]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rmain.c
oops... could not have optimized this, putting back old code (fixes fog too bright...
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
30
31 //
32 // screen size info
33 //
34 r_refdef_t r_refdef;
35 r_view_t r_view;
36 r_viewcache_t r_viewcache;
37
38 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
39 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
40 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
41 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
42 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
43 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
44 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
46 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
47 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
48 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
49 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
50 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
51 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
52 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
53 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
54 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
55 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
56 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
57 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
58 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
59 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
60 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
61 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
62 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
63 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
64 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
65 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
66 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
67 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
68
69 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
70 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
71 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
72 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
73 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
74 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
75 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
76 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
77
78 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
79
80 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
81 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
82 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
83 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
84 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
85 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
86
87 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
88 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
89 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
90 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
91 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
92
93 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
94 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
95 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
96 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
97
98 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
99 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
100 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
101 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
102 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
103 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
104 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
105
106 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
107 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
108 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
109 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
110
111 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
112
113 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
114
115 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
116
117 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
118 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
119 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
120 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
121 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
122 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
123
124 extern qboolean v_flipped_state;
125
126 typedef struct r_glsl_bloomshader_s
127 {
128         int program;
129         int loc_Texture_Bloom;
130 }
131 r_glsl_bloomshader_t;
132
133 static struct r_bloomstate_s
134 {
135         qboolean enabled;
136         qboolean hdr;
137
138         int bloomwidth, bloomheight;
139
140         int screentexturewidth, screentextureheight;
141         rtexture_t *texture_screen;
142
143         int bloomtexturewidth, bloomtextureheight;
144         rtexture_t *texture_bloom;
145
146         r_glsl_bloomshader_t *shader;
147
148         // arrays for rendering the screen passes
149         float screentexcoord2f[8];
150         float bloomtexcoord2f[8];
151         float offsettexcoord2f[8];
152 }
153 r_bloomstate;
154
155 typedef struct r_waterstate_waterplane_s
156 {
157         rtexture_t *texture_refraction;
158         rtexture_t *texture_reflection;
159         mplane_t plane;
160         int materialflags; // combined flags of all water surfaces on this plane
161         unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
162         qboolean pvsvalid;
163 }
164 r_waterstate_waterplane_t;
165
166 #define MAX_WATERPLANES 16
167
168 static struct r_waterstate_s
169 {
170         qboolean enabled;
171
172         qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
173
174         int waterwidth, waterheight;
175         int texturewidth, textureheight;
176
177         int maxwaterplanes; // same as MAX_WATERPLANES
178         int numwaterplanes;
179         r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
180
181         float screenscale[2];
182         float screencenter[2];
183 }
184 r_waterstate;
185
186 // shadow volume bsp struct with automatically growing nodes buffer
187 svbsp_t r_svbsp;
188
189 rtexture_t *r_texture_blanknormalmap;
190 rtexture_t *r_texture_white;
191 rtexture_t *r_texture_grey128;
192 rtexture_t *r_texture_black;
193 rtexture_t *r_texture_notexture;
194 rtexture_t *r_texture_whitecube;
195 rtexture_t *r_texture_normalizationcube;
196 rtexture_t *r_texture_fogattenuation;
197 //rtexture_t *r_texture_fogintensity;
198
199 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
200 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
201
202 // vertex coordinates for a quad that covers the screen exactly
203 const static float r_screenvertex3f[12] =
204 {
205         0, 0, 0,
206         1, 0, 0,
207         1, 1, 0,
208         0, 1, 0
209 };
210
211 extern void R_DrawModelShadows(void);
212
213 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
214 {
215         int i;
216         for (i = 0;i < verts;i++)
217         {
218                 out[0] = in[0] * r;
219                 out[1] = in[1] * g;
220                 out[2] = in[2] * b;
221                 out[3] = in[3];
222                 in += 4;
223                 out += 4;
224         }
225 }
226
227 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
228 {
229         int i;
230         for (i = 0;i < verts;i++)
231         {
232                 out[0] = r;
233                 out[1] = g;
234                 out[2] = b;
235                 out[3] = a;
236                 out += 4;
237         }
238 }
239
240 // FIXME: move this to client?
241 void FOG_clear(void)
242 {
243         if (gamemode == GAME_NEHAHRA)
244         {
245                 Cvar_Set("gl_fogenable", "0");
246                 Cvar_Set("gl_fogdensity", "0.2");
247                 Cvar_Set("gl_fogred", "0.3");
248                 Cvar_Set("gl_foggreen", "0.3");
249                 Cvar_Set("gl_fogblue", "0.3");
250         }
251         r_refdef.fog_density = 0;
252         r_refdef.fog_red = 0;
253         r_refdef.fog_green = 0;
254         r_refdef.fog_blue = 0;
255         r_refdef.fog_alpha = 1;
256         r_refdef.fog_start = 0;
257         r_refdef.fog_end = 0;
258 }
259
260 float FogForDistance(vec_t dist)
261 {
262         unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
263         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
264 }
265
266 float FogPoint_World(const vec3_t p)
267 {
268         return FogForDistance(VectorDistance((p), r_view.origin));
269 }
270
271 float FogPoint_Model(const vec3_t p)
272 {
273         return FogForDistance(VectorDistance((p), rsurface.modelorg));
274 }
275
276 static void R_BuildBlankTextures(void)
277 {
278         unsigned char data[4];
279         data[2] = 128; // normal X
280         data[1] = 128; // normal Y
281         data[0] = 255; // normal Z
282         data[3] = 128; // height
283         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
284         data[0] = 255;
285         data[1] = 255;
286         data[2] = 255;
287         data[3] = 255;
288         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
289         data[0] = 128;
290         data[1] = 128;
291         data[2] = 128;
292         data[3] = 255;
293         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
294         data[0] = 0;
295         data[1] = 0;
296         data[2] = 0;
297         data[3] = 255;
298         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
299 }
300
301 static void R_BuildNoTexture(void)
302 {
303         int x, y;
304         unsigned char pix[16][16][4];
305         // this makes a light grey/dark grey checkerboard texture
306         for (y = 0;y < 16;y++)
307         {
308                 for (x = 0;x < 16;x++)
309                 {
310                         if ((y < 8) ^ (x < 8))
311                         {
312                                 pix[y][x][0] = 128;
313                                 pix[y][x][1] = 128;
314                                 pix[y][x][2] = 128;
315                                 pix[y][x][3] = 255;
316                         }
317                         else
318                         {
319                                 pix[y][x][0] = 64;
320                                 pix[y][x][1] = 64;
321                                 pix[y][x][2] = 64;
322                                 pix[y][x][3] = 255;
323                         }
324                 }
325         }
326         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
327 }
328
329 static void R_BuildWhiteCube(void)
330 {
331         unsigned char data[6*1*1*4];
332         memset(data, 255, sizeof(data));
333         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
334 }
335
336 static void R_BuildNormalizationCube(void)
337 {
338         int x, y, side;
339         vec3_t v;
340         vec_t s, t, intensity;
341 #define NORMSIZE 64
342         unsigned char data[6][NORMSIZE][NORMSIZE][4];
343         for (side = 0;side < 6;side++)
344         {
345                 for (y = 0;y < NORMSIZE;y++)
346                 {
347                         for (x = 0;x < NORMSIZE;x++)
348                         {
349                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
350                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
351                                 switch(side)
352                                 {
353                                 default:
354                                 case 0:
355                                         v[0] = 1;
356                                         v[1] = -t;
357                                         v[2] = -s;
358                                         break;
359                                 case 1:
360                                         v[0] = -1;
361                                         v[1] = -t;
362                                         v[2] = s;
363                                         break;
364                                 case 2:
365                                         v[0] = s;
366                                         v[1] = 1;
367                                         v[2] = t;
368                                         break;
369                                 case 3:
370                                         v[0] = s;
371                                         v[1] = -1;
372                                         v[2] = -t;
373                                         break;
374                                 case 4:
375                                         v[0] = s;
376                                         v[1] = -t;
377                                         v[2] = 1;
378                                         break;
379                                 case 5:
380                                         v[0] = -s;
381                                         v[1] = -t;
382                                         v[2] = -1;
383                                         break;
384                                 }
385                                 intensity = 127.0f / sqrt(DotProduct(v, v));
386                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
387                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
388                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
389                                 data[side][y][x][3] = 255;
390                         }
391                 }
392         }
393         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
394 }
395
396 static void R_BuildFogTexture(void)
397 {
398         int x, b;
399 #define FOGWIDTH 256
400         unsigned char data1[FOGWIDTH][4];
401         //unsigned char data2[FOGWIDTH][4];
402         double d, r, alpha;
403
404         r_refdef.fogmasktable_start = r_refdef.fog_start;
405         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
406         r_refdef.fogmasktable_range = r_refdef.fogrange;
407         r_refdef.fogmasktable_density = r_refdef.fog_density;
408
409         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
410         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
411         {
412                 d = (x * r - r_refdef.fogmasktable_start);
413                 if(developer.integer >= 100)
414                         Con_Printf("%f ", d);
415                 d = max(0, d);
416                 if (r_fog_exp2.integer)
417                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
418                 else
419                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
420                 if(developer.integer >= 100)
421                         Con_Printf(" : %f ", alpha);
422                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
423                 if(developer.integer >= 100)
424                         Con_Printf(" = %f\n", alpha);
425                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
426         }
427
428         for (x = 0;x < FOGWIDTH;x++)
429         {
430                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
431                 data1[x][0] = b;
432                 data1[x][1] = b;
433                 data1[x][2] = b;
434                 data1[x][3] = 255;
435                 //data2[x][0] = 255 - b;
436                 //data2[x][1] = 255 - b;
437                 //data2[x][2] = 255 - b;
438                 //data2[x][3] = 255;
439         }
440         if (r_texture_fogattenuation)
441         {
442                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
443                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
444         }
445         else
446         {
447                 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);
448                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
