr[i][3] = 0;
4523                         }
4524                         if (r_texture_gammaramps)
4525                         {
4526                                 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4527                         }
4528                         else
4529                         {
4530                                 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);
4531                         }
4532                 }
4533         }
4534         else
4535         {
4536                 // remove GLSL gamma texture
4537         }
4538 }
4539
4540 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4541 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4542 /*
4543 ================
4544 R_SelectScene
4545 ================
4546 */
4547 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4548         if( scenetype != r_currentscenetype ) {
4549                 // store the old scenetype
4550                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4551                 r_currentscenetype = scenetype;
4552                 // move in the new scene
4553                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4554         }
4555 }
4556
4557 /*
4558 ================
4559 R_GetScenePointer
4560 ================
4561 */
4562 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4563 {
4564         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4565         if( scenetype == r_currentscenetype ) {
4566                 return &r_refdef.scene;
4567         } else {
4568                 return &r_scenes_store[ scenetype ];
4569         }
4570 }
4571
4572 /*
4573 ================
4574 R_RenderView
4575 ================
4576 */
4577 void R_RenderView(void)
4578 {
4579         if (r_timereport_active)
4580                 R_TimeReport("start");
4581         r_frame++; // used only by R_GetCurrentTexture
4582         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4583
4584         R_AnimCache_NewFrame();
4585
4586         if (r_refdef.view.isoverlay)
4587         {
4588                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4589                 GL_Clear( GL_DEPTH_BUFFER_BIT );
4590                 R_TimeReport("depthclear");
4591
4592                 r_refdef.view.showdebug = false;
4593
4594                 r_waterstate.enabled = false;
4595                 r_waterstate.numwaterplanes = 0;
4596
4597                 R_RenderScene();
4598
4599                 CHECKGLERROR
4600                 return;
4601         }
4602
4603         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
4604                 return; //Host_Error ("R_RenderView: NULL worldmodel");
4605
4606         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4607
4608         // break apart the view matrix into vectors for various purposes
4609         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4610         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4611         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4612         VectorNegate(r_refdef.view.left, r_refdef.view.right);
4613         // make an inverted copy of the view matrix for tracking sprites
4614         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4615
4616         R_Shadow_UpdateWorldLightSelection();
4617
4618         R_Bloom_StartFrame();
4619         R_Water_StartFrame();
4620
4621         CHECKGLERROR
4622         if (r_timereport_active)
4623                 R_TimeReport("viewsetup");
4624
4625         R_ResetViewRendering3D();
4626
4627         if (r_refdef.view.clear || r_refdef.fogenabled)
4628         {
4629                 R_ClearScreen(r_refdef.fogenabled);
4630                 if (r_timereport_active)
4631                         R_TimeReport("viewclear");
4632         }
4633         r_refdef.view.clear = true;
4634
4635         // this produces a bloom texture to be used in R_BlendView() later
4636         if (r_hdr.integer)
4637                 R_HDR_RenderBloomTexture();
4638
4639         r_refdef.view.showdebug = true;
4640
4641         R_View_Update();
4642         if (r_timereport_active)
4643                 R_TimeReport("visibility");
4644
4645         r_waterstate.numwaterplanes = 0;
4646         if (r_waterstate.enabled)
4647                 R_RenderWaterPlanes();
4648
4649         R_RenderScene();
4650         r_waterstate.numwaterplanes = 0;
4651
4652         R_BlendView();
4653         if (r_timereport_active)
4654                 R_TimeReport("blendview");
4655
4656         GL_Scissor(0, 0, vid.width, vid.height);
4657         GL_ScissorTest(false);
4658         CHECKGLERROR
4659 }
4660
4661 void R_RenderWaterPlanes(void)
4662 {
4663         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4664         {
4665                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4666                 if (r_timereport_active)
4667                         R_TimeReport("waterworld");
4668         }
4669
4670         // don't let sound skip if going slow
4671         if (r_refdef.scene.extraupdate)
4672                 S_ExtraUpdate ();
4673
4674         R_DrawModelsAddWaterPlanes();
4675         if (r_timereport_active)
4676                 R_TimeReport("watermodels");
4677
4678         if (r_waterstate.numwaterplanes)
4679         {
4680                 R_Water_ProcessPlanes();
4681                 if (r_timereport_active)
4682                         R_TimeReport("waterscenes");
4683         }
4684 }
4685
4686 extern void R_DrawLightningBeams (void);
4687 extern void VM_CL_AddPolygonsToMeshQueue (void);
4688 extern void R_DrawPortals (void);
4689 extern cvar_t cl_locs_show;
4690 static void R_DrawLocs(void);
4691 static void R_DrawEntityBBoxes(void);
4692 void R_RenderScene(void)
4693 {
4694         r_refdef.stats.renders++;
4695
4696         R_UpdateFogColor();
4697
4698         // don't let sound skip if going slow
4699         if (r_refdef.scene.extraupdate)
4700                 S_ExtraUpdate ();
4701
4702         R_MeshQueue_BeginScene();
4703
4704         R_SkyStartFrame();
4705
4706         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);
4707
4708         if (cl.csqc_vidvars.drawworld)
4709         {
4710                 // don't let sound skip if going slow
4711                 if (r_refdef.scene.extraupdate)
4712                         S_ExtraUpdate ();
4713
4714                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
4715                 {
4716                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
4717                         if (r_timereport_active)
4718                                 R_TimeReport("worldsky");
4719                 }
4720
4721                 if (R_DrawBrushModelsSky() && r_timereport_active)
4722                         R_TimeReport("bmodelsky");
4723         }
4724
4725         R_AnimCache_CacheVisibleEntities();
4726
4727         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4728         {
4729                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4730                 if (r_timereport_active)
4731                         R_TimeReport("worlddepth");
4732         }
4733         if (r_depthfirst.integer >= 2)
4734         {
4735                 R_DrawModelsDepth();
4736                 if (r_timereport_active)
4737                         R_TimeReport("modeldepth");
4738         }
4739
4740         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4741         {
4742                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4743                 if (r_timereport_active)
4744                         R_TimeReport("world");
4745         }
4746
4747         // don't let sound skip if going slow
4748         if (r_refdef.scene.extraupdate)
4749                 S_ExtraUpdate ();
4750
4751         R_DrawModels();
4752         if (r_timereport_active)
4753                 R_TimeReport("models");
4754
4755         // don't let sound skip if going slow
4756         if (r_refdef.scene.extraupdate)
4757                 S_ExtraUpdate ();
4758
4759         if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4760         {
4761                 R_DrawModelShadows();
4762                 R_ResetViewRendering3D();
4763                 // don't let sound skip if going slow
4764                 if (r_refdef.scene.extraupdate)
4765                         S_ExtraUpdate ();
4766         }
4767
4768         R_ShadowVolumeLighting(false);
4769         if (r_timereport_active)
4770                 R_TimeReport("rtlights");
4771
4772         // don't let sound skip if going slow
4773         if (r_refdef.scene.extraupdate)
4774                 S_ExtraUpdate ();
4775
4776         if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4777         {
4778                 R_DrawModelShadows();
4779                 R_ResetViewRendering3D();
4780                 // don't let sound skip if going slow
4781                 if (r_refdef.scene.extraupdate)
4782                         S_ExtraUpdate ();
4783         }
4784
4785         if (cl.csqc_vidvars.drawworld)
4786         {
4787                 R_DrawLightningBeams();
4788                 if (r_timereport_active)
4789                         R_TimeReport("lightning");
4790
4791                 R_DrawDecals();
4792                 if (r_timereport_active)
4793                         R_TimeReport("decals");
4794
4795                 R_DrawParticles();
4796                 if (r_timereport_active)
4797                         R_TimeReport("particles");
4798
4799                 R_DrawExplosions();
4800                 if (r_timereport_active)
4801                         R_TimeReport("explosions");
4802         }
4803
4804         R_SetupGenericShader(true);
4805         VM_CL_AddPolygonsToMeshQueue();
4806
4807         if (r_refdef.view.showdebug)
4808         {
4809                 if (cl_locs_show.integer)
4810                 {
4811                         R_DrawLocs();
4812                         if (r_timereport_active)
4813                                 R_TimeReport("showlocs");
4814                 }
4815
4816                 if (r_drawportals.integer)
4817                 {
4818                         R_DrawPortals();
4819                         if (r_timereport_active)
4820                                 R_TimeReport("portals");
4821                 }
4822
4823                 if (r_showbboxes.value > 0)
4824                 {
4825                         R_DrawEntityBBoxes();
4826                         if (r_timereport_active)
4827                                 R_TimeReport("bboxes");
4828                 }
4829         }
4830
4831         R_SetupGenericShader(true);
4832         R_MeshQueue_RenderTransparent();
4833         if (r_timereport_active)
4834                 R_TimeReport("drawtrans");
4835
4836         R_SetupGenericShader(true);
4837
4838         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))
4839         {
4840                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4841                 if (r_timereport_active)
4842                         R_TimeReport("worlddebug");
4843                 R_DrawModelsDebug();
4844                 if (r_timereport_active)
4845                         R_TimeReport("modeldebug");
4846         }
4847
4848         R_SetupGenericShader(true);
4849
4850         if (cl.csqc_vidvars.drawworld)
4851         {
4852                 R_DrawCoronas();
4853                 if (r_timereport_active)
4854                         R_TimeReport("coronas");
4855         }
4856
4857         // don't let sound skip if going slow
4858         if (r_refdef.scene.extraupdate)
4859                 S_ExtraUpdate ();
4860
4861         R_ResetViewRendering2D();
4862 }
4863
4864 static const unsigned short bboxelements[36] =
4865 {
4866         5, 1, 3, 5, 3, 7,
4867         6, 2, 0, 6, 0, 4,
4868         7, 3, 2, 7, 2, 6,
4869         4, 0, 1, 4, 1, 5,
4870         4, 5, 7, 4, 7, 6,
4871         1, 0, 2, 1, 2, 3,
4872 };
4873
4874 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4875 {
4876         int i;
4877         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4878         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4879         GL_DepthMask(false);
4880         GL_DepthRange(0, 1);
4881         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4882         R_Mesh_Matrix(&identitymatrix);
4883         R_Mesh_ResetTextureState();
4884
4885         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4886         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4887         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4888         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4889         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4890         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4891         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4892         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4893         R_FillColors(color4f, 8, cr, cg, cb, ca);
4894         if (r_refdef.fogenabled)
4895         {
4896                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4897                 {
4898                         f1 = FogPoint_World(v);
4899                         f2 = 1 - f1;
4900                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4901                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4902                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4903                 }
4904         }
4905         R_Mesh_VertexPointer(vertex3f, 0, 0);
4906         R_Mesh_ColorPointer(color4f, 0, 0);
4907         R_Mesh_ResetTextureState();
4908         R_SetupGenericShader(false);
4909         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4910 }
4911
4912 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4913 {
4914         int i;
4915         float color[4];
4916         prvm_edict_t *edict;
4917         prvm_prog_t *prog_save = prog;
4918
4919         // this function draws bounding boxes of server entities
4920         if (!sv.active)
4921                 return;
4922
4923         GL_CullFace(GL_NONE);
4924         R_SetupGenericShader(false);
4925
4926         prog = 0;
4927         SV_VM_Begin();
4928         for (i = 0;i < numsurfaces;i++)
4929         {
4930                 edict = PRVM_EDICT_NUM(surfacelist[i]);
4931                 switch ((int)edict->fields.server->solid)
4932                 {
4933                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
4934                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
4935                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
4936                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4937                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
4938                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
4939                 }
4940                 color[3] *= r_showbboxes.value;
4941                 color[3] = bound(0, color[3], 1);
4942                 GL_DepthTest(!r_showdisabledepthtest.integer);
4943                 GL_CullFace(r_refdef.view.cullface_front);