449         }
450 }
451
452 static const char *builtinshaderstring =
453 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
454 "// written by Forest 'LordHavoc' Hale\n"
455 "\n"
456 "// common definitions between vertex shader and fragment shader:\n"
457 "\n"
458 "#ifdef __GLSL_CG_DATA_TYPES\n"
459 "# define myhalf half\n"
460 "# define myhvec2 hvec2\n"
461 "# define myhvec3 hvec3\n"
462 "# define myhvec4 hvec4\n"
463 "#else\n"
464 "# define myhalf float\n"
465 "# define myhvec2 vec2\n"
466 "# define myhvec3 vec3\n"
467 "# define myhvec4 vec4\n"
468 "#endif\n"
469 "\n"
470 "varying vec2 TexCoord;\n"
471 "varying vec2 TexCoordLightmap;\n"
472 "\n"
473 "//#ifdef MODE_LIGHTSOURCE\n"
474 "varying vec3 CubeVector;\n"
475 "//#endif\n"
476 "\n"
477 "//#ifdef MODE_LIGHTSOURCE\n"
478 "varying vec3 LightVector;\n"
479 "//#else\n"
480 "//# ifdef MODE_LIGHTDIRECTION\n"
481 "//varying vec3 LightVector;\n"
482 "//# endif\n"
483 "//#endif\n"
484 "\n"
485 "varying vec3 EyeVector;\n"
486 "//#ifdef USEFOG\n"
487 "varying vec3 EyeVectorModelSpace;\n"
488 "//#endif\n"
489 "\n"
490 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
491 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
492 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
493 "\n"
494 "//#ifdef MODE_WATER\n"
495 "varying vec4 ModelViewProjectionPosition;\n"
496 "//#else\n"
497 "//# ifdef MODE_REFRACTION\n"
498 "//varying vec4 ModelViewProjectionPosition;\n"
499 "//# else\n"
500 "//#  ifdef USEREFLECTION\n"
501 "//varying vec4 ModelViewProjectionPosition;\n"
502 "//#  endif\n"
503 "//# endif\n"
504 "//#endif\n"
505 "\n"
506 "\n"
507 "\n"
508 "\n"
509 "\n"
510 "// vertex shader specific:\n"
511 "#ifdef VERTEX_SHADER\n"
512 "\n"
513 "uniform vec3 LightPosition;\n"
514 "uniform vec3 EyePosition;\n"
515 "uniform vec3 LightDir;\n"
516 "\n"
517 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
518 "\n"
519 "void main(void)\n"
520 "{\n"
521 "       gl_FrontColor = gl_Color;\n"
522 "       // copy the surface texcoord\n"
523 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
524 "#ifndef MODE_LIGHTSOURCE\n"
525 "# ifndef MODE_LIGHTDIRECTION\n"
526 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
527 "# endif\n"
528 "#endif\n"
529 "\n"
530 "#ifdef MODE_LIGHTSOURCE\n"
531 "       // transform vertex position into light attenuation/cubemap space\n"
532 "       // (-1 to +1 across the light box)\n"
533 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
534 "\n"
535 "       // transform unnormalized light direction into tangent space\n"
536 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
537 "       //  normalize it per pixel)\n"
538 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
539 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
540 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
541 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
542 "#endif\n"
543 "\n"
544 "#ifdef MODE_LIGHTDIRECTION\n"
545 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
546 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
547 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
548 "#endif\n"
549 "\n"
550 "       // transform unnormalized eye direction into tangent space\n"
551 "#ifndef USEFOG\n"
552 "       vec3 EyeVectorModelSpace;\n"
553 "#endif\n"
554 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
555 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
556 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
557 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
558 "\n"
559 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
560 "       VectorS = gl_MultiTexCoord1.xyz;\n"
561 "       VectorT = gl_MultiTexCoord2.xyz;\n"
562 "       VectorR = gl_MultiTexCoord3.xyz;\n"
563 "#endif\n"
564 "\n"
565 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
566 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
567 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
568 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
569 "//#endif\n"
570 "\n"
571 "// transform vertex to camera space, using ftransform to match non-VS\n"
572 "       // rendering\n"
573 "       gl_Position = ftransform();\n"
574 "\n"
575 "#ifdef MODE_WATER\n"
576 "       ModelViewProjectionPosition = gl_Position;\n"
577 "#endif\n"
578 "#ifdef MODE_REFRACTION\n"
579 "       ModelViewProjectionPosition = gl_Position;\n"
580 "#endif\n"
581 "#ifdef USEREFLECTION\n"
582 "       ModelViewProjectionPosition = gl_Position;\n"
583 "#endif\n"
584 "}\n"
585 "\n"
586 "#endif // VERTEX_SHADER\n"
587 "\n"
588 "\n"
589 "\n"
590 "\n"
591 "// fragment shader specific:\n"
592 "#ifdef FRAGMENT_SHADER\n"
593 "\n"
594 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
595 "uniform sampler2D Texture_Normal;\n"
596 "uniform sampler2D Texture_Color;\n"
597 "uniform sampler2D Texture_Gloss;\n"
598 "uniform samplerCube Texture_Cube;\n"
599 "uniform sampler2D Texture_Attenuation;\n"
600 "uniform sampler2D Texture_FogMask;\n"
601 "uniform sampler2D Texture_Pants;\n"
602 "uniform sampler2D Texture_Shirt;\n"
603 "uniform sampler2D Texture_Lightmap;\n"
604 "uniform sampler2D Texture_Deluxemap;\n"
605 "uniform sampler2D Texture_Glow;\n"
606 "uniform sampler2D Texture_Reflection;\n"
607 "uniform sampler2D Texture_Refraction;\n"
608 "\n"
609 "uniform myhvec3 LightColor;\n"
610 "uniform myhvec3 AmbientColor;\n"
611 "uniform myhvec3 DiffuseColor;\n"
612 "uniform myhvec3 SpecularColor;\n"
613 "uniform myhvec3 Color_Pants;\n"
614 "uniform myhvec3 Color_Shirt;\n"
615 "uniform myhvec3 FogColor;\n"
616 "\n"
617 "uniform myhvec4 TintColor;\n"
618 "\n"
619 "\n"
620 "//#ifdef MODE_WATER\n"
621 "uniform vec4 DistortScaleRefractReflect;\n"
622 "uniform vec4 ScreenScaleRefractReflect;\n"
623 "uniform vec4 ScreenCenterRefractReflect;\n"
624 "uniform myhvec4 RefractColor;\n"
625 "uniform myhvec4 ReflectColor;\n"
626 "uniform myhalf ReflectFactor;\n"
627 "uniform myhalf ReflectOffset;\n"
628 "//#else\n"
629 "//# ifdef MODE_REFRACTION\n"
630 "//uniform vec4 DistortScaleRefractReflect;\n"
631 "//uniform vec4 ScreenScaleRefractReflect;\n"
632 "//uniform vec4 ScreenCenterRefractReflect;\n"
633 "//uniform myhvec4 RefractColor;\n"
634 "//#  ifdef USEREFLECTION\n"
635 "//uniform myhvec4 ReflectColor;\n"
636 "//#  endif\n"
637 "//# else\n"
638 "//#  ifdef USEREFLECTION\n"
639 "//uniform vec4 DistortScaleRefractReflect;\n"
640 "//uniform vec4 ScreenScaleRefractReflect;\n"
641 "//uniform vec4 ScreenCenterRefractReflect;\n"
642 "//uniform myhvec4 ReflectColor;\n"
643 "//#  endif\n"
644 "//# endif\n"
645 "//#endif\n"
646 "\n"
647 "uniform myhalf GlowScale;\n"
648 "uniform myhalf SceneBrightness;\n"
649 "#ifdef USECONTRASTBOOST\n"
650 "uniform myhalf ContrastBoostCoeff;\n"
651 "#endif\n"
652 "\n"
653 "uniform float OffsetMapping_Scale;\n"
654 "uniform float OffsetMapping_Bias;\n"
655 "uniform float FogRangeRecip;\n"
656 "\n"
657 "uniform myhalf AmbientScale;\n"
658 "uniform myhalf DiffuseScale;\n"
659 "uniform myhalf SpecularScale;\n"
660 "uniform myhalf SpecularPower;\n"
661 "\n"
662 "#ifdef USEOFFSETMAPPING\n"
663 "vec2 OffsetMapping(vec2 TexCoord)\n"
664 "{\n"
665 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
666 "       // 14 sample relief mapping: linear search and then binary search\n"
667 "       // this basically steps forward a small amount repeatedly until it finds\n"
668 "       // itself inside solid, then jitters forward and back using decreasing\n"
669 "       // amounts to find the impact\n"
670 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
671 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
672 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
673 "       vec3 RT = vec3(TexCoord, 1);\n"
674 "       OffsetVector *= 0.1;\n"
675 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
676 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
677 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
678 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
679 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
680 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
681 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
682 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
683 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
684 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
685 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
686 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
687 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
688 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
689 "       return RT.xy;\n"
690 "#else\n"
691 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
692 "       // this basically moves forward the full distance, and then backs up based\n"
693 "       // on height of samples\n"
694 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
695 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
696 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
697 "       TexCoord += OffsetVector;\n"
698 "       OffsetVector *= 0.333;\n"
699 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
700 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
701 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
702 "       return TexCoord;\n"
703 "#endif\n"
704 "}\n"
705 "#endif // USEOFFSETMAPPING\n"
706 "\n"
707 "#ifdef MODE_WATER\n"
708 "\n"
709 "// water pass\n"
710 "void main(void)\n"
711 "{\n"
712 "#ifdef USEOFFSETMAPPING\n"
713 "       // apply offsetmapping\n"
714 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
715 "#define TexCoord TexCoordOffset\n"
716 "#endif\n"
717 "\n"
718 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
719 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
720 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
721 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n"
722 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
723 "}\n"
724 "\n"
725 "#else // MODE_WATER\n"
726 "#ifdef MODE_REFRACTION\n"
727 "\n"
728 "// refraction pass\n"
729 "void main(void)\n"
730 "{\n"
731 "#ifdef USEOFFSETMAPPING\n"
732 "       // apply offsetmapping\n"
733 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
734 "#define TexCoord TexCoordOffset\n"
735 "#endif\n"
736 "\n"
737 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
738 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
739 "       vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
740 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
741 "}\n"
742 "\n"
743 "#else // MODE_REFRACTION\n"
744 "void main(void)\n"
745 "{\n"
746 "#ifdef USEOFFSETMAPPING\n"
747 "       // apply offsetmapping\n"
748 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
749 "#define TexCoord TexCoordOffset\n"
750 "#endif\n"
751 "\n"
752 "       // combine the diffuse textures (base, pants, shirt)\n"
753 "       myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
754 "#ifdef USECOLORMAPPING\n"
755 "       color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
756 "#endif\n"
757 "\n"
758 "\n"
759 "\n"
760 "\n"
761 "#ifdef MODE_LIGHTSOURCE\n"
762 "       // light source\n"
763 "\n"
764 "       // calculate surface normal, light normal, and specular normal\n"
765 "       // compute color intensity for the two textures (colormap and glossmap)\n"
766 "       // scale by light color and attenuation as efficiently as possible\n"
767 "       // (do as much scalar math as possible rather than vector math)\n"
768 "# ifdef USESPECULAR\n"
769 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
770 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
771 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
772 "\n"
773 "       // calculate directional shading\n"
774 "       color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
775 "# else\n"
776 "#  ifdef USEDIFFUSE\n"
777 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
778 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
779 "\n"
780 "       // calculate directional shading\n"
781 "       color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
782 "#  else\n"
783 "       // calculate directionless shading\n"
784 "       color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
785 "#  endif\n"
786 "# endif\n"
787 "\n"
788 "# ifdef USECUBEFILTER\n"
789 "       // apply light cubemap filter\n"
790 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
791 "       color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
792 "# endif\n"
793 "#endif // MODE_LIGHTSOURCE\n"
794 "\n"
795 "\n"
796 "\n"
797 "\n"
798 "#ifdef MODE_LIGHTDIRECTION\n"
799 "       // directional model lighting\n"
800 "# ifdef USESPECULAR\n"
801 "       // get the surface normal and light normal\n"
802 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
803 "       myhvec3 diffusenormal = myhvec3(LightVector);\n"
804 "\n"
805 "       // calculate directional shading\n"
806 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
807 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
808 "       color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
809 "# else\n"
810 "#  ifdef USEDIFFUSE\n"
811 "       // get the surface normal and light normal\n"
812 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
813 "       myhvec3 diffusenormal = myhvec3(LightVector);\n"
814 "\n"
815 "       // calculate directional shading\n"
816 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
817 "#  else\n"
818 "       color.rgb *= AmbientColor;\n"
819 "#  endif\n"
820 "# endif\n"
821 "\n"
822 "       color.a *= TintColor.a;\n"
823 "#endif // MODE_LIGHTDIRECTION\n"
824 "\n"
825 "\n"
826 "\n"
827 "\n"
828 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
829 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
830 "\n"
831 "       // get the surface normal and light normal\n"
832 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
833 "\n"
834 "       myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
835 "       myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
836 "       // calculate directional shading\n"
837 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
838 "# ifdef USESPECULAR\n"
839 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
840 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
841 "# endif\n"
842 "\n"
843 "       // apply lightmap color\n"
844 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
845 "\n"
846 "       color *= TintColor;\n"
847 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
848 "\n"
849 "\n"
850 "\n"
851 "\n"
852 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
853 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
854 "\n"
855 "       // get the surface normal and light normal\n"
856 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
857 "\n"
858 "       myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
859 "       // calculate directional shading\n"
860 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
861 "# ifdef USESPECULAR\n"
862 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
863 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
864 "# endif\n"
865 "\n"
866 "       // apply lightmap color\n"
867 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
868 "\n"
869 "       color *= TintColor;\n"
870 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
871 "\n"
872 "\n"
873 "\n"
874 "\n"
875 "#ifdef MODE_LIGHTMAP\n"
876 "       // apply lightmap color\n"
877 "       color.rgb = color.rgb * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
878 "\n"
879 "       color *= TintColor;\n"
880 "#endif // MODE_LIGHTMAP\n"
881 "\n"
882 "\n"
883 "\n"
884 "\n"
885 "#ifdef MODE_VERTEXCOLOR\n"
886 "       // apply lightmap color\n"
887 "       color.rgb = color.rgb * myhvec3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
888 "\n"
889 "       color *= TintColor;\n"
890 "#endif // MODE_VERTEXCOLOR\n"
891 "\n"
892 "\n"
893 "\n"
894 "\n"
895 "#ifdef MODE_FLATCOLOR\n"
896 "       color *= TintColor;\n"
897 "#endif // MODE_FLATCOLOR\n"
898 "\n"
899 "\n"
900 "\n"
901 "\n"
902 "\n"
903 "\n"
904 "\n"
905 "\n"