4944                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4945         }
4946         SV_VM_End();
4947         prog = prog_save;
4948 }
4949
4950 static void R_DrawEntityBBoxes(void)
4951 {
4952         int i;
4953         prvm_edict_t *edict;
4954         vec3_t center;
4955         prvm_prog_t *prog_save = prog;
4956
4957         // this function draws bounding boxes of server entities
4958         if (!sv.active)
4959                 return;
4960
4961         prog = 0;
4962         SV_VM_Begin();
4963         for (i = 0;i < prog->num_edicts;i++)
4964         {
4965                 edict = PRVM_EDICT_NUM(i);
4966                 if (edict->priv.server->free)
4967                         continue;
4968                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4969                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4970                         continue;
4971                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4972                         continue;
4973                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4974                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4975         }
4976         SV_VM_End();
4977         prog = prog_save;
4978 }
4979
4980 unsigned short nomodelelements[24] =
4981 {
4982         5, 2, 0,
4983         5, 1, 2,
4984         5, 0, 3,
4985         5, 3, 1,
4986         0, 2, 4,
4987         2, 1, 4,
4988         3, 0, 4,
4989         1, 3, 4
4990 };
4991
4992 float nomodelvertex3f[6*3] =
4993 {
4994         -16,   0,   0,
4995          16,   0,   0,
4996           0, -16,   0,
4997           0,  16,   0,
4998           0,   0, -16,
4999           0,   0,  16
5000 };
5001
5002 float nomodelcolor4f[6*4] =
5003 {
5004         0.0f, 0.0f, 0.5f, 1.0f,
5005         0.0f, 0.0f, 0.5f, 1.0f,
5006         0.0f, 0.5f, 0.0f, 1.0f,
5007         0.0f, 0.5f, 0.0f, 1.0f,
5008         0.5f, 0.0f, 0.0f, 1.0f,
5009         0.5f, 0.0f, 0.0f, 1.0f
5010 };
5011
5012 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5013 {
5014         int i;
5015         float f1, f2, *c;
5016         float color4f[6*4];
5017         // this is only called once per entity so numsurfaces is always 1, and
5018         // surfacelist is always {0}, so this code does not handle batches
5019         R_Mesh_Matrix(&ent->matrix);
5020
5021         if (ent->flags & EF_ADDITIVE)
5022         {
5023                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5024                 GL_DepthMask(false);
5025         }
5026         else if (ent->alpha < 1)
5027         {
5028                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5029                 GL_DepthMask(false);
5030         }
5031         else
5032         {
5033                 GL_BlendFunc(GL_ONE, GL_ZERO);
5034                 GL_DepthMask(true);
5035         }
5036         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5037         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5038         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
5039         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5040         R_SetupGenericShader(false);
5041         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
5042         if (r_refdef.fogenabled)
5043         {
5044                 vec3_t org;
5045                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5046                 R_Mesh_ColorPointer(color4f, 0, 0);
5047                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5048                 f1 = FogPoint_World(org);
5049                 f2 = 1 - f1;
5050                 for (i = 0, c = color4f;i < 6;i++, c += 4)
5051                 {
5052                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5053                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5054                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5055                         c[3] *= ent->alpha;
5056                 }
5057         }
5058         else if (ent->alpha != 1)
5059         {
5060                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5061                 R_Mesh_ColorPointer(color4f, 0, 0);
5062                 for (i = 0, c = color4f;i < 6;i++, c += 4)
5063                         c[3] *= ent->alpha;
5064         }
5065         else
5066                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
5067         R_Mesh_ResetTextureState();
5068         R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
5069 }
5070
5071 void R_DrawNoModel(entity_render_t *ent)
5072 {
5073         vec3_t org;
5074         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5075         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
5076                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5077         //else
5078         //      R_DrawNoModelCallback(ent, 0);
5079 }
5080
5081 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5082 {
5083         vec3_t right1, right2, diff, normal;
5084
5085         VectorSubtract (org2, org1, normal);
5086
5087         // calculate 'right' vector for start
5088         VectorSubtract (r_refdef.view.origin, org1, diff);
5089         CrossProduct (normal, diff, right1);
5090         VectorNormalize (right1);
5091
5092         // calculate 'right' vector for end
5093         VectorSubtract (r_refdef.view.origin, org2, diff);
5094         CrossProduct (normal, diff, right2);
5095         VectorNormalize (right2);
5096
5097         vert[ 0] = org1[0] + width * right1[0];
5098         vert[ 1] = org1[1] + width * right1[1];
5099         vert[ 2] = org1[2] + width * right1[2];
5100         vert[ 3] = org1[0] - width * right1[0];
5101         vert[ 4] = org1[1] - width * right1[1];
5102         vert[ 5] = org1[2] - width * right1[2];
5103         vert[ 6] = org2[0] - width * right2[0];
5104         vert[ 7] = org2[1] - width * right2[1];
5105         vert[ 8] = org2[2] - width * right2[2];
5106         vert[ 9] = org2[0] + width * right2[0];
5107         vert[10] = org2[1] + width * right2[1];
5108         vert[11] = org2[2] + width * right2[2];
5109 }
5110
5111 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5112
5113 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)
5114 {
5115         // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
5116         float fog = 1.0f;
5117         float vertex3f[12];
5118
5119         if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
5120                 fog = FogPoint_World(origin);
5121
5122         R_Mesh_Matrix(&identitymatrix);
5123         GL_BlendFunc(blendfunc1, blendfunc2);
5124
5125         GL_CullFace(GL_NONE);
5126
5127         GL_DepthMask(false);
5128         GL_DepthRange(0, depthshort ? 0.0625 : 1);
5129         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5130         GL_DepthTest(!depthdisable);
5131
5132         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5133         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5134         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5135         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5136         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5137         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5138         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5139         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5140         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5141         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5142         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5143         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5144
5145         R_Mesh_VertexPointer(vertex3f, 0, 0);
5146         R_Mesh_ColorPointer(NULL, 0, 0);
5147         R_Mesh_ResetTextureState();
5148         R_SetupGenericShader(true);
5149         R_Mesh_TexBind(0, R_GetTexture(texture));
5150         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
5151         // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
5152         GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
5153         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5154
5155         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
5156         {
5157                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
5158                 GL_BlendFunc(blendfunc1, GL_ONE);
5159                 fog = 1 - fog;
5160                 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
5161                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5162         }
5163 }
5164
5165 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5166 {
5167         int i;
5168         float *vertex3f;
5169         float v[3];
5170         VectorSet(v, x, y, z);
5171         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5172                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5173                         break;
5174         if (i == mesh->numvertices)
5175         {
5176                 if (mesh->numvertices < mesh->maxvertices)
5177                 {
5178                         VectorCopy(v, vertex3f);
5179                         mesh->numvertices++;
5180                 }
5181                 return mesh->numvertices;
5182         }
5183         else
5184                 return i;
5185 }
5186
5187 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5188 {
5189         int i;
5190         int *e, element[3];
5191         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5192         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5193         e = mesh->element3i + mesh->numtriangles * 3;
5194         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5195         {
5196                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5197                 if (mesh->numtriangles < mesh->maxtriangles)
5198                 {
5199                         *e++ = element[0];
5200                         *e++ = element[1];
5201                         *e++ = element[2];
5202                         mesh->numtriangles++;
5203                 }
5204                 element[1] = element[2];
5205         }
5206 }
5207
5208 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5209 {
5210         int i;
5211         int *e, element[3];
5212         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5213         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5214         e = mesh->element3i + mesh->numtriangles * 3;
5215         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5216         {
5217                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5218                 if (mesh->numtriangles < mesh->maxtriangles)
5219                 {
5220                         *e++ = element[0];
5221                         *e++ = element[1];
5222                         *e++ = element[2];
5223                         mesh->numtriangles++;
5224                 }
5225                 element[1] = element[2];
5226         }
5227 }
5228
5229 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5230 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5231 {
5232         int planenum, planenum2;
5233         int w;
5234         int tempnumpoints;
5235         mplane_t *plane, *plane2;
5236         double maxdist;
5237         double temppoints[2][256*3];
5238         // figure out how large a bounding box we need to properly compute this brush
5239         maxdist = 0;
5240         for (w = 0;w < numplanes;w++)
5241                 maxdist = max(maxdist, planes[w].dist);
5242         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5243         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5244         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5245         {
5246                 w = 0;
5247                 tempnumpoints = 4;
5248                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5249                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5250                 {
5251                         if (planenum2 == planenum)
5252                                 continue;
5253                         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);
5254                         w = !w;
5255                 }
5256                 if (tempnumpoints < 3)
5257                         continue;
5258                 // generate elements forming a triangle fan for this polygon
5259                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5260         }
5261 }
5262
5263 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)
5264 {
5265         texturelayer_t *layer;
5266         layer = t->currentlayers + t->currentnumlayers++;
5267         layer->type = type;
5268         layer->depthmask = depthmask;
5269         layer->blendfunc1 = blendfunc1;
5270         layer->blendfunc2 = blendfunc2;
5271         layer->texture = texture;
5272         layer->texmatrix = *matrix;
5273         layer->color[0] = r * r_refdef.view.colorscale;
5274         layer->color[1] = g * r_refdef.view.colorscale;
5275         layer->color[2] = b * r_refdef.view.colorscale;
5276         layer->color[3] = a;
5277 }
5278
5279 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5280 {
5281         double index, f;
5282         index = parms[2] + r_refdef.scene.time * parms[3];
5283         index -= floor(index);
5284         switch (func)
5285         {
5286         default:
5287         case Q3WAVEFUNC_NONE:
5288         case Q3WAVEFUNC_NOISE:
5289         case Q3WAVEFUNC_COUNT:
5290                 f = 0;
5291                 break;
5292         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5293         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5294         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5295         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5296         case Q3WAVEFUNC_TRIANGLE:
5297                 index *= 4;
5298                 f = index - floor(index);
5299                 if (index < 1)
5300                         f = f;
5301                 else if (index < 2)
5302                         f = 1 - f;
5303                 else if (index < 3)
5304                         f = -f;
5305                 else
5306                         f = -(1 - f);
5307                 break;
5308         }
5309         return (float)(parms[0] + parms[1] * f);
5310 }
5311
5312 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5313 {
5314         int w, h, idx;
5315         float f;
5316         float tcmat[12];
5317         matrix4x4_t matrix, temp;
5318         switch(tcmod->tcmod)
5319         {
5320                 case Q3TCMOD_COUNT:
5321                 case Q3TCMOD_NONE:
5322                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5323                                 matrix = r_waterscrollmatrix;
5324                         else
5325                                 matrix = identitymatrix;
5326                         break;
5327                 case Q3TCMOD_ENTITYTRANSLATE:
5328                         // this is used in Q3 to allow the gamecode to control texcoord
5329                         // scrolling on the entity, which is not supported in darkplaces yet.
5330                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5331                         break;
5332                 case Q3TCMOD_ROTATE:
5333                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5334                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5335                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5336                         break;
5337                 case Q3TCMOD_SCALE:
5338                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5339                         break;
5340                 case Q3TCMOD_SCROLL:
5341                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5342                         break;
5343                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5344                         w = (int) tcmod->parms[0];
5345                         h = (int) tcmod->parms[1];
5346                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5347                         f = f - floor(f);
5348                         idx = (int) floor(f * w * h);
5349                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5350                         break;
5351                 case Q3TCMOD_STRETCH:
5352                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5353                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5354                         break;
5355                 case Q3TCMOD_TRANSFORM:
5356                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
5357                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
5358                         VectorSet(tcmat +  6, 0                   , 0                , 1);
5359                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
5360                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5361                         break;
5362                 case Q3TCMOD_TURBULENT:
5363                         // this is handled in the RSurf_PrepareVertices function
5364                         matrix = identitymatrix;
5365                         break;
5366         }
5367         temp = *texmatrix;
5368         Matrix4x4_Concat(texmatrix, &matrix, &temp);
5369 }
5370
5371 texture_t *R_GetCurrentTexture(texture_t *t)
5372 {
5373         int i;
5374         const entity_render_t *ent = rsurface.entity;
5375         dp_model_t *model = ent->model;
5376         q3shaderinfo_layer_tcmod_t *tcmod;
5377
5378         if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5379                 return t->currentframe;
5380         t->update_lastrenderframe = r_frame;
5381         t->update_lastrenderentity = (void *)ent;
5382
5383         // switch to an alternate material if this is a q1bsp animated material
5384         {
5385                 texture_t *texture = t;
5386                 int s = ent->skinnum;
5387                 if ((unsigned int)s >= (unsigned int)model->numskins)
5388                         s = 0;
5389                 if (model->skinscenes)
5390                 {
5391                         if (model->skinscenes[s].framecount > 1)
5392                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5393                         else
5394                                 s = model->skinscenes[s].firstframe;
5395                 }
5396                 if (s > 0)
5397                         t = t + s * model->num_surfaces;
5398                 if (t->animated)
5399                 {
5400                         // use an alternate animation if the entity's frame is not 0,
5401                         // and only if the texture has an alternate animation
5402                         if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
5403                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5404                         else
5405                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5406                 }
5407                 texture->currentframe = t;
5408         }
5409
5410         // update currentskinframe to be a qw skin or animation frame
5411         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"))
5412         {
5413                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
5414                 {
5415                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
5416                         if (developer_loading.integer)
5417                                 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
5418                         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);
5419                 }
5420                 t->currentskinframe = r_qwskincache_skinframe[i];
5421                 if (t->currentskinframe == NULL)
5422                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5423         }
5424         else if (t->numskinframes >= 2)
5425                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5426         if (t->backgroundnumskinframes >= 2)
5427                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
5428
5429         t->currentmaterialflags = t->basematerialflags;
5430         t->currentalpha = ent->alpha;
5431         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5432                 t->currentalpha *= r_wateralpha.value;
5433         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5434                 t->currentalpha *= t->r_water_wateralpha;
5435         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5436                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5437         if (!(ent->flags & RENDER_LIGHT))
5438                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5439         else if (rsurface.modeltexcoordlightmap2f == NULL)
5440         {
5441                 // pick a model lighting mode
5442                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
5443                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5444                 else
5445                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5446         }
5447         if (ent->effects & EF_ADDITIVE)
5448                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5449         else if (t->currentalpha < 1)
5450                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5451         if (ent->effects & EF_DOUBLESIDED)
5452                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5453         if (ent->effects & EF_NODEPTHTEST)
5454                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5455         if (ent->flags & RENDER_VIEWMODEL)
5456                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5457         if (t->backgroundnumskinframes)
5458                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5459         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5460         {
5461                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5462                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5463         }
5464         else
5465                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5466
5467         // there is no tcmod
5468         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5469         {
5470                 t->currenttexmatrix = r_waterscrollmatrix;
5471                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5472         }
5473         else
5474         {
5475                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5476                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5477         }
5478
5479         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5480                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5481         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5482                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5483
5484         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
5485         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5486         t->glosstexture = r_texture_black;
5487         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5488         t->backgroundglosstexture = r_texture_black;
5489         t->specularpower = r_shadow_glossexponent.value;
5490         // TODO: store reference values for these in the texture?
5491         t->specularscale = 0;
5492         if (r_shadow_gloss.integer > 0)
5493         {
5494                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5495                 {
5496                         if (r_shadow_glossintensity.value > 0)
5497                         {
5498                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5499                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5500                                 t->specularscale = r_shadow_glossintensity.value;
5501                         }
5502                 }
5503                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5504                 {
5505                         t->glosstexture = r_texture_white;
5506                         t->backgroundglosstexture = r_texture_white;
5507                         t->specularscale = r_shadow_gloss2intensity.value;
5508                         t->specularpower = r_shadow_gloss2exponent.value;
5509                 }
5510         }
5511         t->specularpower *= t->specularpowermod;
5512
5513         // lightmaps mode looks bad with dlights using actual texturing, so turn
5514         // off the colormap and glossmap, but leave the normalmap on as it still
5515         // accurately represents the shading involved
5516         if (gl_lightmaps.integer)
5517         {
5518                 t->basetexture = r_texture_grey128;
5519                 t->backgroundbasetexture = NULL;
5520                 t->specularscale = 0;
5521                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5522         }
5523
5524         Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
5525         VectorClear(t->dlightcolor);
5526         t->currentnumlayers = 0;
5527         if (t->currentmaterialflags & MATERIALFLAG_WALL)
5528         {
5529                 int layerflags = 0;
5530                 int blendfunc1, blendfunc2;
5531                 qboolean depthmask;
5532                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5533                 {
5534                         blendfunc1 = GL_SRC_ALPHA;
5535                         blendfunc2 = GL_ONE;
5536                 }
5537                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5538                 {
5539                         blendfunc1 = GL_SRC_ALPHA;
5540                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5541                 }
5542                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5543                 {
5544                         blendfunc1 = t->customblendfunc[0];
5545                         blendfunc2 = t->customblendfunc[1];
5546                 }
5547                 else
5548                 {
5549                         blendfunc1 = GL_ONE;
5550                         blendfunc2 = GL_ZERO;
5551                 }
5552                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5553                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5554                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5555                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5556                 {
5557                         // fullbright is not affected by r_refdef.lightmapintensity
5558                         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]);
5559                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5560                                 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]);
5561                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5562                                 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]);
5563                 }
5564                 else
5565                 {
5566                         vec3_t ambientcolor;
5567                         float colorscale;
5568                         // set the color tint used for lights affecting this surface
5569                         VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
5570                         colorscale = 2;
5571                         // q3bsp has no lightmap updates, so the lightstylevalue that
5572                         // would normally be baked into the lightmap must be
5573                         // applied to the color
5574                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5575                         if (ent->model->type == mod_brushq3)
5576                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5577                         colorscale *= r_refdef.lightmapintensity;
5578                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5579                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5580                         // basic lit geometry
5581                         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]);
5582                         // add pants/shirt if needed
5583                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5584                                 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]);
5585                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5586                                 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]);
5587                         // now add ambient passes if needed
5588                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5589                         {
5590                                 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]);
5591                                 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5592                                         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]);
5593                                 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5594                                         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]);
5595                         }
5596                 }
5597                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5598                         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]);
5599                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5600                 {
5601                         // if this is opaque use alpha blend which will darken the earlier
5602                         // passes cheaply.
5603                         //
5604                         // if this is an alpha blended material, all the earlier passes
5605                         // were darkened by fog already, so we only need to add the fog
5606                         // color ontop through the fog mask texture
5607                         //
5608                         // if this is an additive blended material, all the earlier passes
5609                         // were darkened by fog already, and we should not add fog color
5610                         // (because the background was not darkened, there is no fog color
5611                         // that was lost behind it).
5612                         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]);
5613                 }
5614         }
5615
5616         return t->currentframe;
5617 }
5618
5619 rsurfacestate_t rsurface;
5620
5621 void R_Mesh_ResizeArrays(int newvertices)
5622 {
5623         float *base;
5624         if (rsurface.array_size >= newvertices)
5625                 return;
5626         if (rsurface.array_modelvertex3f)
5627                 Mem_Free(rsurface.array_modelvertex3f);
5628         rsurface.array_size = (newvertices + 1023) & ~1023;
5629         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5630         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
5631         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
5632         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
5633         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
5634         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
5635         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5636         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5637         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
5638         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
5639         rsurface.array_color4f           = base + rsurface.array_size * 27;
5640         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5641 }
5642
5643 void RSurf_ActiveWorldEntity(void)
5644 {
5645         dp_model_t *model = r_refdef.scene.worldmodel;
5646         //if (rsurface.entity == r_refdef.scene.worldentity)
5647         //      return;
5648         rsurface.entity = r_refdef.scene.worldentity;
5649         if (rsurface.array_size < model->surfmesh.num_vertices)
5650                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5651         rsurface.matrix = identitymatrix;
5652         rsurface.inversematrix = identitymatrix;
5653         R_Mesh_Matrix(&identitymatrix);
5654         VectorCopy(r_refdef.view.origin, rsurface.modelorg);
5655         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
5656         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
5657         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
5658         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
5659         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
5660         VectorSet(rsurface.glowmod, 1, 1, 1);
5661         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
5662         rsurface.frameblend[0].lerp = 1;
5663         rsurface.basepolygonfactor = r_refdef.polygonfactor;
5664         rsurface.basepolygonoffset = r_refdef.polygonoffset;
5665         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
5666         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5667         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5668         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5669         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5670         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5671         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5672         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5673         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5674         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
5675         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5676         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5677         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
5678         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5679         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5680         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
5681         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5682         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5683         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
5684         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5685         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5686         rsurface.modelelement3i = model->surfmesh.data_element3i;
5687         rsurface.modelelement3s = model->surfmesh.data_element3s;
5688         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5689         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5690         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5691         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5692         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5693         rsurface.modelsurfaces = model->data_surfaces;
5694         rsurface.generatedvertex = false;
5695         rsurface.vertex3f  = rsurface.modelvertex3f;
5696         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5697         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5698         rsurface.svector3f = rsurface.modelsvector3f;
5699         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5700         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5701         rsurface.tvector3f = rsurface.modeltvector3f;
5702         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5703         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5704         rsurface.normal3f  = rsurface.modelnormal3f;
5705         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5706         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5707         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5708 }
5709
5710 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
5711 {
5712         dp_model_t *model = ent->model;
5713         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
5714         //      return;
5715         rsurface.entity = (entity_render_t *)ent;
5716         if (rsurface.array_size < model->surfmesh.num_vertices)
5717                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5718         rsurface.matrix = ent->matrix;
5719         rsurface.inversematrix = ent->inversematrix;
5720         R_Mesh_Matrix(&rsurface.matrix);
5721         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
5722         rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
5723         rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
5724         rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
5725         rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
5726         rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
5727         rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
5728         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5729         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5730         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5731         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5732         VectorCopy(ent->glowmod, rsurface.glowmod);
5733         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
5734         rsurface.basepolygonfactor = r_refdef.polygonfactor;
5735         rsurface.basepolygonoffset = r_refdef.polygonoffset;
5736         if (ent->model->brush.submodel)
5737         {
5738                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5739                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5740         }
5741         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
5742         {
5743                 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
5744                 {
5745                         rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
5746                         rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
5747                         rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
5748                         rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
5749                 }
5750                 else if (wanttangents)
5751                 {
5752                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5753                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5754                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5755                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5756                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5757                 }
5758                 else if (wantnormals)
5759                 {
5760                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5761                         rsurface.modelsvector3f = NULL;
5762                         rsurface.modeltvector3f = NULL;
5763                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5764                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5765                 }
5766                 else
5767                 {
5768                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5769                         rsurface.modelsvector3f = NULL;
5770                         rsurface.modeltvector3f = NULL;
5771                         rsurface.modelnormal3f = NULL;
5772                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5773                 }
5774                 rsurface.modelvertex3f_bufferobject = 0;
5775                 rsurface.modelvertex3f_bufferoffset = 0;
5776                 rsurface.modelsvector3f_bufferobject = 0;
5777                 rsurface.modelsvector3f_bufferoffset = 0;
5778                 rsurface.modeltvector3f_bufferobject = 0;
5779                 rsurface.modeltvector3f_bufferoffset = 0;
5780                 rsurface.modelnormal3f_bufferobject = 0;
5781                 rsurface.modelnormal3f_bufferoffset = 0;
5782                 rsurface.generatedvertex = true;
5783         }
5784         else
5785         {
5786                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
5787                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5788                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5789                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5790                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5791                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5792                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5793                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5794                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5795                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
5796                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5797                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5798                 rsurface.generatedvertex = false;
5799         }
5800         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
5801         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5802         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5803         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
5804         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5805         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5806         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
5807         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5808         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5809         rsurface.modelelement3i = model->surfmesh.data_element3i;
5810         rsurface.modelelement3s = model->surfmesh.data_element3s;
5811         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5812         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5813         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5814         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5815         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5816         rsurface.modelsurfaces = model->data_surfaces;
5817         rsurface.vertex3f  = rsurface.modelvertex3f;
5818         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5819         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5820         rsurface.svector3f = rsurface.modelsvector3f;
5821         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5822         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5823         rsurface.tvector3f = rsurface.modeltvector3f;
5824         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5825         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5826         rsurface.normal3f  = rsurface.modelnormal3f;
5827         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5828         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5829         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5830 }
5831
5832 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5833 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5834 {
5835         int deformindex;
5836         int texturesurfaceindex;
5837         int i, j;
5838         float amplitude;
5839         float animpos;
5840         float scale;
5841         const float *v1, *in_tc;
5842         float *out_tc;
5843         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5844         float waveparms[4];
5845         q3shaderinfo_deform_t *deform;
5846         // 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
5847         if (rsurface.generatedvertex)
5848         {
5849                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5850                         generatenormals = true;
5851                 for (i = 0;i < Q3MAXDEFORMS;i++)
5852                 {
5853                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5854                         {
5855                                 generatetangents = true;
5856                                 generatenormals = true;
5857                         }
5858                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5859                                 generatenormals = true;
5860                 }
5861                 if (generatenormals && !rsurface.modelnormal3f)
5862                 {
5863                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5864                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5865                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5866                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
5867                 }
5868                 if (generatetangents && !rsurface.modelsvector3f)
5869                 {
5870                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5871                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5872                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5873                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5874                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5875                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5876                         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);
5877                 }
5878         }
5879         rsurface.vertex3f  = rsurface.modelvertex3f;
5880         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5881         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5882         rsurface.svector3f = rsurface.modelsvector3f;
5883         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5884         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5885         rsurface.tvector3f = rsurface.modeltvector3f;
5886         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5887         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5888         rsurface.normal3f  = rsurface.modelnormal3f;
5889         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5890         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5891         // if vertices are deformed (sprite flares and things in maps, possibly
5892         // water waves, bulges and other deformations), generate them into
5893         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5894         // (may be static model data or generated data for an animated model, or
5895         //  the previous deform pass)
5896         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5897         {
5898                 switch (deform->deform)
5899                 {
5900                 default:
5901                 case Q3DEFORM_PROJECTIONSHADOW:
5902                 case Q3DEFORM_TEXT0:
5903                 case Q3DEFORM_TEXT1:
5904                 case Q3DEFORM_TEXT2:
5905                 case Q3DEFORM_TEXT3:
5906                 case Q3DEFORM_TEXT4:
5907                 case Q3DEFORM_TEXT5:
5908                 case Q3DEFORM_TEXT6:
5909                 case Q3DEFORM_TEXT7:
5910                 case Q3DEFORM_NONE:
5911                         break;
5912                 case Q3DEFORM_AUTOSPRITE:
5913                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5914                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5915                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5916                         VectorNormalize(newforward);
5917                         VectorNormalize(newright);
5918                         VectorNormalize(newup);
5919                         // make deformed versions of only the model vertices used by the specified surfaces
5920                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5921                         {
5922                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5923                                 // a single autosprite surface can contain multiple sprites...