906 "#ifdef USEGLOW\n"
907 "       color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
908 "#endif\n"
909 "\n"
910 "#ifdef USECONTRASTBOOST\n"
911 "       color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
912 "#endif\n"
913 "\n"
914 "       color.rgb *= SceneBrightness;\n"
915 "\n"
916 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
917 "#ifdef USEFOG\n"
918 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
919 "#endif\n"
920 "\n"
921 "       // 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"
922 "#ifdef USEREFLECTION\n"
923 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
924 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
925 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
926 "       color.rgb = mix(color.rgb, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
927 "#endif\n"
928 "\n"
929 "       gl_FragColor = vec4(color);\n"
930 "}\n"
931 "#endif // MODE_REFRACTION\n"
932 "#endif // MODE_WATER\n"
933 "\n"
934 "#endif // FRAGMENT_SHADER\n"
935 ;
936
937 #define SHADERPERMUTATION_COLORMAPPING (1<<0) // indicates this is a colormapped skin
938 #define SHADERPERMUTATION_CONTRASTBOOST (1<<1) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
939 #define SHADERPERMUTATION_FOG (1<<2) // tint the color by fog color or black if using additive blend mode
940 #define SHADERPERMUTATION_CUBEFILTER (1<<3) // (lightsource) use cubemap light filter
941 #define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture
942 #define SHADERPERMUTATION_DIFFUSE (1<<5) // (lightsource) whether to use directional shading
943 #define SHADERPERMUTATION_SPECULAR (1<<6) // (lightsource or deluxemapping) render specular effects
944 #define SHADERPERMUTATION_REFLECTION (1<<7) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
945 #define SHADERPERMUTATION_OFFSETMAPPING (1<<8) // adjust texcoords to roughly simulate a displacement mapped surface
946 #define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<9) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
947 #define SHADERPERMUTATION_MODEBASE (1<<10) // multiplier for the SHADERMODE_ values to get a valid index
948
949 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
950 const char *shaderpermutationinfo[][2] =
951 {
952         {"#define USECOLORMAPPING\n", " colormapping"},
953         {"#define USECONTRASTBOOST\n", " contrastboost"},
954         {"#define USEFOG\n", " fog"},
955         {"#define USECUBEFILTER\n", " cubefilter"},
956         {"#define USEGLOW\n", " glow"},
957         {"#define USEDIFFUSE\n", " diffuse"},
958         {"#define USESPECULAR\n", " specular"},
959         {"#define USEREFLECTION\n", " reflection"},
960         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
961         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
962         {NULL, NULL}
963 };
964
965 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
966 typedef enum shadermode_e
967 {
968         SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
969         SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
970         SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
971         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
972         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
973         SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
974         SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
975         SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
976         SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
977         SHADERMODE_COUNT
978 }
979 shadermode_t;
980
981 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
982 const char *shadermodeinfo[][2] =
983 {
984         {"#define MODE_FLATCOLOR\n", " flatcolor"},
985         {"#define MODE_VERTEXCOLOR\n", " vertexcolor"},
986         {"#define MODE_LIGHTMAP\n", " lightmap"},
987         {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
988         {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
989         {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
990         {"#define MODE_LIGHTSOURCE\n", " lightsource"},
991         {"#define MODE_REFRACTION\n", " refraction"},
992         {"#define MODE_WATER\n", " water"},
993         {NULL, NULL}
994 };
995
996 #define SHADERPERMUTATION_INDICES (SHADERPERMUTATION_MODEBASE * SHADERMODE_COUNT)
997
998 typedef struct r_glsl_permutation_s
999 {
1000         // indicates if we have tried compiling this permutation already
1001         qboolean compiled;
1002         // 0 if compilation failed
1003         int program;
1004         // locations of detected uniforms in program object, or -1 if not found
1005         int loc_Texture_Normal;
1006         int loc_Texture_Color;
1007         int loc_Texture_Gloss;
1008         int loc_Texture_Cube;
1009         int loc_Texture_Attenuation;
1010         int loc_Texture_FogMask;
1011         int loc_Texture_Pants;
1012         int loc_Texture_Shirt;
1013         int loc_Texture_Lightmap;
1014         int loc_Texture_Deluxemap;
1015         int loc_Texture_Glow;
1016         int loc_Texture_Refraction;
1017         int loc_Texture_Reflection;
1018         int loc_FogColor;
1019         int loc_LightPosition;
1020         int loc_EyePosition;
1021         int loc_LightColor;
1022         int loc_Color_Pants;
1023         int loc_Color_Shirt;
1024         int loc_FogRangeRecip;
1025         int loc_AmbientScale;
1026         int loc_DiffuseScale;
1027         int loc_SpecularScale;
1028         int loc_SpecularPower;
1029         int loc_GlowScale;
1030         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1031         int loc_OffsetMapping_Scale;
1032         int loc_TintColor;
1033         int loc_AmbientColor;
1034         int loc_DiffuseColor;
1035         int loc_SpecularColor;
1036         int loc_LightDir;
1037         int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1038         int loc_DistortScaleRefractReflect;
1039         int loc_ScreenScaleRefractReflect;
1040         int loc_ScreenCenterRefractReflect;
1041         int loc_RefractColor;
1042         int loc_ReflectColor;
1043         int loc_ReflectFactor;
1044         int loc_ReflectOffset;
1045 }
1046 r_glsl_permutation_t;
1047
1048 // information about each possible shader permutation
1049 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_INDICES];
1050 // currently selected permutation
1051 r_glsl_permutation_t *r_glsl_permutation;
1052
1053 // these are additional flags used only by R_GLSL_CompilePermutation
1054 #define SHADERTYPE_USES_VERTEXSHADER (1<<0)
1055 #define SHADERTYPE_USES_GEOMETRYSHADER (1<<1)
1056 #define SHADERTYPE_USES_FRAGMENTSHADER (1<<2)
1057
1058 static void R_GLSL_CompilePermutation(const char *filename, int permutation, int shadertype)
1059 {
1060         int i;
1061         qboolean shaderfound;
1062         r_glsl_permutation_t *p = r_glsl_permutations + permutation;
1063         int vertstrings_count;
1064         int geomstrings_count;
1065         int fragstrings_count;
1066         char *shaderstring;
1067         const char *vertstrings_list[32+1];
1068         const char *geomstrings_list[32+1];
1069         const char *fragstrings_list[32+1];
1070         char permutationname[256];
1071         if (p->compiled)
1072                 return;
1073         p->compiled = true;
1074         p->program = 0;
1075         vertstrings_list[0] = "#define VERTEX_SHADER\n";
1076         geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
1077         fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
1078         vertstrings_count = 1;
1079         geomstrings_count = 1;
1080         fragstrings_count = 1;
1081         permutationname[0] = 0;
1082         i = permutation / SHADERPERMUTATION_MODEBASE;
1083         vertstrings_list[vertstrings_count++] = shadermodeinfo[i][0];
1084         geomstrings_list[geomstrings_count++] = shadermodeinfo[i][0];
1085         fragstrings_list[fragstrings_count++] = shadermodeinfo[i][0];
1086         strlcat(permutationname, shadermodeinfo[i][1], sizeof(permutationname));
1087         for (i = 0;shaderpermutationinfo[i][0];i++)
1088         {
1089                 if (permutation & (1<<i))
1090                 {
1091                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i][0];
1092                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i][0];
1093                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i][0];
1094                         strlcat(permutationname, shaderpermutationinfo[i][1], sizeof(permutationname));
1095                 }
1096                 else
1097                 {
1098                         // keep line numbers correct
1099                         vertstrings_list[vertstrings_count++] = "\n";
1100                         geomstrings_list[geomstrings_count++] = "\n";
1101                         fragstrings_list[fragstrings_count++] = "\n";
1102                 }
1103         }
1104         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1105         shaderfound = false;
1106         if (shaderstring)
1107         {
1108                 Con_DPrint("from disk... ");
1109                 vertstrings_list[vertstrings_count++] = shaderstring;
1110                 geomstrings_list[geomstrings_count++] = shaderstring;
1111                 fragstrings_list[fragstrings_count++] = shaderstring;
1112                 shaderfound = true;
1113         }
1114         else if (!strcmp(filename, "glsl/default.glsl"))
1115         {
1116                 vertstrings_list[vertstrings_count++] = builtinshaderstring;
1117                 geomstrings_list[geomstrings_count++] = builtinshaderstring;
1118                 fragstrings_list[fragstrings_count++] = builtinshaderstring;
1119                 shaderfound = true;
1120         }
1121         // clear any lists that are not needed by this shader
1122         if (!(shadertype & SHADERTYPE_USES_VERTEXSHADER))
1123                 vertstrings_count = 0;
1124         if (!(shadertype & SHADERTYPE_USES_GEOMETRYSHADER))
1125                 geomstrings_count = 0;
1126         if (!(shadertype & SHADERTYPE_USES_FRAGMENTSHADER))
1127                 fragstrings_count = 0;
1128         // compile the shader program
1129         if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
1130                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1131         if (p->program)
1132         {
1133                 CHECKGLERROR
1134                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1135                 // look up all the uniform variable names we care about, so we don't
1136                 // have to look them up every time we set them
1137                 p->loc_Texture_Normal      = qglGetUniformLocationARB(p->program, "Texture_Normal");
1138                 p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
1139                 p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1140                 p->loc_Texture_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
1141                 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1142                 p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1143                 p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
1144                 p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1145                 p->loc_Texture_Lightmap    = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1146                 p->loc_Texture_Deluxemap   = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1147                 p->loc_Texture_Glow        = qglGetUniformLocationARB(p->program, "Texture_Glow");
1148                 p->loc_Texture_Refraction  = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1149                 p->loc_Texture_Reflection  = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1150                 p->loc_FogColor            = qglGetUniformLocationARB(p->program, "FogColor");
1151                 p->loc_LightPosition       = qglGetUniformLocationARB(p->program, "LightPosition");
1152                 p->loc_EyePosition         = qglGetUniformLocationARB(p->program, "EyePosition");
1153                 p->loc_LightColor          = qglGetUniformLocationARB(p->program, "LightColor");
1154                 p->loc_Color_Pants         = qglGetUniformLocationARB(p->program, "Color_Pants");
1155                 p->loc_Color_Shirt         = qglGetUniformLocationARB(p->program, "Color_Shirt");
1156                 p->loc_FogRangeRecip       = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1157                 p->loc_AmbientScale        = qglGetUniformLocationARB(p->program, "AmbientScale");
1158                 p->loc_DiffuseScale        = qglGetUniformLocationARB(p->program, "DiffuseScale");
1159                 p->loc_SpecularPower       = qglGetUniformLocationARB(p->program, "SpecularPower");
1160                 p->loc_SpecularScale       = qglGetUniformLocationARB(p->program, "SpecularScale");
1161                 p->loc_GlowScale           = qglGetUniformLocationARB(p->program, "GlowScale");
1162                 p->loc_SceneBrightness     = qglGetUniformLocationARB(p->program, "SceneBrightness");
1163                 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1164                 p->loc_TintColor       = qglGetUniformLocationARB(p->program, "TintColor");
1165                 p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
1166                 p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
1167                 p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
1168                 p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
1169                 p->loc_ContrastBoostCoeff  = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1170                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1171                 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1172                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1173                 p->loc_RefractColor        = qglGetUniformLocationARB(p->program, "RefractColor");
1174                 p->loc_ReflectColor        = qglGetUniformLocationARB(p->program, "ReflectColor");
1175                 p->loc_ReflectFactor       = qglGetUniformLocationARB(p->program, "ReflectFactor");
1176                 p->loc_ReflectOffset       = qglGetUniformLocationARB(p->program, "ReflectOffset");
1177                 // initialize the samplers to refer to the texture units we use
1178                 if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
1179                 if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
1180                 if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
1181                 if (p->loc_Texture_Cube >= 0)      qglUniform1iARB(p->loc_Texture_Cube, 3);
1182                 if (p->loc_Texture_FogMask >= 0)   qglUniform1iARB(p->loc_Texture_FogMask, 4);
1183                 if (p->loc_Texture_Pants >= 0)     qglUniform1iARB(p->loc_Texture_Pants, 5);
1184                 if (p->loc_Texture_Shirt >= 0)     qglUniform1iARB(p->loc_Texture_Shirt, 6);
1185                 if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
1186                 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
1187                 if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
1188                 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
1189                 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction, 11);
1190                 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12);
1191                 CHECKGLERROR
1192                 qglUseProgramObjectARB(0);CHECKGLERROR
1193                 if (developer.integer)
1194                         Con_Printf("GLSL shader %s :%s compiled.\n", filename, permutationname);
1195         }
1196         else
1197         {
1198                 if (developer.integer)