5924                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5925                                 {
5926                                         VectorClear(center);
5927                                         for (i = 0;i < 4;i++)
5928                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5929                                         VectorScale(center, 0.25f, center);
5930                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
5931                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5932                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5933                                         for (i = 0;i < 4;i++)
5934                                         {
5935                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5936                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5937                                         }
5938                                 }
5939                                 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);
5940                                 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);
5941                         }
5942                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5943                         rsurface.vertex3f_bufferobject = 0;
5944                         rsurface.vertex3f_bufferoffset = 0;
5945                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5946                         rsurface.svector3f_bufferobject = 0;
5947                         rsurface.svector3f_bufferoffset = 0;
5948                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5949                         rsurface.tvector3f_bufferobject = 0;
5950                         rsurface.tvector3f_bufferoffset = 0;
5951                         rsurface.normal3f = rsurface.array_deformednormal3f;
5952                         rsurface.normal3f_bufferobject = 0;
5953                         rsurface.normal3f_bufferoffset = 0;
5954                         break;
5955                 case Q3DEFORM_AUTOSPRITE2:
5956                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5957                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5958                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5959                         VectorNormalize(newforward);
5960                         VectorNormalize(newright);
5961                         VectorNormalize(newup);
5962                         // make deformed versions of only the model vertices used by the specified surfaces
5963                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5964                         {
5965                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5966                                 const float *v1, *v2;
5967                                 vec3_t start, end;
5968                                 float f, l;
5969                                 struct
5970                                 {
5971                                         float length2;
5972                                         const float *v1;
5973                                         const float *v2;
5974                                 }
5975                                 shortest[2];
5976                                 memset(shortest, 0, sizeof(shortest));
5977                                 // a single autosprite surface can contain multiple sprites...
5978                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5979                                 {
5980                                         VectorClear(center);
5981                                         for (i = 0;i < 4;i++)
5982                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5983                                         VectorScale(center, 0.25f, center);
5984                                         // find the two shortest edges, then use them to define the
5985                                         // axis vectors for rotating around the central axis
5986                                         for (i = 0;i < 6;i++)
5987                                         {
5988                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5989                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5990 #if 0
5991                                                 Debug_PolygonBegin(NULL, 0);
5992                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5993                                                 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);
5994                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5995                                                 Debug_PolygonEnd();
5996 #endif
5997                                                 l = VectorDistance2(v1, v2);
5998                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5999                                                 if (v1[2] != v2[2])
6000                                                         l += (1.0f / 1024.0f);
6001                                                 if (shortest[0].length2 > l || i == 0)
6002                                                 {
6003                                                         shortest[1] = shortest[0];
6004                                                         shortest[0].length2 = l;
6005                                                         shortest[0].v1 = v1;
6006                                                         shortest[0].v2 = v2;
6007                                                 }
6008                                                 else if (shortest[1].length2 > l || i == 1)
6009                                                 {
6010                                                         shortest[1].length2 = l;
6011                                                         shortest[1].v1 = v1;
6012                                                         shortest[1].v2 = v2;
6013                                                 }
6014                                         }
6015                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6016                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6017 #if 0
6018                                         Debug_PolygonBegin(NULL, 0);
6019                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6020                                         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);
6021                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6022                                         Debug_PolygonEnd();
6023 #endif
6024                                         // this calculates the right vector from the shortest edge
6025                                         // and the up vector from the edge midpoints
6026                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6027                                         VectorNormalize(right);
6028                                         VectorSubtract(end, start, up);
6029                                         VectorNormalize(up);
6030                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6031                                         VectorSubtract(rsurface.modelorg, center, forward);
6032                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6033                                         VectorNegate(forward, forward);
6034                                         VectorReflect(forward, 0, up, forward);
6035                                         VectorNormalize(forward);
6036                                         CrossProduct(up, forward, newright);
6037                                         VectorNormalize(newright);
6038 #if 0
6039                                         Debug_PolygonBegin(NULL, 0);
6040                                         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);
6041                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6042                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
6043                                         Debug_PolygonEnd();
6044 #endif
6045 #if 0
6046                                         Debug_PolygonBegin(NULL, 0);
6047                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6048                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6049                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
6050                                         Debug_PolygonEnd();
6051 #endif
6052                                         // rotate the quad around the up axis vector, this is made
6053                                         // especially easy by the fact we know the quad is flat,
6054                                         // so we only have to subtract the center position and
6055                                         // measure distance along the right vector, and then
6056                                         // multiply that by the newright vector and add back the
6057                                         // center position
6058                                         // we also need to subtract the old position to undo the
6059                                         // displacement from the center, which we do with a
6060                                         // DotProduct, the subtraction/addition of center is also
6061                                         // optimized into DotProducts here
6062                                         l = DotProduct(right, center);
6063                                         for (i = 0;i < 4;i++)
6064                                         {
6065                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6066                                                 f = DotProduct(right, v1) - l;
6067                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6068                                         }
6069                                 }
6070                                 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);
6071                                 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);
6072                         }
6073                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6074                         rsurface.vertex3f_bufferobject = 0;
6075                         rsurface.vertex3f_bufferoffset = 0;
6076                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6077                         rsurface.svector3f_bufferobject = 0;
6078                         rsurface.svector3f_bufferoffset = 0;
6079                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6080                         rsurface.tvector3f_bufferobject = 0;
6081                         rsurface.tvector3f_bufferoffset = 0;
6082                         rsurface.normal3f = rsurface.array_deformednormal3f;
6083                         rsurface.normal3f_bufferobject = 0;
6084                         rsurface.normal3f_bufferoffset = 0;
6085                         break;
6086                 case Q3DEFORM_NORMAL:
6087                         // deform the normals to make reflections wavey
6088                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6089                         {
6090                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6091                                 for (j = 0;j < surface->num_vertices;j++)
6092                                 {
6093                                         float vertex[3];
6094                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
6095                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6096                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
6097                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6098                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6099                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6100                                         VectorNormalize(normal);
6101                                 }
6102                                 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);
6103                         }
6104                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6105                         rsurface.svector3f_bufferobject = 0;
6106                         rsurface.svector3f_bufferoffset = 0;
6107                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6108                         rsurface.tvector3f_bufferobject = 0;
6109                         rsurface.tvector3f_bufferoffset = 0;
6110                         rsurface.normal3f = rsurface.array_deformednormal3f;
6111                         rsurface.normal3f_bufferobject = 0;
6112                         rsurface.normal3f_bufferoffset = 0;
6113                         break;
6114                 case Q3DEFORM_WAVE:
6115                         // deform vertex array to make wavey water and flags and such
6116                         waveparms[0] = deform->waveparms[0];
6117                         waveparms[1] = deform->waveparms[1];
6118                         waveparms[2] = deform->waveparms[2];
6119                         waveparms[3] = deform->waveparms[3];
6120                         // this is how a divisor of vertex influence on deformation
6121                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6122                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6123                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6124                         {
6125                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6126                                 for (j = 0;j < surface->num_vertices;j++)
6127                                 {
6128                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
6129                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6130                                         // if the wavefunc depends on time, evaluate it per-vertex
6131                                         if (waveparms[3])
6132                                         {
6133                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6134                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6135                                         }
6136                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6137                                 }
6138                         }
6139                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6140                         rsurface.vertex3f_bufferobject = 0;
6141                         rsurface.vertex3f_bufferoffset = 0;
6142                         break;
6143                 case Q3DEFORM_BULGE:
6144                         // deform vertex array to make the surface have moving bulges
6145                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6146                         {
6147                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6148                                 for (j = 0;j < surface->num_vertices;j++)
6149                                 {
6150                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6151                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6152                                 }
6153                         }
6154                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6155                         rsurface.vertex3f_bufferobject = 0;
6156                         rsurface.vertex3f_bufferoffset = 0;
6157                         break;
6158                 case Q3DEFORM_MOVE:
6159                         // deform vertex array
6160                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6161                         VectorScale(deform->parms, scale, waveparms);
6162                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6163                         {
6164                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6165                                 for (j = 0;j < surface->num_vertices;j++)
6166                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6167                         }
6168                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6169                         rsurface.vertex3f_bufferobject = 0;
6170                         rsurface.vertex3f_bufferoffset = 0;
6171                         break;
6172                 }
6173         }
6174         // generate texcoords based on the chosen texcoord source
6175         switch(rsurface.texture->tcgen.tcgen)
6176         {
6177         default:
6178         case Q3TCGEN_TEXTURE:
6179                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
6180                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
6181                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
6182                 break;
6183         case Q3TCGEN_LIGHTMAP:
6184                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
6185                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
6186                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
6187                 break;
6188         case Q3TCGEN_VECTOR:
6189                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6190                 {
6191                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6192                         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)
6193                         {
6194                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6195                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6196                         }
6197                 }
6198                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6199                 rsurface.texcoordtexture2f_bufferobject  = 0;
6200                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6201                 break;
6202         case Q3TCGEN_ENVIRONMENT:
6203                 // make environment reflections using a spheremap
6204                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6205                 {
6206                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6207                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6208                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6209                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6210                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6211                         {
6212                                 // identical to Q3A's method, but executed in worldspace so
6213                                 // carried models can be shiny too
6214
6215                                 float viewer[3], d, reflected[3], worldreflected[3];
6216
6217                                 VectorSubtract(rsurface.modelorg, vertex, viewer);
6218                                 // VectorNormalize(viewer);
6219
6220                                 d = DotProduct(normal, viewer);
6221
6222                                 reflected[0] = normal[0]*2*d - viewer[0];
6223                                 reflected[1] = normal[1]*2*d - viewer[1];
6224                                 reflected[2] = normal[2]*2*d - viewer[2];
6225                                 // note: this is proportinal to viewer, so we can normalize later
6226
6227                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6228                                 VectorNormalize(worldreflected);
6229
6230                                 // note: this sphere map only uses world x and z!
6231                                 // so positive and negative y will LOOK THE SAME.
6232                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6233                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6234                         }
6235                 }
6236                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6237                 rsurface.texcoordtexture2f_bufferobject  = 0;
6238                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6239                 break;
6240         }
6241         // the only tcmod that needs software vertex processing is turbulent, so
6242         // check for it here and apply the changes if needed
6243         // and we only support that as the first one
6244         // (handling a mixture of turbulent and other tcmods would be problematic
6245         //  without punting it entirely to a software path)
6246         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6247         {
6248                 amplitude = rsurface.texture->tcmods[0].parms[1];
6249                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6250                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6251                 {
6252                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6253                         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)
6254                         {
6255                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6256                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6257                         }
6258                 }
6259                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6260                 rsurface.texcoordtexture2f_bufferobject  = 0;
6261                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6262         }
6263         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
6264         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6265         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6266         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6267 }
6268
6269 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
6270 {
6271         int i, j;
6272         const msurface_t *surface = texturesurfacelist[0];
6273         const msurface_t *surface2;
6274         int firstvertex;
6275         int endvertex;
6276         int numvertices;
6277         int numtriangles;
6278         // TODO: lock all array ranges before render, rather than on each surface
6279         if (texturenumsurfaces == 1)
6280         {
6281                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6282                 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);
6283         }
6284         else if (r_batchmode.integer == 2)
6285         {
6286                 #define MAXBATCHTRIANGLES 4096
6287                 int batchtriangles = 0;
6288                 int batchelements[MAXBATCHTRIANGLES*3];
6289                 for (i = 0;i < texturenumsurfaces;i = j)
6290                 {
6291                         surface = texturesurfacelist[i];
6292                         j = i + 1;
6293                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6294                         {
6295                                 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);
6296                                 continue;
6297                         }
6298                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6299                         batchtriangles = surface->num_triangles;
6300                         firstvertex = surface->num_firstvertex;
6301                         endvertex = surface->num_firstvertex + surface->num_vertices;
6302                         for (;j < texturenumsurfaces;j++)
6303                         {
6304                                 surface2 = texturesurfacelist[j];
6305                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6306                                         break;
6307                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6308                                 batchtriangles += surface2->num_triangles;
6309                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6310                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6311                         }
6312                         surface2 = texturesurfacelist[j-1];
6313                         numvertices = endvertex - firstvertex;
6314                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6315                 }
6316         }
6317         else if (r_batchmode.integer == 1)
6318         {
6319                 for (i = 0;i < texturenumsurfaces;i = j)
6320                 {
6321                         surface = texturesurfacelist[i];
6322                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6323                                 if (texturesurfacelist[j] != surface2)
6324                                         break;
6325                         surface2 = texturesurfacelist[j-1];
6326                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6327                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6328                         GL_LockArrays(surface->num_firstvertex, numvertices);
6329                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6330                 }
6331         }
6332         else
6333         {
6334                 for (i = 0;i < texturenumsurfaces;i++)
6335                 {
6336                         surface = texturesurfacelist[i];
6337                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6338                         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);
6339                 }
6340         }
6341 }
6342
6343 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6344 {
6345         int i, planeindex, vertexindex;
6346         float d, bestd;
6347         vec3_t vert;
6348         const float *v;
6349         r_waterstate_waterplane_t *p, *bestp;
6350         msurface_t *surface;
6351         if (r_waterstate.renderingscene)
6352                 return;
6353         for (i = 0;i < texturenumsurfaces;i++)
6354         {
6355                 surface = texturesurfacelist[i];
6356                 if (lightmaptexunit >= 0)
6357                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6358                 if (deluxemaptexunit >= 0)
6359                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6360                 // pick the closest matching water plane
6361                 bestd = 0;
6362                 bestp = NULL;
6363                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6364                 {
6365                         d = 0;
6366                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6367                         {
6368                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6369                                 d += fabs(PlaneDiff(vert, &p->plane));
6370                         }
6371                         if (bestd > d || !bestp)
6372                         {
6373                                 bestd = d;
6374                                 bestp = p;
6375                         }
6376                 }
6377                 if (bestp)
6378                 {
6379                         if (refractiontexunit >= 0)
6380                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6381                         if (reflectiontexunit >= 0)
6382                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6383                 }
6384                 else
6385                 {
6386                         if (refractiontexunit >= 0)
6387                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6388                         if (reflectiontexunit >= 0)
6389                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6390                 }
6391                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6392                 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);
6393         }
6394 }
6395
6396 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6397 {
6398         int i;
6399         int j;
6400         const msurface_t *surface = texturesurfacelist[0];
6401         const msurface_t *surface2;
6402         int firstvertex;
6403         int endvertex;
6404         int numvertices;
6405         int numtriangles;
6406         // TODO: lock all array ranges before render, rather than on each surface
6407         if (texturenumsurfaces == 1)
6408         {
6409                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6410                 if (deluxemaptexunit >= 0)
6411                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6412                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6413                 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);
6414         }
6415         else if (r_batchmode.integer == 2)
6416         {
6417                 #define MAXBATCHTRIANGLES 4096
6418                 int batchtriangles = 0;
6419                 int batchelements[MAXBATCHTRIANGLES*3];
6420                 for (i = 0;i < texturenumsurfaces;i = j)
6421                 {
6422                         surface = texturesurfacelist[i];
6423                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6424                         if (deluxemaptexunit >= 0)
6425                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6426                         j = i + 1;
6427                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6428                         {
6429                                 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);
6430                                 continue;
6431                         }
6432                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6433                         batchtriangles = surface->num_triangles;
6434                         firstvertex = surface->num_firstvertex;
6435                         endvertex = surface->num_firstvertex + surface->num_vertices;
6436                         for (;j < texturenumsurfaces;j++)
6437                         {
6438                                 surface2 = texturesurfacelist[j];
6439                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6440                                         break;
6441                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6442                                 batchtriangles += surface2->num_triangles;
6443                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6444                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6445                         }
6446                         surface2 = texturesurfacelist[j-1];
6447                         numvertices = endvertex - firstvertex;
6448                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6449                 }
6450         }
6451         else if (r_batchmode.integer == 1)
6452         {
6453 #if 0
6454                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6455                 for (i = 0;i < texturenumsurfaces;i = j)
6456                 {
6457                         surface = texturesurfacelist[i];
6458                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6459                                 if (texturesurfacelist[j] != surface2)
6460                                         break;
6461                         Con_Printf(" %i", j - i);
6462                 }
6463                 Con_Printf("\n");
6464                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6465 #endif
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                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6473                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6474                                         break;
6475 #if 0
6476                         Con_Printf(" %i", j - i);
6477 #endif
6478                         surface2 = texturesurfacelist[j-1];
6479                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6480                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6481                         GL_LockArrays(surface->num_firstvertex, numvertices);
6482                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6483                 }
6484 #if 0
6485                 Con_Printf("\n");
6486 #endif
6487         }
6488         else
6489         {
6490                 for (i = 0;i < texturenumsurfaces;i++)
6491                 {
6492                         surface = texturesurfacelist[i];
6493                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6494                         if (deluxemaptexunit >= 0)
6495                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6496                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6497                         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);
6498                 }
6499         }
6500 }
6501
6502 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
6503 {
6504         int j;
6505         int texturesurfaceindex;
6506         if (r_showsurfaces.integer == 2)
6507         {
6508                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6509                 {
6510                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6511                         for (j = 0;j < surface->num_triangles;j++)
6512                         {
6513                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
6514                                 GL_Color(f, f, f, 1);
6515                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6516                         }
6517                 }
6518         }
6519         else
6520         {
6521                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6522                 {
6523                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6524                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
6525                         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);
6526                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6527                         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);
6528                 }
6529         }
6530 }
6531
6532 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
6533 {
6534         int texturesurfaceindex;
6535         int i;
6536         float *v, *c2;
6537         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6538         {
6539                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6540                 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)
6541                 {
6542                         c2[0] = 0.5;
6543                         c2[1] = 0.5;
6544                         c2[2] = 0.5;
6545                         c2[3] = 1;
6546                 }
6547         }
6548         rsurface.lightmapcolor4f = rsurface.array_color4f;
6549         rsurface.lightmapcolor4f_bufferobject = 0;
6550         rsurface.lightmapcolor4f_bufferoffset = 0;
6551 }
6552
6553 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
6554 {
6555         int texturesurfaceindex;
6556         int i;
6557         float f;
6558         float *v, *c, *c2;
6559         if (rsurface.lightmapcolor4f)
6560         {
6561                 // generate color arrays for the surfaces in this list
6562                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6563                 {
6564                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6565                         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)
6566                         {
6567                                 f = FogPoint_Model(v);
6568                                 c2[0] = c[0] * f;
6569                                 c2[1] = c[1] * f;
6570                                 c2[2] = c[2] * f;
6571                                 c2[3] = c[3];
6572                         }
6573                 }
6574         }
6575         else
6576         {
6577                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6578                 {
6579                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6580                         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)
6581                         {
6582                                 f = FogPoint_Model(v);
6583                                 c2[0] = f;
6584                                 c2[1] = f;
6585                                 c2[2] = f;
6586                                 c2[3] = 1;
6587                         }
6588                 }
6589         }
6590         rsurface.lightmapcolor4f = rsurface.array_color4f;
6591         rsurface.lightmapcolor4f_bufferobject = 0;
6592         rsurface.lightmapcolor4f_bufferoffset = 0;
6593 }
6594
6595 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
6596 {
6597         int texturesurfaceindex;
6598         int i;
6599         float f;
6600         float *v, *c, *c2;
6601         if (!rsurface.lightmapcolor4f)
6602                 return;
6603         // generate color arrays for the surfaces in this list
6604         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6605         {
6606                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6607                 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)
6608                 {
6609                         f = FogPoint_Model(v);
6610                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
6611                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
6612                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
6613                         c2[3] = c[3];
6614                 }
6615         }
6616         rsurface.lightmapcolor4f = rsurface.array_color4f;
6617         rsurface.lightmapcolor4f_bufferobject = 0;
6618         rsurface.lightmapcolor4f_bufferoffset = 0;
6619 }
6620
6621 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
6622 {
6623         int texturesurfaceindex;
6624         int i;
6625         float *c, *c2;
6626         if (!rsurface.lightmapcolor4f)
6627                 return;
6628         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6629         {
6630                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6631                 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)
6632                 {
6633                         c2[0] = c[0] * r;
6634                         c2[1] = c[1] * g;
6635                         c2[2] = c[2] * b;
6636                         c2[3] = c[3] * a;
6637                 }
6638         }
6639         rsurface.lightmapcolor4f = rsurface.array_color4f;
6640         rsurface.lightmapcolor4f_bufferobject = 0;
6641         rsurface.lightmapcolor4f_bufferoffset = 0;
6642 }
6643
6644 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
6645 {
6646         int texturesurfaceindex;
6647         int i;
6648         float *c, *c2;
6649         if (!rsurface.lightmapcolor4f)
6650                 return;
6651         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6652         {
6653                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6654                 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)
6655                 {
6656                         c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
6657                         c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
6658                         c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
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_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6668 {
6669         // TODO: optimize
6670         rsurface.lightmapcolor4f = NULL;
6671         rsurface.lightmapcolor4f_bufferobject = 0;
6672         rsurface.lightmapcolor4f_bufferoffset = 0;
6673         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6674         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6675         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6676         GL_Color(r, g, b, a);
6677         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
6678 }
6679
6680 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6681 {
6682         // TODO: optimize applyfog && applycolor case
6683         // just apply fog if necessary, and tint the fog color array if necessary
6684         rsurface.lightmapcolor4f = NULL;
6685         rsurface.lightmapcolor4f_bufferobject = 0;
6686         rsurface.lightmapcolor4f_bufferoffset = 0;
6687         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6688         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6689         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6690         GL_Color(r, g, b, a);
6691         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6692 }
6693
6694 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6695 {
6696         int texturesurfaceindex;
6697         int i;
6698         float *c;