1199                         Con_Printf("GLSL shader %s :%s failed!  source code line offset for above errors is %i.\n", permutationname, filename, -(vertstrings_count - 1));
1200                 else
1201                         Con_Printf("GLSL shader %s :%s failed!  some features may not work properly.\n", permutationname, filename);
1202         }
1203         if (shaderstring)
1204                 Mem_Free(shaderstring);
1205 }
1206
1207 void R_GLSL_Restart_f(void)
1208 {
1209         int i;
1210         for (i = 0;i < SHADERPERMUTATION_INDICES;i++)
1211                 if (r_glsl_permutations[i].program)
1212                         GL_Backend_FreeProgram(r_glsl_permutations[i].program);
1213         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1214 }
1215
1216 void R_GLSL_DumpShader_f(void)
1217 {
1218         int i;
1219
1220         qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1221         if(!file)
1222         {
1223                 Con_Printf("failed to write to glsl/default.glsl\n");
1224                 return;
1225         }
1226
1227         FS_Print(file, "// The engine may define the following macros:\n");
1228         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1229         for (i = 0;shadermodeinfo[i][0];i++)
1230                 FS_Printf(file, "// %s", shadermodeinfo[i][0]);
1231         for (i = 0;shaderpermutationinfo[i][0];i++)
1232                 FS_Printf(file, "// %s", shaderpermutationinfo[i][0]);
1233         FS_Print(file, "\n");
1234         FS_Print(file, builtinshaderstring);
1235         FS_Close(file);
1236
1237         Con_Printf("glsl/default.glsl written\n");
1238 }
1239
1240 extern rtexture_t *r_shadow_attenuationgradienttexture;
1241 extern rtexture_t *r_shadow_attenuation2dtexture;
1242 extern rtexture_t *r_shadow_attenuation3dtexture;
1243 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1244 {
1245         // select a permutation of the lighting shader appropriate to this
1246         // combination of texture, entity, light source, and fogging, only use the
1247         // minimum features necessary to avoid wasting rendering time in the
1248         // fragment shader on features that are not being used
1249         const char *shaderfilename = NULL;
1250         unsigned int permutation = 0;
1251         unsigned int shadertype = 0;
1252         shadermode_t mode = 0;
1253         r_glsl_permutation = NULL;
1254         shaderfilename = "glsl/default.glsl";
1255         shadertype = SHADERTYPE_USES_VERTEXSHADER | SHADERTYPE_USES_FRAGMENTSHADER;
1256         // TODO: implement geometry-shader based shadow volumes someday
1257         if (r_glsl_offsetmapping.integer)
1258         {
1259                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1260                 if (r_glsl_offsetmapping_reliefmapping.integer)
1261                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1262         }
1263         if (rsurfacepass == RSURFPASS_BACKGROUND)
1264         {
1265                 // distorted background
1266                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1267                         mode = SHADERMODE_WATER;
1268                 else
1269                         mode = SHADERMODE_REFRACTION;
1270         }
1271         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1272         {
1273                 // light source
1274                 mode = SHADERMODE_LIGHTSOURCE;
1275                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1276                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1277                 if (diffusescale > 0)
1278                         permutation |= SHADERPERMUTATION_DIFFUSE;
1279                 if (specularscale > 0)
1280                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1281                 if (r_refdef.fogenabled)
1282                         permutation |= SHADERPERMUTATION_FOG;
1283                 if (rsurface.texture->colormapping)
1284                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1285                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1286                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1287         }
1288         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1289         {
1290                 // unshaded geometry (fullbright or ambient model lighting)
1291                 mode = SHADERMODE_FLATCOLOR;
1292                 if (rsurface.texture->currentskinframe->glow)
1293                         permutation |= SHADERPERMUTATION_GLOW;
1294                 if (r_refdef.fogenabled)
1295                         permutation |= SHADERPERMUTATION_FOG;
1296                 if (rsurface.texture->colormapping)
1297                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1298                 if (r_glsl_offsetmapping.integer)
1299                 {
1300                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1301                         if (r_glsl_offsetmapping_reliefmapping.integer)
1302                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1303                 }
1304                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1305                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1306                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1307                         permutation |= SHADERPERMUTATION_REFLECTION;
1308         }
1309         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1310         {
1311                 // directional model lighting
1312                 mode = SHADERMODE_LIGHTDIRECTION;
1313                 if (rsurface.texture->currentskinframe->glow)
1314                         permutation |= SHADERPERMUTATION_GLOW;
1315                 permutation |= SHADERPERMUTATION_DIFFUSE;
1316                 if (specularscale > 0)
1317                         permutation |= SHADERPERMUTATION_SPECULAR;
1318                 if (r_refdef.fogenabled)
1319                         permutation |= SHADERPERMUTATION_FOG;
1320                 if (rsurface.texture->colormapping)
1321                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1322                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1323                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1324                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1325                         permutation |= SHADERPERMUTATION_REFLECTION;
1326         }
1327         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1328         {
1329                 // ambient model lighting
1330                 mode = SHADERMODE_LIGHTDIRECTION;
1331                 if (rsurface.texture->currentskinframe->glow)
1332                         permutation |= SHADERPERMUTATION_GLOW;
1333                 if (r_refdef.fogenabled)
1334                         permutation |= SHADERPERMUTATION_FOG;
1335                 if (rsurface.texture->colormapping)
1336                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1337                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1338                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1339                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1340                         permutation |= SHADERPERMUTATION_REFLECTION;
1341         }
1342         else
1343         {
1344                 // lightmapped wall
1345                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
1346                 {
1347                         // deluxemapping (light direction texture)
1348                         if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
1349                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1350                         else
1351                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1352                         if (specularscale > 0)
1353                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1354                 }
1355                 else if (r_glsl_deluxemapping.integer >= 2)
1356                 {
1357                         // fake deluxemapping (uniform light direction in tangentspace)
1358                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1359                         if (specularscale > 0)
1360                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1361                 }
1362                 else if (rsurface.uselightmaptexture)
1363                 {
1364                         // ordinary lightmapping (q1bsp, q3bsp)
1365                         mode = SHADERMODE_LIGHTMAP;
1366                 }
1367                 else
1368                 {
1369                         // ordinary vertex coloring (q3bsp)
1370                         mode = SHADERMODE_VERTEXCOLOR;
1371                 }
1372                 if (rsurface.texture->currentskinframe->glow)
1373                         permutation |= SHADERPERMUTATION_GLOW;
1374                 if (r_refdef.fogenabled)
1375                         permutation |= SHADERPERMUTATION_FOG;
1376                 if (rsurface.texture->colormapping)
1377                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1378                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1379                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1380                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1381                         permutation |= SHADERPERMUTATION_REFLECTION;
1382         }
1383         permutation |= mode * SHADERPERMUTATION_MODEBASE;
1384         if (!r_glsl_permutations[permutation].program)
1385         {
1386                 if (!r_glsl_permutations[permutation].compiled)
1387                         R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
1388                 if (!r_glsl_permutations[permutation].program)
1389                 {
1390                         // remove features until we find a valid permutation
1391                         unsigned int i;
1392                         for (i = (SHADERPERMUTATION_MODEBASE >> 1);;i>>=1)
1393                         {
1394                                 if (!i)
1395                                 {
1396                                         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");
1397                                         Cvar_SetValueQuick(&r_glsl, 0);
1398                                         return 0; // no bit left to clear
1399                                 }
1400                                 // reduce i more quickly whenever it would not remove any bits
1401                                 if (!(permutation & i))
1402                                         continue;
1403                                 permutation &= ~i;
1404                                 if (!r_glsl_permutations[permutation].compiled)
1405                                         R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
1406                                 if (r_glsl_permutations[permutation].program)
1407                                         break;
1408                         }
1409                 }
1410         }
1411         r_glsl_permutation = r_glsl_permutations + permutation;
1412         CHECKGLERROR
1413         qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1414         if (mode == SHADERMODE_LIGHTSOURCE)
1415         {
1416                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1417                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1418                 {
1419                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
1420                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1421                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1422                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1423                 }
1424                 else
1425                 {
1426                         // ambient only is simpler
1427                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
1428                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1429                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1430                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1431                 }
1432         }
1433         else if (mode == SHADERMODE_LIGHTDIRECTION)
1434         {
1435                 if (r_glsl_permutation->loc_AmbientColor >= 0)
1436                         qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale  * rsurface.texture->lightmapcolor[0] * 0.5f, rsurface.modellight_ambient[1] * ambientscale  * rsurface.texture->lightmapcolor[1] * 0.5f, rsurface.modellight_ambient[2] * ambientscale  * rsurface.texture->lightmapcolor[2] * 0.5f);
1437                 if (r_glsl_permutation->loc_DiffuseColor >= 0)
1438                         qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale  * rsurface.texture->lightmapcolor[0] * 0.5f, rsurface.modellight_diffuse[1] * diffusescale  * rsurface.texture->lightmapcolor[1] * 0.5f, rsurface.modellight_diffuse[2] * diffusescale  * rsurface.texture->lightmapcolor[2] * 0.5f);
1439                 if (r_glsl_permutation->loc_SpecularColor >= 0)
1440                         qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * rsurface.texture->lightmapcolor[0] * 0.5f, rsurface.modellight_diffuse[1] * specularscale * rsurface.texture->lightmapcolor[1] * 0.5f, rsurface.modellight_diffuse[2] * specularscale * rsurface.texture->lightmapcolor[2] * 0.5f);
1441                 if (r_glsl_permutation->loc_LightDir >= 0)
1442                         qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1443         }
1444         else
1445         {
1446                 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
1447                 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1448                 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1449         }
1450         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]);
1451         if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1452         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1453         {
1454                 // The formula used is actually:
1455                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1456                 //   color.rgb *= SceneBrightness;
1457                 // simplified:
1458                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1459                 // and do [[calculations]] here in the engine
1460                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1461                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
1462         }
1463         else
1464                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1465         if (r_glsl_permutation->loc_FogColor >= 0)
1466         {
1467                 // additive passes are only darkened by fog, not tinted
1468                 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1469                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1470                 else
1471                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1472         }
1473         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1474         if (r_glsl_permutation->loc_Color_Pants >= 0)
1475         {
1476                 if (rsurface.texture->currentskinframe->pants)
1477                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1478                 else
1479                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1480         }
1481         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1482         {
1483                 if (rsurface.texture->currentskinframe->shirt)
1484                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1485                 else
1486                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1487         }
1488         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1489         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1490         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1491         if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1492         if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1493         if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1494         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1495         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1496         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1497         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1498         CHECKGLERROR
1499         return permutation;
1500 }
1501
1502 #define SKINFRAME_HASH 1024
1503
1504 struct
1505 {
1506         int loadsequence; // incremented each level change
1507         memexpandablearray_t array;
1508         skinframe_t *hash[SKINFRAME_HASH];
1509 }
1510 r_skinframe;
1511
1512 void R_SkinFrame_PrepareForPurge(void)
1513 {
1514         r_skinframe.loadsequence++;
1515         // wrap it without hitting zero
1516         if (r_skinframe.loadsequence >= 200)
1517                 r_skinframe.loadsequence = 1;
1518 }
1519
1520 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1521 {
1522         if (!skinframe)
1523                 return;
1524         // mark the skinframe as used for the purging code
1525         skinframe->loadsequence = r_skinframe.loadsequence;
1526 }
1527
1528 void R_SkinFrame_Purge(void)
1529 {
1530         int i;
1531         skinframe_t *s;
1532         for (i = 0;i < SKINFRAME_HASH;i++)
1533         {
1534                 for (s = r_skinframe.hash[i];s;s = s->next)
1535                 {
1536                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1537                         {
1538                                 if (s->merged == s->base)
1539                                         s->merged = NULL;
1540                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1541                                 R_PurgeTexture(s->stain );s->stain  = NULL;
1542                                 R_PurgeTexture(s->merged);s->merged = NULL;
1543                                 R_PurgeTexture(s->base  );s->base   = NULL;
1544                                 R_PurgeTexture(s->pants );s->pants  = NULL;
1545                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
1546                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
1547                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
1548                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
1549                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
1550                                 s->loadsequence = 0;
1551                         }
1552                 }
1553         }
1554 }
1555
1556 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1557         skinframe_t *item;
1558         char basename[MAX_QPATH];
1559
1560         Image_StripImageExtension(name, basename, sizeof(basename));
1561
1562         if( last == NULL ) {
1563                 int hashindex;
1564                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1565                 item = r_skinframe.hash[hashindex];
1566         } else {
1567                 item = last->next;
1568         }
1569
1570         // linearly search through the hash bucket
1571         for( ; item ; item = item->next ) {
1572                 if( !strcmp( item->basename, basename ) ) {
1573                         return item;
1574                 }
1575         }
1576         return NULL;
1577 }
1578
1579 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1580 {
1581         skinframe_t *item;
1582         int hashindex;
1583         char basename[MAX_QPATH];
1584
1585         Image_StripImageExtension(name, basename, sizeof(basename));
1586
1587         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1588         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1589                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1590                         break;
1591
1592         if (!item) {
1593                 rtexture_t *dyntexture;
1594                 // check whether its a dynamic texture
1595                 dyntexture = CL_GetDynTexture( basename );
1596                 if (!add && !dyntexture)
1597                         return NULL;
1598                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1599                 memset(item, 0, sizeof(*item));
1600                 strlcpy(item->basename, basename, sizeof(item->basename));
1601                 item->base = dyntexture; // either NULL or dyntexture handle
1602                 item->textureflags = textureflags;
1603                 item->comparewidth = comparewidth;
1604                 item->compareheight = compareheight;
1605                 item->comparecrc = comparecrc;
1606                 item->next = r_skinframe.hash[hashindex];
1607                 r_skinframe.hash[hashindex] = item;
1608         }
1609         else if( item->base == NULL )
1610         {
1611                 rtexture_t *dyntexture;
1612                 // check whether its a dynamic texture
1613                 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
1614                 dyntexture = CL_GetDynTexture( basename );
1615                 item->base = dyntexture; // either NULL or dyntexture handle
1616         }
1617
1618         R_SkinFrame_MarkUsed(item);
1619         return item;
1620 }
1621
1622 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1623 {
1624         // FIXME: it should be possible to disable loading various layers using
1625         // cvars, to prevent wasted loading time and memory usage if the user does
1626         // not want them
1627         qboolean loadnormalmap = true;
1628         qboolean loadgloss = true;
1629         qboolean loadpantsandshirt = true;
1630         qboolean loadglow = true;
1631         int j;
1632         unsigned char *pixels;
1633         unsigned char *bumppixels;
1634         unsigned char *basepixels = NULL;
1635         int basepixels_width;
1636         int basepixels_height;
1637         skinframe_t *skinframe;
1638
1639         if (cls.state == ca_dedicated)
1640                 return NULL;
1641
1642         // return an existing skinframe if already loaded
1643         // if loading of the first image fails, don't make a new skinframe as it
1644         // would cause all future lookups of this to be missing
1645         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1646         if (skinframe && skinframe->base)
1647                 return skinframe;
1648
1649         basepixels = loadimagepixelsbgra(name, complain, true);
1650         if (basepixels == NULL)
1651                 return NULL;
1652
1653         // we've got some pixels to store, so really allocate this new texture now
1654         if (!skinframe)
1655                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1656         skinframe->stain = NULL;
1657         skinframe->merged = NULL;
1658         skinframe->base = r_texture_notexture;
1659         skinframe->pants = NULL;
1660         skinframe->shirt = NULL;
1661         skinframe->nmap = r_texture_blanknormalmap;
1662         skinframe->gloss = NULL;
1663         skinframe->glow = NULL;
1664         skinframe->fog = NULL;
1665
1666         basepixels_width = image_width;
1667         basepixels_height = image_height;
1668         skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1669
1670         if (textureflags & TEXF_ALPHA)
1671         {
1672                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1673                         if (basepixels[j] < 255)
1674                                 break;
1675                 if (j < basepixels_width * basepixels_height * 4)
1676                 {
1677                         // has transparent pixels
1678                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1679                         for (j = 0;j < image_width * image_height * 4;j += 4)
1680                         {
1681                                 pixels[j+0] = 255;
1682                                 pixels[j+1] = 255;
1683                                 pixels[j+2] = 255;
1684                                 pixels[j+3] = basepixels[j+3];
1685                         }
1686                         skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1687                         Mem_Free(pixels);
1688                 }
1689         }
1690
1691         // _norm is the name used by tenebrae and has been adopted as standard
1692         if (loadnormalmap)
1693         {
1694                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1695                 {
1696                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1697                         Mem_Free(pixels);
1698                         pixels = NULL;
1699                 }
1700                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1701                 {
1702                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1703                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1704                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1705                         Mem_Free(pixels);
1706                         Mem_Free(bumppixels);
1707                 }
1708                 else if (r_shadow_bumpscale_basetexture.value > 0)
1709                 {
1710                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1711                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1712                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1713                         Mem_Free(pixels);
1714                 }
1715         }
1716         // _luma is supported for tenebrae compatibility
1717         // (I think it's a very stupid name, but oh well)
1718         // _glow is the preferred name
1719         if (loadglow          && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1720         if (loadgloss         && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1721         if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1722         if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1723
1724         if (basepixels)
1725                 Mem_Free(basepixels);
1726
1727         return skinframe;
1728 }
1729
1730 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
1731 {
1732         int i;
1733         if (!force)
1734         {
1735                 for (i = 0;i < width*height;i++)
1736                         if (((unsigned char *)&palette[in[i]])[3] > 0)
1737                                 break;
1738                 if (i == width*height)
1739                         return NULL;
1740         }
1741         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1742 }
1743
1744 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1745 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1746 {
1747         int i;
1748         unsigned char *temp1, *temp2;
1749         skinframe_t *skinframe;
1750
1751         if (cls.state == ca_dedicated)
1752                 return NULL;
1753
1754         // if already loaded just return it, otherwise make a new skinframe
1755         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
1756         if (skinframe && skinframe->base)
1757                 return skinframe;
1758
1759         skinframe->stain = NULL;
1760         skinframe->merged = NULL;
1761         skinframe->base = r_texture_notexture;
1762         skinframe->pants = NULL;
1763         skinframe->shirt = NULL;
1764         skinframe->nmap = r_texture_blanknormalmap;
1765         skinframe->gloss = NULL;
1766         skinframe->glow = NULL;
1767         skinframe->fog = NULL;
1768
1769         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1770         if (!skindata)
1771                 return NULL;
1772
1773         if (r_shadow_bumpscale_basetexture.value > 0)
1774         {
1775                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1776                 temp2 = temp1 + width * height * 4;
1777                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1778                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1779                 Mem_Free(temp1);
1780         }
1781         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1782         if (textureflags & TEXF_ALPHA)
1783         {
1784                 for (i = 3;i < width * height * 4;i += 4)
1785                         if (skindata[i] < 255)
1786                                 break;
1787                 if (i < width * height * 4)
1788                 {
1789                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1790                         memcpy(fogpixels, skindata, width * height * 4);
1791                         for (i = 0;i < width * height * 4;i += 4)
1792                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1793                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1794                         Mem_Free(fogpixels);
1795                 }
1796         }
1797
1798         return skinframe;
1799 }
1800
1801 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
1802 {
1803         int i;
1804         unsigned char *temp1, *temp2;
1805         skinframe_t *skinframe;
1806
1807         if (cls.state == ca_dedicated)
1808                 return NULL;
1809
1810         // if already loaded just return it, otherwise make a new skinframe
1811         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
1812         if (skinframe && skinframe->base)
1813                 return skinframe;
1814
1815         skinframe->stain = NULL;
1816         skinframe->merged = NULL;
1817         skinframe->base = r_texture_notexture;
1818         skinframe->pants = NULL;
1819         skinframe->shirt = NULL;
1820         skinframe->nmap = r_texture_blanknormalmap;
1821         skinframe->gloss = NULL;
1822         skinframe->glow = NULL;
1823         skinframe->fog = NULL;
1824
1825         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1826         if (!skindata)
1827                 return NULL;
1828
1829         if (r_shadow_bumpscale_basetexture.value > 0)
1830         {
1831                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1832                 temp2 = temp1 + width * height * 4;
1833                 // use either a custom palette or the quake palette
1834                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
1835                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1836                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1837                 Mem_Free(temp1);
1838         }
1839         // use either a custom palette, or the quake palette
1840         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
1841         if (loadglowtexture)
1842                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
1843         if (loadpantsandshirt)
1844         {
1845                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
1846                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
1847         }
1848         if (skinframe->pants || skinframe->shirt)
1849                 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
1850         if (textureflags & TEXF_ALPHA)
1851         {
1852                 for (i = 0;i < width * height;i++)
1853                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
1854                                 break;
1855                 if (i < width * height)
1856                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
1857         }
1858
1859         return skinframe;
1860 }
1861
1862 skinframe_t *R_SkinFrame_LoadMissing(void)
1863 {
1864         skinframe_t *skinframe;
1865
1866         if (cls.state == ca_dedicated)
1867                 return NULL;
1868
1869         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1870         skinframe->stain = NULL;
1871         skinframe->merged = NULL;