6699         // TODO: optimize
6700         if (texturesurfacelist[0]->lightmapinfo)
6701         {
6702                 // generate color arrays for the surfaces in this list
6703                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6704                 {
6705                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6706                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
6707                         {
6708                                 if (surface->lightmapinfo->samples)
6709                                 {
6710                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
6711                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
6712                                         VectorScale(lm, scale, c);
6713                                         if (surface->lightmapinfo->styles[1] != 255)
6714                                         {
6715                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
6716                                                 lm += size3;
6717                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
6718                                                 VectorMA(c, scale, lm, c);
6719                                                 if (surface->lightmapinfo->styles[2] != 255)
6720                                                 {
6721                                                         lm += size3;
6722                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
6723                                                         VectorMA(c, scale, lm, c);
6724                                                         if (surface->lightmapinfo->styles[3] != 255)
6725                                                         {
6726                                                                 lm += size3;
6727                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
6728                                                                 VectorMA(c, scale, lm, c);
6729                                                         }
6730                                                 }
6731                                         }
6732                                 }
6733                                 else
6734                                         VectorClear(c);
6735                                 c[3] = 1;
6736                         }
6737                 }
6738                 rsurface.lightmapcolor4f = rsurface.array_color4f;
6739                 rsurface.lightmapcolor4f_bufferobject = 0;
6740                 rsurface.lightmapcolor4f_bufferoffset = 0;
6741         }
6742         else
6743         {
6744                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6745                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6746                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6747         }
6748         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6749         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6750         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6751         GL_Color(r, g, b, a);
6752         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6753 }
6754
6755 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6756 {
6757         int texturesurfaceindex;
6758         int i;
6759         float f;
6760         float *v, *c, *c2, alpha;
6761         vec3_t ambientcolor;
6762         vec3_t diffusecolor;
6763         vec3_t lightdir;
6764         // TODO: optimize
6765         // model lighting
6766         VectorCopy(rsurface.modellight_lightdir, lightdir);
6767         f = 0.5f * r_refdef.lightmapintensity;
6768         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6769         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6770         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6771         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6772         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6773         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6774         alpha = *a;
6775         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6776         {
6777                 // generate color arrays for the surfaces in this list
6778                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6779                 {
6780                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6781                         int numverts = surface->num_vertices;
6782                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6783                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6784                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6785                         // q3-style directional shading
6786                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6787                         {
6788                                 if ((f = DotProduct(c2, lightdir)) > 0)
6789                                         VectorMA(ambientcolor, f, diffusecolor, c);
6790                                 else
6791                                         VectorCopy(ambientcolor, c);
6792                                 c[3] = alpha;
6793                         }
6794                 }
6795                 *r = 1;
6796                 *g = 1;
6797                 *b = 1;
6798                 *a = 1;
6799                 rsurface.lightmapcolor4f = rsurface.array_color4f;
6800                 rsurface.lightmapcolor4f_bufferobject = 0;
6801                 rsurface.lightmapcolor4f_bufferoffset = 0;
6802                 *applycolor = false;
6803         }
6804         else
6805         {
6806                 *r = ambientcolor[0];
6807                 *g = ambientcolor[1];
6808                 *b = ambientcolor[2];
6809                 rsurface.lightmapcolor4f = NULL;
6810                 rsurface.lightmapcolor4f_bufferobject = 0;
6811                 rsurface.lightmapcolor4f_bufferoffset = 0;
6812         }
6813 }
6814
6815 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6816 {
6817         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6818         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6819         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6820         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6821         GL_Color(r, g, b, a);
6822         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6823 }
6824
6825 void RSurf_SetupDepthAndCulling(void)
6826 {
6827         // submodels are biased to avoid z-fighting with world surfaces that they
6828         // may be exactly overlapping (avoids z-fighting artifacts on certain
6829         // doors and things in Quake maps)
6830         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6831         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6832         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6833         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6834 }
6835
6836 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6837 {
6838         // transparent sky would be ridiculous
6839         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6840                 return;
6841         R_SetupGenericShader(false);
6842         if (skyrendernow)
6843         {
6844                 skyrendernow = false;
6845                 // we have to force off the water clipping plane while rendering sky
6846                 R_SetupView(false);
6847                 R_Sky();
6848                 R_SetupView(true);
6849                 // restore entity matrix
6850                 R_Mesh_Matrix(&rsurface.matrix);
6851         }
6852         RSurf_SetupDepthAndCulling();
6853         GL_DepthMask(true);
6854         // LordHavoc: HalfLife maps have freaky skypolys so don't use
6855         // skymasking on them, and Quake3 never did sky masking (unlike
6856         // software Quake and software Quake2), so disable the sky masking
6857         // in Quake3 maps as it causes problems with q3map2 sky tricks,
6858         // and skymasking also looks very bad when noclipping outside the
6859         // level, so don't use it then either.
6860         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6861         {
6862                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6863                 R_Mesh_ColorPointer(NULL, 0, 0);
6864                 R_Mesh_ResetTextureState();
6865                 if (skyrendermasked)
6866                 {
6867                         R_SetupDepthOrShadowShader();
6868                         // depth-only (masking)
6869                         GL_ColorMask(0,0,0,0);
6870                         // just to make sure that braindead drivers don't draw
6871                         // anything despite that colormask...
6872                         GL_BlendFunc(GL_ZERO, GL_ONE);
6873                 }
6874                 else
6875                 {
6876                         R_SetupGenericShader(false);
6877                         // fog sky
6878                         GL_BlendFunc(GL_ONE, GL_ZERO);
6879                 }
6880                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6881                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6882                 if (skyrendermasked)
6883                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6884         }
6885         R_Mesh_ResetTextureState();
6886         GL_Color(1, 1, 1, 1);
6887 }
6888
6889 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6890 {
6891         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6892                 return;
6893
6894         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6895         R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
6896         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6897         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6898         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6899         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6900         if (rsurface.texture->backgroundcurrentskinframe)
6901         {
6902                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6903                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6904                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6905                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6906         }
6907         if(rsurface.texture->colormapping)
6908         {
6909                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6910                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6911         }
6912         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6913         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6914                 R_Mesh_ColorPointer(NULL, 0, 0);
6915         else
6916                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6917
6918         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6919         {
6920                 // render background
6921                 GL_BlendFunc(GL_ONE, GL_ZERO);
6922                 GL_DepthMask(true);
6923                 GL_AlphaTest(false);
6924
6925                 GL_Color(1, 1, 1, 1);
6926                 R_Mesh_ColorPointer(NULL, 0, 0);
6927
6928                 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6929                 if (r_glsl_permutation)
6930                 {
6931                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6932                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6933                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6934                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6935                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6936                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6937                         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);
6938                 }
6939                 GL_LockArrays(0, 0);
6940
6941                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6942                 GL_DepthMask(false);
6943                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6944                         R_Mesh_ColorPointer(NULL, 0, 0);
6945                 else
6946                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6947                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6948                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6949         }
6950
6951         R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6952         if (!r_glsl_permutation)
6953                 return;
6954
6955         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6956         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6957         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6958         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6959         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6960         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6961
6962         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6963         {
6964                 GL_BlendFunc(GL_ONE, GL_ZERO);
6965                 GL_DepthMask(true);
6966                 GL_AlphaTest(false);
6967         }
6968         else
6969         {
6970                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6971                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6972                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6973         }
6974
6975         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6976         {
6977                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6978                         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);
6979                 else
6980                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6981         }
6982         else
6983         {
6984                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6985                         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);
6986                 else
6987                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6988         }
6989         GL_LockArrays(0, 0);
6990 }
6991
6992 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6993 {
6994         // OpenGL 1.3 path - anything not completely ancient
6995         int texturesurfaceindex;
6996         qboolean applycolor;
6997         qboolean applyfog;
6998         rmeshstate_t m;
6999         int layerindex;
7000         const texturelayer_t *layer;
7001         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7002
7003         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7004         {
7005                 vec4_t layercolor;
7006                 int layertexrgbscale;
7007                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7008                 {
7009                         if (layerindex == 0)
7010                                 GL_AlphaTest(true);
7011                         else
7012                         {
7013                                 GL_AlphaTest(false);
7014                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7015                         }
7016                 }
7017                 GL_DepthMask(layer->depthmask && writedepth);
7018                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7019                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7020                 {
7021                         layertexrgbscale = 4;
7022                         VectorScale(layer->color, 0.25f, layercolor);
7023                 }
7024                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7025                 {
7026                         layertexrgbscale = 2;
7027                         VectorScale(layer->color, 0.5f, layercolor);
7028                 }
7029                 else
7030                 {
7031                         layertexrgbscale = 1;
7032                         VectorScale(layer->color, 1.0f, layercolor);
7033                 }
7034                 layercolor[3] = layer->color[3];
7035                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7036                 R_Mesh_ColorPointer(NULL, 0, 0);
7037                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7038                 switch (layer->type)
7039                 {
7040                 case TEXTURELAYERTYPE_LITTEXTURE:
7041                         memset(&m, 0, sizeof(m));
7042                         m.tex[0] = R_GetTexture(r_texture_white);
7043                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7044                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7045                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7046                         m.tex[1] = R_GetTexture(layer->texture);
7047                         m.texmatrix[1] = layer->texmatrix;
7048                         m.texrgbscale[1] = layertexrgbscale;
7049                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7050                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7051                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7052                         R_Mesh_TextureState(&m);
7053                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7054                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7055                         else if (rsurface.uselightmaptexture)
7056                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7057                         else
7058                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7059                         break;
7060                 case TEXTURELAYERTYPE_TEXTURE:
7061                         memset(&m, 0, sizeof(m));
7062                         m.tex[0] = R_GetTexture(layer->texture);
7063                         m.texmatrix[0] = layer->texmatrix;
7064                         m.texrgbscale[0] = layertexrgbscale;
7065                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7066                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7067                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7068                         R_Mesh_TextureState(&m);
7069                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7070                         break;
7071                 case TEXTURELAYERTYPE_FOG:
7072                         memset(&m, 0, sizeof(m));
7073                         m.texrgbscale[0] = layertexrgbscale;
7074                         if (layer->texture)
7075                         {
7076                                 m.tex[0] = R_GetTexture(layer->texture);
7077                                 m.texmatrix[0] = layer->texmatrix;
7078                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7079                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7080                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7081                         }
7082                         R_Mesh_TextureState(&m);
7083                         // generate a color array for the fog pass
7084                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7085                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7086                         {
7087                                 int i;
7088                                 float f, *v, *c;
7089                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7090                                 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)
7091                                 {
7092                                         f = 1 - FogPoint_Model(v);
7093                                         c[0] = layercolor[0];
7094                                         c[1] = layercolor[1];
7095                                         c[2] = layercolor[2];
7096                                         c[3] = f * layercolor[3];
7097                                 }
7098                         }
7099                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7100                         break;
7101                 default:
7102                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7103                 }
7104                 GL_LockArrays(0, 0);
7105         }
7106         CHECKGLERROR
7107         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7108         {
7109                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7110                 GL_AlphaTest(false);
7111         }
7112 }
7113
7114 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7115 {
7116         // OpenGL 1.1 - crusty old voodoo path
7117         int texturesurfaceindex;
7118         qboolean applyfog;
7119         rmeshstate_t m;
7120         int layerindex;
7121         const texturelayer_t *layer;
7122         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7123
7124         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7125         {