1872         skinframe->base = r_texture_notexture;
1873         skinframe->pants = NULL;
1874         skinframe->shirt = NULL;
1875         skinframe->nmap = r_texture_blanknormalmap;
1876         skinframe->gloss = NULL;
1877         skinframe->glow = NULL;
1878         skinframe->fog = NULL;
1879
1880         return skinframe;
1881 }
1882
1883 void gl_main_start(void)
1884 {
1885         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1886         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1887
1888         // set up r_skinframe loading system for textures
1889         memset(&r_skinframe, 0, sizeof(r_skinframe));
1890         r_skinframe.loadsequence = 1;
1891         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1892
1893         r_main_texturepool = R_AllocTexturePool();
1894         R_BuildBlankTextures();
1895         R_BuildNoTexture();
1896         if (gl_texturecubemap)
1897         {
1898                 R_BuildWhiteCube();
1899                 R_BuildNormalizationCube();
1900         }
1901         r_texture_fogattenuation = NULL;
1902         //r_texture_fogintensity = NULL;
1903         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1904         memset(&r_waterstate, 0, sizeof(r_waterstate));
1905         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1906         memset(&r_svbsp, 0, sizeof (r_svbsp));
1907
1908         r_refdef.fogmasktable_density = 0;
1909 }
1910
1911 void gl_main_shutdown(void)
1912 {
1913         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1914         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1915
1916         // clear out the r_skinframe state
1917         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1918         memset(&r_skinframe, 0, sizeof(r_skinframe));
1919
1920         if (r_svbsp.nodes)
1921                 Mem_Free(r_svbsp.nodes);
1922         memset(&r_svbsp, 0, sizeof (r_svbsp));
1923         R_FreeTexturePool(&r_main_texturepool);
1924         r_texture_blanknormalmap = NULL;
1925         r_texture_white = NULL;
1926         r_texture_grey128 = NULL;
1927         r_texture_black = NULL;
1928         r_texture_whitecube = NULL;
1929         r_texture_normalizationcube = NULL;
1930         r_texture_fogattenuation = NULL;
1931         //r_texture_fogintensity = NULL;
1932         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1933         memset(&r_waterstate, 0, sizeof(r_waterstate));
1934         R_GLSL_Restart_f();
1935 }
1936
1937 extern void CL_ParseEntityLump(char *entitystring);
1938 void gl_main_newmap(void)
1939 {
1940         // FIXME: move this code to client
1941         int l;
1942         char *entities, entname[MAX_QPATH];
1943         if (cl.worldmodel)
1944         {
1945                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1946                 l = (int)strlen(entname) - 4;
1947                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1948                 {
1949                         memcpy(entname + l, ".ent", 5);
1950                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1951                         {
1952                                 CL_ParseEntityLump(entities);
1953                                 Mem_Free(entities);
1954                                 return;
1955                         }
1956                 }
1957                 if (cl.worldmodel->brush.entities)
1958                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
1959         }
1960 }
1961
1962 void GL_Main_Init(void)
1963 {
1964         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1965
1966         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1967         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
1968         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1969         if (gamemode == GAME_NEHAHRA)
1970         {
1971                 Cvar_RegisterVariable (&gl_fogenable);
1972                 Cvar_RegisterVariable (&gl_fogdensity);
1973                 Cvar_RegisterVariable (&gl_fogred);
1974                 Cvar_RegisterVariable (&gl_foggreen);
1975                 Cvar_RegisterVariable (&gl_fogblue);
1976                 Cvar_RegisterVariable (&gl_fogstart);
1977                 Cvar_RegisterVariable (&gl_fogend);
1978                 Cvar_RegisterVariable (&gl_skyclip);
1979         }
1980         Cvar_RegisterVariable(&r_depthfirst);
1981         Cvar_RegisterVariable(&r_nearclip);
1982         Cvar_RegisterVariable(&r_showbboxes);
1983         Cvar_RegisterVariable(&r_showsurfaces);
1984         Cvar_RegisterVariable(&r_showtris);
1985         Cvar_RegisterVariable(&r_shownormals);
1986         Cvar_RegisterVariable(&r_showlighting);
1987         Cvar_RegisterVariable(&r_showshadowvolumes);
1988         Cvar_RegisterVariable(&r_showcollisionbrushes);
1989         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1990         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1991         Cvar_RegisterVariable(&r_showdisabledepthtest);
1992         Cvar_RegisterVariable(&r_drawportals);
1993         Cvar_RegisterVariable(&r_drawentities);
1994         Cvar_RegisterVariable(&r_cullentities_trace);
1995         Cvar_RegisterVariable(&r_cullentities_trace_samples);
1996         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1997         Cvar_RegisterVariable(&r_cullentities_trace_delay);
1998         Cvar_RegisterVariable(&r_drawviewmodel);
1999         Cvar_RegisterVariable(&r_speeds);
2000         Cvar_RegisterVariable(&r_fullbrights);
2001         Cvar_RegisterVariable(&r_wateralpha);
2002         Cvar_RegisterVariable(&r_dynamic);
2003         Cvar_RegisterVariable(&r_fullbright);
2004         Cvar_RegisterVariable(&r_shadows);
2005         Cvar_RegisterVariable(&r_shadows_throwdistance);
2006         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2007         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2008         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2009         Cvar_RegisterVariable(&r_fog_exp2);
2010         Cvar_RegisterVariable(&r_textureunits);
2011         Cvar_RegisterVariable(&r_glsl);
2012         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2013         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2014         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2015         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2016         Cvar_RegisterVariable(&r_water);
2017         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2018         Cvar_RegisterVariable(&r_water_clippingplanebias);
2019         Cvar_RegisterVariable(&r_water_refractdistort);
2020         Cvar_RegisterVariable(&r_water_reflectdistort);
2021         Cvar_RegisterVariable(&r_lerpsprites);
2022         Cvar_RegisterVariable(&r_lerpmodels);
2023         Cvar_RegisterVariable(&r_lerplightstyles);
2024         Cvar_RegisterVariable(&r_waterscroll);
2025         Cvar_RegisterVariable(&r_bloom);
2026         Cvar_RegisterVariable(&r_bloom_colorscale);
2027         Cvar_RegisterVariable(&r_bloom_brighten);
2028         Cvar_RegisterVariable(&r_bloom_blur);
2029         Cvar_RegisterVariable(&r_bloom_resolution);
2030         Cvar_RegisterVariable(&r_bloom_colorexponent);
2031         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2032         Cvar_RegisterVariable(&r_hdr);
2033         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2034         Cvar_RegisterVariable(&r_glsl_contrastboost);
2035         Cvar_RegisterVariable(&r_hdr_glowintensity);
2036         Cvar_RegisterVariable(&r_hdr_range);
2037         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2038         Cvar_RegisterVariable(&developer_texturelogging);
2039         Cvar_RegisterVariable(&gl_lightmaps);
2040         Cvar_RegisterVariable(&r_test);
2041         Cvar_RegisterVariable(&r_batchmode);
2042         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2043                 Cvar_SetValue("r_fullbrights", 0);
2044         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2045
2046         Cvar_RegisterVariable(&r_track_sprites);
2047         Cvar_RegisterVariable(&r_track_sprites_flags);
2048         Cvar_RegisterVariable(&r_track_sprites_scalew);
2049         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2050 }
2051
2052 extern void R_Textures_Init(void);
2053 extern void GL_Draw_Init(void);
2054 extern void GL_Main_Init(void);
2055 extern void R_Shadow_Init(void);
2056 extern void R_Sky_Init(void);
2057 extern void GL_Surf_Init(void);
2058 extern void R_Particles_Init(void);
2059 extern void R_Explosion_Init(void);
2060 extern void gl_backend_init(void);
2061 extern void Sbar_Init(void);
2062 extern void R_LightningBeams_Init(void);
2063 extern void Mod_RenderInit(void);
2064
2065 void Render_Init(void)
2066 {
2067         gl_backend_init();
2068         R_Textures_Init();
2069         GL_Main_Init();
2070         GL_Draw_Init();
2071         R_Shadow_Init();
2072         R_Sky_Init();
2073         GL_Surf_Init();
2074         Sbar_Init();
2075         R_Particles_Init();
2076         R_Explosion_Init();
2077         R_LightningBeams_Init();
2078         Mod_RenderInit();
2079 }
2080
2081 /*
2082 ===============
2083 GL_Init
2084 ===============
2085 */
2086 extern char *ENGINE_EXTENSIONS;
2087 void GL_Init (void)
2088 {
2089         VID_CheckExtensions();
2090
2091         // LordHavoc: report supported extensions
2092         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2093
2094         // clear to black (loading plaque will be seen over this)
2095         CHECKGLERROR
2096         qglClearColor(0,0,0,1);CHECKGLERROR
2097         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2098 }
2099
2100 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2101 {
2102         int i;
2103         mplane_t *p;
2104         for (i = 0;i < r_view.numfrustumplanes;i++)
2105         {
2106                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2107                 if (i == 4)
2108                         continue;
2109                 p = r_view.frustum + i;
2110                 switch(p->signbits)
2111                 {
2112                 default:
2113                 case 0:
2114                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2115                                 return true;
2116                         break;
2117                 case 1:
2118                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2119                                 return true;
2120                         break;
2121                 case 2:
2122                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2123                                 return true;
2124                         break;
2125                 case 3:
2126                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2127                                 return true;
2128                         break;
2129                 case 4:
2130                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2131                                 return true;
2132                         break;
2133                 case 5:
2134                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2135                                 return true;
2136                         break;
2137                 case 6:
2138                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2139                                 return true;
2140                         break;
2141                 case 7:
2142                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2143                                 return true;
2144                         break;
2145                 }
2146         }
2147         return false;
2148 }
2149
2150 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2151 {
2152         int i;
2153         const mplane_t *p;
2154         for (i = 0;i < numplanes;i++)
2155         {
2156                 p = planes + i;
2157                 switch(p->signbits)
2158                 {
2159                 default:
2160                 case 0:
2161                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2162                                 return true;
2163                         break;
2164                 case 1:
2165                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2166                                 return true;
2167                         break;
2168                 case 2:
2169                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2170                                 return true;
2171                         break;
2172                 case 3:
2173                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2174                                 return true;
2175                         break;
2176                 case 4:
2177                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2178                                 return true;
2179                         break;
2180                 case 5:
2181                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2182                                 return true;
2183                         break;
2184                 case 6:
2185                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2186                                 return true;
2187                         break;
2188                 case 7:
2189                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2190                                 return true;
2191                         break;
2192                 }
2193         }
2194         return false;
2195 }
2196
2197 //==================================================================================
2198
2199 static void R_View_UpdateEntityVisible (void)
2200 {
2201         int i, renderimask;
2202         entity_render_t *ent;
2203
2204         if (!r_drawentities.integer)
2205                 return;
2206
2207         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2208         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
2209         {
2210                 // worldmodel can check visibility
2211                 for (i = 0;i < r_refdef.numentities;i++)
2212                 {
2213                         ent = r_refdef.entities[i];
2214                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
2215
2216                 }
2217                 if(r_cullentities_trace.integer)
2218                 {
2219                         for (i = 0;i < r_refdef.numentities;i++)
2220                         {
2221                                 ent = r_refdef.entities[i];
2222                                 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2223                                 {
2224                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
2225                                                 ent->last_trace_visibility = realtime;
2226                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2227                                                 r_viewcache.entityvisible[i] = 0;
2228                                 }
2229                         }
2230                 }
2231         }
2232         else
2233         {
2234                 // no worldmodel or it can't check visibility
2235                 for (i = 0;i < r_refdef.numentities;i++)
2236                 {
2237                         ent = r_refdef.entities[i];
2238                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2239                 }
2240         }
2241 }
2242
2243 // only used if skyrendermasked, and normally returns false
2244 int R_DrawBrushModelsSky (void)
2245 {
2246         int i, sky;
2247         entity_render_t *ent;
2248
2249         if (!r_drawentities.integer)
2250                 return false;
2251
2252         sky = false;
2253         for (i = 0;i < r_refdef.numentities;i++)
2254         {
2255                 if (!r_viewcache.entityvisible[i])
2256                         continue;
2257                 ent = r_refdef.entities[i];
2258                 if (!ent->model || !ent->model->DrawSky)
2259                         continue;
2260                 ent->model->DrawSky(ent);
2261                 sky = true;
2262         }
2263         return sky;
2264 }
2265
2266 static void R_DrawNoModel(entity_render_t *ent);
2267 static void R_DrawModels(void)
2268 {
2269         int i;
2270         entity_render_t *ent;
2271
2272         if (!r_drawentities.integer)
2273                 return;
2274
2275         for (i = 0;i < r_refdef.numentities;i++)
2276         {
2277                 if (!r_viewcache.entityvisible[i])
2278                         continue;
2279                 ent = r_refdef.entities[i];
2280                 r_refdef.stats.entities++;
2281                 if (ent->model && ent->model->Draw != NULL)
2282                         ent->model->Draw(ent);
2283                 else
2284                         R_DrawNoModel(ent);
2285         }
2286 }
2287
2288 static void R_DrawModelsDepth(void)
2289 {
2290         int i;
2291         entity_render_t *ent;
2292
2293         if (!r_drawentities.integer)
2294                 return;
2295
2296         for (i = 0;i < r_refdef.numentities;i++)
2297         {
2298                 if (!r_viewcache.entityvisible[i])
2299                         continue;
2300                 ent = r_refdef.entities[i];
2301                 if (ent->model && ent->model->DrawDepth != NULL)
2302                         ent->model->DrawDepth(ent);
2303         }
2304 }
2305
2306 static void R_DrawModelsDebug(void)
2307 {
2308         int i;
2309         entity_render_t *ent;
2310
2311         if (!r_drawentities.integer)
2312                 return;
2313
2314         for (i = 0;i < r_refdef.numentities;i++)
2315         {
2316                 if (!r_viewcache.entityvisible[i])
2317                         continue;
2318                 ent = r_refdef.entities[i];
2319                 if (ent->model && ent->model->DrawDebug != NULL)
2320                         ent->model->DrawDebug(ent);
2321         }
2322 }
2323
2324 static void R_DrawModelsAddWaterPlanes(void)
2325 {
2326         int i;
2327         entity_render_t *ent;
2328
2329         if (!r_drawentities.integer)
2330                 return;
2331
2332         for (i = 0;i < r_refdef.numentities;i++)
2333         {
2334                 if (!r_viewcache.entityvisible[i])
2335                         continue;
2336                 ent = r_refdef.entities[i];
2337                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2338                         ent->model->DrawAddWaterPlanes(ent);
2339         }
2340 }
2341
2342 static void R_View_SetFrustum(void)
2343 {
2344         int i;
2345         double slopex, slopey;
2346
2347         // break apart the view matrix into vectors for various purposes
2348         Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
2349         VectorNegate(r_view.left, r_view.right);
2350
2351 #if 0
2352         r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
2353         r_view.frustum[0].normal[1] = 0 - 0;
2354         r_view.frustum[0].normal[2] = -1 - 0;
2355         r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
2356         r_view.frustum[1].normal[1] = 0 + 0;
2357         r_view.frustum[1].normal[2] = -1 + 0;
2358         r_view.frustum[2].normal[0] = 0 - 0;
2359         r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
2360         r_view.frustum[2].normal[2] = -1 - 0;
2361         r_view.frustum[3].normal[0] = 0 + 0;
2362         r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
2363         r_view.frustum[3].normal[2] = -1 + 0;
2364 #endif
2365
2366 #if 0
2367         zNear = r_refdef.nearclip;
2368         nudge = 1.0 - 1.0 / (1<<23);
2369         r_view.frustum[4].normal[0] = 0 - 0;
2370         r_view.frustum[4].normal[1] = 0 - 0;
2371         r_view.frustum[4].normal[2] = -1 - -nudge;
2372         r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
2373         r_view.frustum[5].normal[0] = 0 + 0;
2374         r_view.frustum[5].normal[1] = 0 + 0;
2375         r_view.frustum[5].normal[2] = -1 + -nudge;
2376         r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
2377 #endif
2378
2379
2380
2381 #if 0
2382         r_view.frustum[0].normal[0] = m[3] - m[0];
2383         r_view.frustum[0].normal[1] = m[7] - m[4];
2384         r_view.frustum[0].normal[2] = m[11] - m[8];
2385         r_view.frustum[0].dist = m[15] - m[12];
2386
2387         r_view.frustum[1].normal[0] = m[3] + m[0];
2388         r_view.frustum[1].normal[1] = m[7] + m[4];
2389         r_view.frustum[1].normal[2] = m[11] + m[8];
2390         r_view.frustum[1].dist = m[15] + m[12];
2391
2392         r_view.frustum[2].normal[0] = m[3] - m[1];
2393         r_view.frustum[2].normal[1] = m[7] - m[5];
2394         r_view.frustum[2].normal[2] = m[11] - m[9];
2395         r_view.frustum[2].dist = m[15] - m[13];
2396
2397         r_view.frustum[3].normal[0] = m[3] + m[1];
2398         r_view.frustum[3].normal[1] = m[7] + m[5];
2399         r_view.frustum[3].normal[2] = m[11] + m[9];
2400         r_view.frustum[3].dist = m[15] + m[13];
2401
2402         r_view.frustum[4].normal[0] = m[3] - m[2];
2403         r_view.frustum[4].normal[1] = m[7] - m[6];
2404         r_view.frustum[4].normal[2] = m[11] - m[10];
2405         r_view.frustum[4].dist = m[15] - m[14];
2406
2407         r_view.frustum[5].normal[0] = m[3] + m[2];
2408         r_view.frustum[5].normal[1] = m[7] + m[6];
2409         r_view.frustum[5].normal[2] = m[11] + m[10];
2410         r_view.frustum[5].dist = m[15] + m[14];
2411 #endif
2412
2413         if (r_view.useperspective)
2414         {
2415                 slopex = 1.0 / r_view.frustum_x;
2416                 slopey = 1.0 / r_view.frustum_y;
2417                 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
2418                 VectorMA(r_view.forward,  slopex, r_view.left, r_view.frustum[1].normal);
2419                 VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
2420                 VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
2421                 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2422
2423                 // Leaving those out was a mistake, those were in the old code, and they
2424                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2425                 // I couldn't reproduce it after adding those normalizations. --blub
2426                 VectorNormalize(r_view.frustum[0].normal);
2427                 VectorNormalize(r_view.frustum[1].normal);
2428                 VectorNormalize(r_view.frustum[2].normal);
2429                 VectorNormalize(r_view.frustum[3].normal);
2430
2431                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2432                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
2433                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
2434                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[2]);
2435                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[3]);
2436
2437                 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
2438                 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
2439                 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
2440                 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
2441                 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2442         }
2443         else
2444         {
2445                 VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal);
2446                 VectorScale(r_view.left,  r_view.ortho_x, r_view.frustum[1].normal);
2447                 VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal);
2448                 VectorScale(r_view.up,  r_view.ortho_y, r_view.frustum[3].normal);
2449                 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2450                 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x;
2451                 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x;
2452                 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y;
2453                 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y;
2454                 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2455         }
2456         r_view.numfrustumplanes = 5;
2457
2458         if (r_view.useclipplane)
2459         {
2460                 r_view.numfrustumplanes = 6;
2461                 r_view.frustum[5] = r_view.clipplane;
2462         }
2463
2464         for (i = 0;i < r_view.numfrustumplanes;i++)
2465                 PlaneClassify(r_view.frustum + i);
2466
2467         // LordHavoc: note to all quake engine coders, Quake had a special case
2468         // for 90 degrees which assumed a square view (wrong), so I removed it,
2469         // Quake2 has it disabled as well.
2470
2471         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2472         //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
2473         //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
2474         //PlaneClassify(&frustum[0]);
2475
2476         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2477         //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
2478         //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
2479         //PlaneClassify(&frustum[1]);
2480
2481         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2482         //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
2483         //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
2484         //PlaneClassify(&frustum[2]);
2485
2486         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2487         //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
2488         //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
2489         //PlaneClassify(&frustum[3]);
2490
2491         // nearclip plane
2492         //VectorCopy(r_view.forward, r_view.frustum[4].normal);
2493         //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
2494         //PlaneClassify(&frustum[4]);
2495 }
2496
2497 void R_View_Update(void)
2498 {
2499         R_View_SetFrustum();
2500         R_View_WorldVisibility(r_view.useclipplane);
2501         R_View_UpdateEntityVisible();
2502 }
2503
2504 void R_SetupView(void)
2505 {
2506         if (!r_view.useperspective)
2507                 GL_SetupView_Mode_Ortho(-r_view.ortho_x, -r_view.ortho_y, r_view.ortho_x, r_view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2508         else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2509                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
2510         else
2511                 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2512
2513         GL_SetupView_Orientation_FromEntity(&r_view.matrix);
2514
2515         if (r_view.useclipplane)
2516         {
2517                 // LordHavoc: couldn't figure out how to make this approach the
2518                 vec_t dist = r_view.clipplane.dist - r_water_clippingplanebias.value;
2519                 vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal);
2520                 if (viewdist < r_view.clipplane.dist + r_water_clippingplanebias.value)
2521                         dist = r_view.clipplane.dist;
2522                 GL_SetupView_ApplyCustomNearClipPlane(r_view.clipplane.normal[0], r_view.clipplane.normal[1], r_view.clipplane.normal[2], dist);
2523         }
2524 }
2525
2526 void R_ResetViewRendering2D(void)
2527 {
2528         if (gl_support_fragment_shader)
2529         {
2530                 qglUseProgramObjectARB(0);CHECKGLERROR
2531         }
2532
2533         DrawQ_Finish();
2534
2535         // GL is weird because it's bottom to top, r_view.y is top to bottom
2536         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2537         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2538         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2539         GL_Color(1, 1, 1, 1);
2540         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2541         GL_BlendFunc(GL_ONE, GL_ZERO);
2542         GL_AlphaTest(false);
2543         GL_ScissorTest(false);
2544         GL_DepthMask(false);
2545         GL_DepthRange(0, 1);
2546         GL_DepthTest(false);
2547         R_Mesh_Matrix(&identitymatrix);
2548         R_Mesh_ResetTextureState();
2549         GL_PolygonOffset(0, 0);
2550         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2551         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2552         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2553         qglStencilMask(~0);CHECKGLERROR
2554         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2555         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2556         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2557 }
2558
2559 void R_ResetViewRendering3D(void)
2560 {
2561         if (gl_support_fragment_shader)
2562         {
2563                 qglUseProgramObjectARB(0);CHECKGLERROR
2564         }
2565
2566         DrawQ_Finish();
2567
2568         // GL is weird because it's bottom to top, r_view.y is top to bottom
2569         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2570         R_SetupView();
2571         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2572         GL_Color(1, 1, 1, 1);
2573         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2574         GL_BlendFunc(GL_ONE, GL_ZERO);
2575         GL_AlphaTest(false);
2576         GL_ScissorTest(true);
2577         GL_DepthMask(true);
2578         GL_DepthRange(0, 1);
2579         GL_DepthTest(true);
2580         R_Mesh_Matrix(&identitymatrix);
2581         R_Mesh_ResetTextureState();
2582         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2583         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2584         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2585         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2586         qglStencilMask(~0);CHECKGLERROR
2587         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2588         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2589         GL_CullFace(r_view.cullface_back);
2590 }
2591
2592 /*
2593         R_Bloom_SetupShader(
2594 "// bloom shader\n"
2595 "// written by Forest 'LordHavoc' Hale\n"
2596 "\n"
2597 "// common definitions between vertex shader and fragment shader:\n"
2598 "\n"
2599 "#ifdef __GLSL_CG_DATA_TYPES\n"
2600 "#define myhalf half\n"
2601 "#define myhvec2 hvec2\n"
2602 "#define myhvec3 hvec3\n"
2603 "#define myhvec4 hvec4\n"
2604 "#else\n"
2605 "#define myhalf float\n"
2606 "#define myhvec2 vec2\n"
2607 "#define myhvec3 vec3\n"
2608 "#define myhvec4 vec4\n"
2609 "#endif\n"
2610 "\n"
2611 "varying vec2 ScreenTexCoord;\n"
2612 "varying vec2 BloomTexCoord;\n"
2613 "\n"
2614 "\n"
2615 "\n"
2616 "\n"
2617 "// vertex shader specific:\n"
2618 "#ifdef VERTEX_SHADER\n"
2619 "\n"
2620 "void main(void)\n"
2621 "{\n"
2622 "       ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2623 "       BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2624 "       // transform vertex to camera space, using ftransform to match non-VS\n"
2625 "       // rendering\n"
2626 "       gl_Position = ftransform();\n"
2627 "}\n"
2628 "\n"
2629 "#endif // VERTEX_SHADER\n"
2630 "\n"
2631 "\n"
2632 "\n"
2633 "\n"
2634 "// fragment shader specific:\n"
2635 "#ifdef FRAGMENT_SHADER\n"
2636 "\n"
2637 "void main(void)\n"
2638 "{\n"
2639 "       int x, y;
2640 "       myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2641 "       for (x = -BLUR_X;x <= BLUR_X;x++)
2642 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2643 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2644 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2645 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2646
2647 "       gl_FragColor = vec4(color);\n"
2648 "}\n"
2649 "\n"
2650 "#endif // FRAGMENT_SHADER\n"