7126                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7127                 {
7128                         if (layerindex == 0)
7129                                 GL_AlphaTest(true);
7130                         else
7131                         {
7132                                 GL_AlphaTest(false);
7133                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7134                         }
7135                 }
7136                 GL_DepthMask(layer->depthmask && writedepth);
7137                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7138                 R_Mesh_ColorPointer(NULL, 0, 0);
7139                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7140                 switch (layer->type)
7141                 {
7142                 case TEXTURELAYERTYPE_LITTEXTURE:
7143                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7144                         {
7145                                 // two-pass lit texture with 2x rgbscale
7146                                 // first the lightmap pass
7147                                 memset(&m, 0, sizeof(m));
7148                                 m.tex[0] = R_GetTexture(r_texture_white);
7149                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7150                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7151                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7152                                 R_Mesh_TextureState(&m);
7153                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7154                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7155                                 else if (rsurface.uselightmaptexture)
7156                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7157                                 else
7158                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7159                                 GL_LockArrays(0, 0);
7160                                 // then apply the texture to it
7161                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7162                                 memset(&m, 0, sizeof(m));
7163                                 m.tex[0] = R_GetTexture(layer->texture);
7164                                 m.texmatrix[0] = layer->texmatrix;
7165                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7166                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7167                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7168                                 R_Mesh_TextureState(&m);
7169                                 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);
7170                         }
7171                         else
7172                         {
7173                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7174                                 memset(&m, 0, sizeof(m));
7175                                 m.tex[0] = R_GetTexture(layer->texture);
7176                                 m.texmatrix[0] = layer->texmatrix;
7177                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7178                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7179                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7180                                 R_Mesh_TextureState(&m);
7181                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7182                                         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);
7183                                 else
7184                                         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);
7185                         }
7186                         break;
7187                 case TEXTURELAYERTYPE_TEXTURE:
7188                         // singletexture unlit texture with transparency support
7189                         memset(&m, 0, sizeof(m));
7190                         m.tex[0] = R_GetTexture(layer->texture);
7191                         m.texmatrix[0] = layer->texmatrix;
7192                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7193                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7194                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7195                         R_Mesh_TextureState(&m);
7196                         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);
7197                         break;
7198                 case TEXTURELAYERTYPE_FOG:
7199                         // singletexture fogging
7200                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7201                         if (layer->texture)
7202                         {
7203                                 memset(&m, 0, sizeof(m));
7204                                 m.tex[0] = R_GetTexture(layer->texture);
7205                                 m.texmatrix[0] = layer->texmatrix;
7206                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7207                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7208                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7209                                 R_Mesh_TextureState(&m);
7210                         }
7211                         else
7212                                 R_Mesh_ResetTextureState();
7213                         // generate a color array for the fog pass
7214                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7215                         {
7216                                 int i;
7217                                 float f, *v, *c;
7218                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7219                                 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)
7220                                 {
7221                                         f = 1 - FogPoint_Model(v);
7222                                         c[0] = layer->color[0];
7223                                         c[1] = layer->color[1];
7224                                         c[2] = layer->color[2];
7225                                         c[3] = f * layer->color[3];
7226                                 }
7227                         }
7228                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7229                         break;
7230                 default:
7231                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7232                 }
7233                 GL_LockArrays(0, 0);
7234         }
7235         CHECKGLERROR
7236         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7237         {
7238                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7239                 GL_AlphaTest(false);
7240         }
7241 }
7242
7243 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7244 {
7245         float c[4];
7246
7247         GL_AlphaTest(false);
7248         R_Mesh_ColorPointer(NULL, 0, 0);
7249         R_Mesh_ResetTextureState();
7250         R_SetupGenericShader(false);
7251
7252         if(rsurface.texture && rsurface.texture->currentskinframe)
7253         {
7254                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7255                 c[3] *= rsurface.texture->currentalpha;
7256         }
7257         else
7258         {
7259                 c[0] = 1;
7260                 c[1] = 0;
7261                 c[2] = 1;
7262                 c[3] = 1;
7263         }
7264
7265         if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7266         {
7267                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7268                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7269                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7270         }
7271
7272         // brighten it up (as texture value 127 means "unlit")
7273         c[0] *= 2 * r_refdef.view.colorscale;
7274         c[1] *= 2 * r_refdef.view.colorscale;
7275         c[2] *= 2 * r_refdef.view.colorscale;
7276
7277         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7278                 c[3] *= r_wateralpha.value;
7279
7280         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7281         {
7282                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7283                 GL_DepthMask(false);
7284         }
7285         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7286         {
7287                 GL_BlendFunc(GL_ONE, GL_ONE);
7288                 GL_DepthMask(false);
7289         }
7290         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7291         {
7292                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7293                 GL_DepthMask(false);
7294         }
7295         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7296         {
7297                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7298                 GL_DepthMask(false);
7299         }
7300         else
7301         {
7302                 GL_BlendFunc(GL_ONE, GL_ZERO);
7303                 GL_DepthMask(writedepth);
7304         }
7305
7306         rsurface.lightmapcolor4f = NULL;
7307
7308         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7309         {
7310                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7311
7312                 rsurface.lightmapcolor4f = NULL;
7313                 rsurface.lightmapcolor4f_bufferobject = 0;
7314                 rsurface.lightmapcolor4f_bufferoffset = 0;
7315         }
7316         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7317         {
7318                 qboolean applycolor = true;
7319                 float one = 1.0;
7320
7321                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7322
7323                 r_refdef.lightmapintensity = 1;
7324                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7325                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7326         }
7327         else
7328         {
7329                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7330
7331                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7332                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7333                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7334         }
7335
7336         if(!rsurface.lightmapcolor4f)
7337                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7338
7339         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7340         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7341         if(r_refdef.fogenabled)
7342                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7343
7344         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7345         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7346 }
7347
7348 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7349 {
7350         CHECKGLERROR
7351         RSurf_SetupDepthAndCulling();
7352         if (r_showsurfaces.integer == 3)
7353                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7354         else if (r_glsl.integer && gl_support_fragment_shader)
7355                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7356         else if (gl_combine.integer && r_textureunits.integer >= 2)
7357                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7358         else
7359                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7360         CHECKGLERROR
7361 }
7362
7363 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7364 {
7365         CHECKGLERROR
7366         RSurf_SetupDepthAndCulling();
7367         if (r_showsurfaces.integer == 3)
7368                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7369         else if (r_glsl.integer && gl_support_fragment_shader)
7370                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7371         else if (gl_combine.integer && r_textureunits.integer >= 2)
7372                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7373         else
7374                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7375         CHECKGLERROR
7376 }
7377
7378 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7379 {
7380         int i, j;
7381         int texturenumsurfaces, endsurface;
7382         texture_t *texture;
7383         msurface_t *surface;
7384         msurface_t *texturesurfacelist[1024];
7385
7386         // if the model is static it doesn't matter what value we give for
7387         // wantnormals and wanttangents, so this logic uses only rules applicable
7388         // to a model, knowing that they are meaningless otherwise
7389         if (ent == r_refdef.scene.worldentity)
7390                 RSurf_ActiveWorldEntity();
7391         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7392                 RSurf_ActiveModelEntity(ent, false, false);
7393         else
7394                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
7395
7396         for (i = 0;i < numsurfaces;i = j)
7397         {
7398                 j = i + 1;
7399                 surface = rsurface.modelsurfaces + surfacelist[i];
7400                 texture = surface->texture;
7401                 rsurface.texture = R_GetCurrentTexture(texture);
7402                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7403                 // scan ahead until we find a different texture
7404                 endsurface = min(i + 1024, numsurfaces);
7405                 texturenumsurfaces = 0;
7406                 texturesurfacelist[texturenumsurfaces++] = surface;
7407                 for (;j < endsurface;j++)
7408                 {
7409                         surface = rsurface.modelsurfaces + surfacelist[j];
7410                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7411                                 break;
7412                         texturesurfacelist[texturenumsurfaces++] = surface;
7413                 }
7414                 // render the range of surfaces
7415                 if (ent == r_refdef.scene.worldentity)
7416                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7417                 else
7418                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7419         }
7420         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7421         GL_AlphaTest(false);
7422 }
7423
7424 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
7425 {
7426         const entity_render_t *queueentity = r_refdef.scene.worldentity;
7427         CHECKGLERROR
7428         if (depthonly)
7429         {
7430                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7431                         return;
7432                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7433                         return;
7434                 RSurf_SetupDepthAndCulling();
7435                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7436                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7437         }
7438         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7439         {
7440                 RSurf_SetupDepthAndCulling();
7441                 GL_AlphaTest(false);
7442                 R_Mesh_ColorPointer(NULL, 0, 0);
7443                 R_Mesh_ResetTextureState();
7444                 R_SetupGenericShader(false);
7445                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7446                 GL_DepthMask(true);
7447                 GL_BlendFunc(GL_ONE, GL_ZERO);
7448                 GL_Color(0, 0, 0, 1);
7449                 GL_DepthTest(writedepth);
7450                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7451         }
7452         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7453         {
7454                 RSurf_SetupDepthAndCulling();
7455                 GL_AlphaTest(false);
7456                 R_Mesh_ColorPointer(NULL, 0, 0);
7457                 R_Mesh_ResetTextureState();
7458                 R_SetupGenericShader(false);
7459                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7460                 GL_DepthMask(true);
7461                 GL_BlendFunc(GL_ONE, GL_ZERO);
7462                 GL_DepthTest(true);
7463                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7464         }
7465         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7466                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7467         else if (!rsurface.texture->currentnumlayers)
7468                 return;
7469         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7470         {
7471                 // transparent surfaces get pushed off into the transparent queue
7472                 int surfacelistindex;
7473                 const msurface_t *surface;
7474                 vec3_t tempcenter, center;
7475                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7476                 {
7477                         surface = texturesurfacelist[surfacelistindex];
7478                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7479                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7480                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7481                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7482                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7483                 }
7484         }
7485         else
7486         {
7487                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7488                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7489         }
7490         CHECKGLERROR
7491 }
7492
7493 void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7494 {
7495         int i, j;
7496         texture_t *texture;
7497         // break the surface list down into batches by texture and use of lightmapping
7498         for (i = 0;i < numsurfaces;i = j)
7499         {
7500                 j = i + 1;
7501                 // texture is the base texture pointer, rsurface.texture is the
7502                 // current frame/skin the texture is directing us to use (for example
7503                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7504                 // use skin 1 instead)
7505                 texture = surfacelist[i]->texture;
7506                 rsurface.texture = R_GetCurrentTexture(texture);
7507                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7508                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7509                 {
7510                         // if this texture is not the kind we want, skip ahead to the next one
7511                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7512                                 ;
7513                         continue;
7514                 }
7515                 // simply scan ahead until we find a different texture or lightmap state
7516                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7517                         ;
7518                 // render the range of surfaces
7519                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
7520         }
7521 }
7522
7523 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
7524 {
7525         CHECKGLERROR
7526         if (depthonly)
7527         {
7528                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7529                         return;
7530                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7531                         return;
7532                 RSurf_SetupDepthAndCulling();
7533                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7534                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7535         }
7536         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7537         {
7538                 RSurf_SetupDepthAndCulling();
7539                 GL_AlphaTest(false);
7540                 R_Mesh_ColorPointer(NULL, 0, 0);
7541                 R_Mesh_ResetTextureState();
7542                 R_SetupGenericShader(false);
7543                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7544                 GL_DepthMask(true);
7545                 GL_BlendFunc(GL_ONE, GL_ZERO);
7546                 GL_Color(0, 0, 0, 1);
7547                 GL_DepthTest(writedepth);
7548                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7549         }
7550         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7551         {
7552                 RSurf_SetupDepthAndCulling();
7553                 GL_AlphaTest(false);
7554                 R_Mesh_ColorPointer(NULL, 0, 0);
7555                 R_Mesh_ResetTextureState();
7556                 R_SetupGenericShader(false);
7557                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7558                 GL_DepthMask(true);
7559                 GL_BlendFunc(GL_ONE, GL_ZERO);
7560                 GL_DepthTest(true);
7561                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7562         }
7563         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7564                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7565         else if (!rsurface.texture->currentnumlayers)
7566                 return;
7567         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7568         {
7569                 // transparent surfaces get pushed off into the transparent queue
7570                 int surfacelistindex;
7571                 const msurface_t *surface;
7572                 vec3_t tempcenter, center;
7573                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7574                 {
7575                         surface = texturesurfacelist[surfacelistindex];
7576                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7577                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7578                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7579                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7580                         if (queueentity->transparent_offset) // transparent offset
7581                         {
7582                                 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
7583                                 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
7584                                 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
7585                         }
7586                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7587                 }
7588         }
7589         else
7590         {
7591                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7592                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7593         }
7594         CHECKGLERROR
7595 }
7596
7597 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7598 {
7599         int i, j;
7600         texture_t *texture;
7601         // break the surface list down into batches by texture and use of lightmapping
7602         for (i = 0;i < numsurfaces;i = j)
7603         {
7604                 j = i + 1;
7605                 // texture is the base texture pointer, rsurface.texture is the
7606                 // current frame/skin the texture is directing us to use (for example
7607                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7608                 // use skin 1 instead)
7609                 texture = surfacelist[i]->texture;
7610                 rsurface.texture = R_GetCurrentTexture(texture);
7611                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7612                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7613                 {
7614                         // if this texture is not the kind we want, skip ahead to the next one
7615                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7616                                 ;
7617                         continue;
7618                 }
7619                 // simply scan ahead until we find a different texture or lightmap state
7620                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7621                         ;
7622                 // render the range of surfaces
7623                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
7624         }
7625 }
7626
7627 float locboxvertex3f[6*4*3] =
7628 {
7629         1,0,1, 1,0,0, 1,1,0, 1,1,1,
7630         0,1,1, 0,1,0, 0,0,0, 0,0,1,
7631         1,1,1, 1,1,0, 0,1,0, 0,1,1,
7632         0,0,1, 0,0,0, 1,0,0, 1,0,1,
7633         0,0,1, 1,0,1, 1,1,1, 0,1,1,
7634         1,0,0, 0,0,0, 0,1,0, 1,1,0
7635 };
7636
7637 unsigned short locboxelements[6*2*3] =
7638 {
7639          0, 1, 2, 0, 2, 3,
7640          4, 5, 6, 4, 6, 7,
7641          8, 9,10, 8,10,11,
7642         12,13,14, 12,14,15,
7643         16,17,18, 16,18,19,
7644         20,21,22, 20,22,23
7645 };
7646
7647 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7648 {
7649         int i, j;
7650         cl_locnode_t *loc = (cl_locnode_t *)ent;
7651         vec3_t mins, size;
7652         float vertex3f[6*4*3];
7653         CHECKGLERROR
7654         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7655         GL_DepthMask(false);
7656         GL_DepthRange(0, 1);
7657         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7658         GL_DepthTest(true);
7659         GL_CullFace(GL_NONE);
7660         R_Mesh_Matrix(&identitymatrix);
7661
7662         R_Mesh_VertexPointer(vertex3f, 0, 0);
7663         R_Mesh_ColorPointer(NULL, 0, 0);
7664         R_Mesh_ResetTextureState();
7665         R_SetupGenericShader(false);
7666
7667         i = surfacelist[0];
7668         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7669                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7670                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7671                         surfacelist[0] < 0 ? 0.5f : 0.125f);
7672
7673         if (VectorCompare(loc->mins, loc->maxs))
7674         {
7675                 VectorSet(size, 2, 2, 2);
7676                 VectorMA(loc->mins, -0.5f, size, mins);
7677         }
7678         else
7679         {
7680                 VectorCopy(loc->mins, mins);
7681                 VectorSubtract(loc->maxs, loc->mins, size);
7682         }
7683
7684         for (i = 0;i < 6*4*3;)
7685                 for (j = 0;j < 3;j++, i++)
7686                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
7687
7688         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
7689 }
7690
7691 void R_DrawLocs(void)
7692 {
7693         int index;
7694         cl_locnode_t *loc, *nearestloc;
7695         vec3_t center;
7696         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
7697         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
7698         {
7699                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
7700                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
7701         }
7702 }
7703
7704 void R_DrawDebugModel(entity_render_t *ent)
7705 {
7706         int i, j, k, l, flagsmask;
7707         const int *elements;
7708         q3mbrush_t *brush;
7709         msurface_t *surface;
7710         dp_model_t *model = ent->model;
7711         vec3_t v;
7712
7713         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
7714
7715         R_Mesh_ColorPointer(NULL, 0, 0);
7716         R_Mesh_ResetTextureState();
7717         R_SetupGenericShader(false);
7718         GL_DepthRange(0, 1);
7719         GL_DepthTest(!r_showdisabledepthtest.integer);
7720         GL_DepthMask(false);
7721         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7722
7723         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
7724         {
7725                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
7726                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
7727                 {
7728                         if (brush->colbrushf && brush->colbrushf->numtriangles)
7729                         {
7730                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
7731                                 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);
7732                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
7733                         }
7734                 }
7735                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
7736                 {
7737                         if (surface->num_collisiontriangles)
7738                         {
7739                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
7740                                 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);
7741                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
7742                         }
7743                 }
7744         }
7745
7746         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7747
7748         if (r_showtris.integer || r_shownormals.integer)
7749         {
7750                 if (r_showdisabledepthtest.integer)
7751                 {
7752                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7753                         GL_DepthMask(false);
7754                 }
7755                 else
7756                 {
7757                         GL_BlendFunc(GL_ONE, GL_ZERO);
7758                         GL_DepthMask(true);
7759                 }
7760                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
7761                 {
7762                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
7763                                 continue;
7764                         rsurface.texture = R_GetCurrentTexture(surface->texture);
7765                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
7766                         {
7767                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
7768                                 if (r_showtris.value > 0)
7769                                 {
7770                                         if (!rsurface.texture->currentlayers->depthmask)
7771                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
7772                                         else if (ent == r_refdef.scene.worldentity)
7773                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
7774                                         else
7775                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
7776                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
7777                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
7778                                         R_Mesh_ColorPointer(NULL, 0, 0);
7779                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
7780                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7781                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
7782                                         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);
7783                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7784                                         CHECKGLERROR
7785                                 }
7786                                 if (r_shownormals.value < 0)
7787                                 {
7788                                         qglBegin(GL_LINES);
7789                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7790                                         {
7791                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7792                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7793                                                 qglVertex3f(v[0], v[1], v[2]);
7794                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
7795                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7796                                                 qglVertex3f(v[0], v[1], v[2]);
7797                                         }
7798                                         qglEnd();
7799                                         CHECKGLERROR
7800                                 }
7801                                 if (r_shownormals.value > 0)
7802                                 {
7803                                         qglBegin(GL_LINES);
7804                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7805                                         {
7806                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7807                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7808                                                 qglVertex3f(v[0], v[1], v[2]);
7809                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
7810                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7811                                                 qglVertex3f(v[0], v[1], v[2]);
7812                                         }
7813                                         qglEnd();
7814                                         CHECKGLERROR
7815                                         qglBegin(GL_LINES);
7816                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7817                                         {
7818                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7819                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
7820                                                 qglVertex3f(v[0], v[1], v[2]);
7821                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
7822                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7823                                                 qglVertex3f(v[0], v[1], v[2]);
7824                                         }
7825                                         qglEnd();
7826                                         CHECKGLERROR
7827                                         qglBegin(GL_LINES);
7828                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7829                                         {
7830                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7831                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
7832                                                 qglVertex3f(v[0], v[1], v[2]);
7833                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
7834                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7835                                                 qglVertex3f(v[0], v[1], v[2]);
7836                                         }
7837                                         qglEnd();
7838                                         CHECKGLERROR
7839                                 }
7840                         }
7841                 }
7842                 rsurface.texture = NULL;
7843         }
7844 }
7845
7846 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
7847 int r_maxsurfacelist = 0;
7848 msurface_t **r_surfacelist = NULL;
7849 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7850 {
7851         int i, j, endj, f, flagsmask;
7852         texture_t *t;
7853         dp_model_t *model = r_refdef.scene.worldmodel;
7854         msurface_t *surfaces;
7855         unsigned char *update;
7856         int numsurfacelist = 0;
7857         if (model == NULL)
7858                 return;
7859
7860         if (r_maxsurfacelist < model->num_surfaces)
7861         {
7862                 r_maxsurfacelist = model->num_surfaces;
7863                 if (r_surfacelist)
7864                         Mem_Free(r_surfacelist);
7865                 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7866         }
7867
7868         RSurf_ActiveWorldEntity();
7869
7870         surfaces = model->data_surfaces;
7871         update = model->brushq1.lightmapupdateflags;
7872
7873         // update light styles on this submodel
7874         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7875         {
7876                 model_brush_lightstyleinfo_t *style;
7877                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7878                 {
7879                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
7880                         {
7881                                 int *list = style->surfacelist;
7882                                 style->value = r_refdef.scene.lightstylevalue[style->style];
7883                                 for (j = 0;j < style->numsurfaces;j++)
7884                                         update[list[j]] = true;
7885                         }
7886                 }
7887         }
7888
7889         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7890
7891         if (debug)
7892         {
7893                 R_DrawDebugModel(r_refdef.scene.worldentity);
7894                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7895                 return;
7896         }
7897
7898         f = 0;
7899         t = NULL;
7900         rsurface.uselightmaptexture = false;
7901         rsurface.texture = NULL;
7902         rsurface.rtlight = NULL;
7903         numsurfacelist = 0;
7904         // add visible surfaces to draw list
7905         for (i = 0;i < model->nummodelsurfaces;i++)
7906         {
7907                 j = model->sortedmodelsurfaces[i];
7908                 if (r_refdef.viewcache.world_surfacevisible[j])
7909                         r_surfacelist[numsurfacelist++] = surfaces + j;
7910         }
7911         // update lightmaps if needed
7912         if (update)
7913                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7914                         if (r_refdef.viewcache.world_surfacevisible[j])
7915                                 if (update[j])
7916                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7917         // don't do anything if there were no surfaces
7918         if (!numsurfacelist)
7919         {
7920                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7921                 return;
7922         }
7923         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7924         GL_AlphaTest(false);
7925
7926         // add to stats if desired
7927         if (r_speeds.integer && !skysurfaces && !depthonly)
7928         {
7929                 r_refdef.stats.world_surfaces += numsurfacelist;
7930                 for (j = 0;j < numsurfacelist;j++)
7931                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7932         }
7933         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7934 }
7935
7936 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7937 {
7938         int i, j, endj, f, flagsmask;
7939         texture_t *t;
7940         dp_model_t *model = ent->model;
7941         msurface_t *surfaces;
7942         unsigned char *update;
7943         int numsurfacelist = 0;
7944         if (model == NULL)
7945                 return;
7946
7947         if (r_maxsurfacelist < model->num_surfaces)
7948         {
7949                 r_maxsurfacelist = model->num_surfaces;
7950                 if (r_surfacelist)
7951                         Mem_Free(r_surfacelist);
7952                 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7953         }
7954
7955         // if the model is static it doesn't matter what value we give for
7956         // wantnormals and wanttangents, so this logic uses only rules applicable
7957         // to a model, knowing that they are meaningless otherwise
7958         if (ent == r_refdef.scene.worldentity)
7959                 RSurf_ActiveWorldEntity();
7960         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7961                 RSurf_ActiveModelEntity(ent, false, false);
7962         else
7963                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7964
7965         surfaces = model->data_surfaces;
7966         update = model->brushq1.lightmapupdateflags;
7967
7968         // update light styles
7969         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7970         {
7971                 model_brush_lightstyleinfo_t *style;
7972                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7973                 {
7974                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
7975                         {
7976                                 int *list = style->surfacelist;
7977                                 style->value = r_refdef.scene.lightstylevalue[style->style];
7978                                 for (j = 0;j < style->numsurfaces;j++)
7979                                         update[list[j]] = true;
7980                         }
7981                 }
7982         }
7983
7984         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7985
7986         if (debug)
7987         {
7988                 R_DrawDebugModel(ent);
7989                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7990                 return;
7991         }
7992
7993         f = 0;
7994         t = NULL;
7995         rsurface.uselightmaptexture = false;
7996         rsurface.texture = NULL;
7997         rsurface.rtlight = NULL;
7998         numsurfacelist = 0;
7999         // add visible surfaces to draw list
8000         for (i = 0;i < model->nummodelsurfaces;i++)
8001                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
8002         // don't do anything if there were no surfaces
8003         if (!numsurfacelist)
8004         {
8005                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8006                 return;
8007         }
8008         // update lightmaps if needed
8009         if (update)
8010                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
8011                         if (update[j])
8012                                 R_BuildLightMap(ent, surfaces + j);
8013         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
8014         GL_AlphaTest(false);
8015
8016         // add to stats if desired
8017         if (r_speeds.integer && !skysurfaces && !depthonly)
8018         {
8019                 r_refdef.stats.entities_surfaces += numsurfacelist;
8020                 for (j = 0;j < numsurfacelist;j++)
8021                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
8022         }
8023         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8024 }