2651 */
2652
2653 void R_RenderScene(qboolean addwaterplanes);
2654
2655 static void R_Water_StartFrame(void)
2656 {
2657         int i;
2658         int waterwidth, waterheight, texturewidth, textureheight;
2659         r_waterstate_waterplane_t *p;
2660
2661         // set waterwidth and waterheight to the water resolution that will be
2662         // used (often less than the screen resolution for faster rendering)
2663         waterwidth = (int)bound(1, r_view.width * r_water_resolutionmultiplier.value, r_view.width);
2664         waterheight = (int)bound(1, r_view.height * r_water_resolutionmultiplier.value, r_view.height);
2665
2666         // calculate desired texture sizes
2667         // can't use water if the card does not support the texture size
2668         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2669                 texturewidth = textureheight = waterwidth = waterheight = 0;
2670         else if (gl_support_arb_texture_non_power_of_two)
2671         {
2672                 texturewidth = waterwidth;
2673                 textureheight = waterheight;
2674         }
2675         else
2676         {
2677                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
2678                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
2679         }
2680
2681         // allocate textures as needed
2682         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2683         {
2684                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2685                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2686                 {
2687                         if (p->texture_refraction)
2688                                 R_FreeTexture(p->texture_refraction);
2689                         p->texture_refraction = NULL;
2690                         if (p->texture_reflection)
2691                                 R_FreeTexture(p->texture_reflection);
2692                         p->texture_reflection = NULL;
2693                 }
2694                 memset(&r_waterstate, 0, sizeof(r_waterstate));
2695                 r_waterstate.waterwidth = waterwidth;
2696                 r_waterstate.waterheight = waterheight;
2697                 r_waterstate.texturewidth = texturewidth;
2698                 r_waterstate.textureheight = textureheight;
2699         }
2700
2701         if (r_waterstate.waterwidth)
2702         {
2703                 r_waterstate.enabled = true;
2704
2705                 // set up variables that will be used in shader setup
2706                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2707                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2708                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2709                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2710         }
2711
2712         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2713         r_waterstate.numwaterplanes = 0;
2714 }
2715
2716 static void R_Water_AddWaterPlane(msurface_t *surface)
2717 {
2718         int triangleindex, planeindex;
2719         const int *e;
2720         vec3_t vert[3];
2721         vec3_t normal;
2722         vec3_t center;
2723         r_waterstate_waterplane_t *p;
2724         // just use the first triangle with a valid normal for any decisions
2725         VectorClear(normal);
2726         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2727         {
2728                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2729                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2730                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2731                 TriangleNormal(vert[0], vert[1], vert[2], normal);
2732                 if (VectorLength2(normal) >= 0.001)
2733                         break;
2734         }
2735
2736         // find a matching plane if there is one
2737         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2738                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2739                         break;
2740         if (planeindex >= r_waterstate.maxwaterplanes)
2741                 return; // nothing we can do, out of planes
2742
2743         // if this triangle does not fit any known plane rendered this frame, add one
2744         if (planeindex >= r_waterstate.numwaterplanes)
2745         {
2746                 // store the new plane
2747                 r_waterstate.numwaterplanes++;
2748                 VectorCopy(normal, p->plane.normal);
2749                 VectorNormalize(p->plane.normal);
2750                 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2751                 PlaneClassify(&p->plane);
2752                 // flip the plane if it does not face the viewer
2753                 if (PlaneDiff(r_view.origin, &p->plane) < 0)
2754                 {
2755                         VectorNegate(p->plane.normal, p->plane.normal);
2756                         p->plane.dist *= -1;
2757                         PlaneClassify(&p->plane);
2758                 }
2759                 // clear materialflags and pvs
2760                 p->materialflags = 0;
2761                 p->pvsvalid = false;
2762         }
2763         // merge this surface's materialflags into the waterplane
2764         p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2765         // merge this surface's PVS into the waterplane
2766         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2767         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS
2768          && r_refdef.worldmodel->brush.PointInLeaf && r_refdef.worldmodel->brush.PointInLeaf(r_refdef.worldmodel, center)->clusterindex >= 0)
2769         {
2770                 r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2771                 p->pvsvalid = true;
2772         }
2773 }
2774
2775 static void R_Water_ProcessPlanes(void)
2776 {
2777         r_view_t originalview;
2778         int planeindex;
2779         r_waterstate_waterplane_t *p;
2780
2781         originalview = r_view;
2782
2783         // make sure enough textures are allocated
2784         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2785         {
2786                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2787                 {
2788                         if (!p->texture_refraction)
2789                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2790                         if (!p->texture_refraction)
2791                                 goto error;
2792                 }
2793
2794                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2795                 {
2796                         if (!p->texture_reflection)
2797                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2798                         if (!p->texture_reflection)
2799                                 goto error;
2800                 }
2801         }
2802
2803         // render views
2804         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2805         {
2806                 r_view.showdebug = false;
2807                 r_view.width = r_waterstate.waterwidth;
2808                 r_view.height = r_waterstate.waterheight;
2809                 r_view.useclipplane = true;
2810                 r_waterstate.renderingscene = true;
2811
2812                 // render the normal view scene and copy into texture
2813                 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
2814                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2815                 {
2816                         r_view.clipplane = p->plane;
2817                         VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal);
2818                         r_view.clipplane.dist = -r_view.clipplane.dist;
2819                         PlaneClassify(&r_view.clipplane);
2820
2821                         R_RenderScene(false);
2822
2823                         // copy view into the screen texture
2824                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
2825                         GL_ActiveTexture(0);
2826                         CHECKGLERROR
2827                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2828                 }
2829
2830                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2831                 {
2832                         // render reflected scene and copy into texture
2833                         Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
2834                         r_view.clipplane = p->plane;
2835                         // reverse the cullface settings for this render
2836                         r_view.cullface_front = GL_FRONT;
2837                         r_view.cullface_back = GL_BACK;
2838                         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.num_pvsclusterbytes)
2839                         {
2840                                 r_view.usecustompvs = true;
2841                                 if (p->pvsvalid)
2842                                         memcpy(r_viewcache.world_pvsbits, p->pvsbits, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2843                                 else
2844                                         memset(r_viewcache.world_pvsbits, 0xFF, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2845                         }
2846
2847                         R_ResetViewRendering3D();
2848                         R_ClearScreen(r_refdef.fogenabled);
2849                         if (r_timereport_active)
2850                                 R_TimeReport("viewclear");
2851
2852                         R_RenderScene(false);
2853
2854                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
2855                         GL_ActiveTexture(0);
2856                         CHECKGLERROR
2857                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2858
2859                         R_ResetViewRendering3D();
2860                         R_ClearScreen(r_refdef.fogenabled);
2861                         if (r_timereport_active)
2862                                 R_TimeReport("viewclear");
2863                 }
2864
2865                 r_view = originalview;
2866                 r_view.clear = true;
2867                 r_waterstate.renderingscene = false;
2868         }
2869         return;
2870 error:
2871         r_view = originalview;
2872         r_waterstate.renderingscene = false;
2873         Cvar_SetValueQuick(&r_water, 0);
2874         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
2875         return;
2876 }
2877
2878 void R_Bloom_StartFrame(void)
2879 {
2880         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2881
2882         // set bloomwidth and bloomheight to the bloom resolution that will be
2883         // used (often less than the screen resolution for faster rendering)
2884         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2885         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2886         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2887
2888         // calculate desired texture sizes
2889         if (gl_support_arb_texture_non_power_of_two)
2890         {
2891                 screentexturewidth = r_view.width;
2892                 screentextureheight = r_view.height;
2893                 bloomtexturewidth = r_bloomstate.bloomwidth;
2894                 bloomtextureheight = r_bloomstate.bloomheight;
2895         }
2896         else
2897         {
2898                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
2899                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
2900                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
2901                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
2902         }
2903
2904         if (r_hdr.integer)
2905         {
2906                 screentexturewidth = screentextureheight = 0;
2907         }
2908         else if (r_bloom.integer)
2909         {
2910         }
2911         else
2912         {
2913                 screentexturewidth = screentextureheight = 0;
2914                 bloomtexturewidth = bloomtextureheight = 0;
2915         }
2916
2917         if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2918         {
2919                 // can't use bloom if the parameters are too weird
2920                 // can't use bloom if the card does not support the texture size
2921                 if (r_bloomstate.texture_screen)
2922                         R_FreeTexture(r_bloomstate.texture_screen);
2923                 if (r_bloomstate.texture_bloom)
2924                         R_FreeTexture(r_bloomstate.texture_bloom);
2925                 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2926                 return;
2927         }
2928
2929         r_bloomstate.enabled = true;
2930         r_bloomstate.hdr = r_hdr.integer != 0;
2931
2932         // allocate textures as needed
2933         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2934         {
2935                 if (r_bloomstate.texture_screen)
2936                         R_FreeTexture(r_bloomstate.texture_screen);
2937                 r_bloomstate.texture_screen = NULL;
2938                 r_bloomstate.screentexturewidth = screentexturewidth;
2939                 r_bloomstate.screentextureheight = screentextureheight;
2940                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2941                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2942         }
2943         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2944         {
2945                 if (r_bloomstate.texture_bloom)
2946                         R_FreeTexture(r_bloomstate.texture_bloom);
2947                 r_bloomstate.texture_bloom = NULL;
2948                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2949                 r_bloomstate.bloomtextureheight = bloomtextureheight;
2950                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2951                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2952         }
2953
2954         // set up a texcoord array for the full resolution screen image
2955         // (we have to keep this around to copy back during final render)
2956         r_bloomstate.screentexcoord2f[0] = 0;
2957         r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2958         r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2959         r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2960         r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2961         r_bloomstate.screentexcoord2f[5] = 0;
2962         r_bloomstate.screentexcoord2f[6] = 0;
2963         r_bloomstate.screentexcoord2f[7] = 0;
2964
2965         // set up a texcoord array for the reduced resolution bloom image
2966         // (which will be additive blended over the screen image)
2967         r_bloomstate.bloomtexcoord2f[0] = 0;
2968         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2969         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2970         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2971         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2972         r_bloomstate.bloomtexcoord2f[5] = 0;
2973         r_bloomstate.bloomtexcoord2f[6] = 0;
2974         r_bloomstate.bloomtexcoord2f[7] = 0;
2975 }
2976
2977 void R_Bloom_CopyScreenTexture(float colorscale)
2978 {
2979         r_refdef.stats.bloom++;
2980
2981         R_ResetViewRendering2D();
2982         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2983         R_Mesh_ColorPointer(NULL, 0, 0);
2984         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2985         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2986
2987         // copy view into the screen texture
2988         GL_ActiveTexture(0);
2989         CHECKGLERROR
2990         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2991         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2992
2993         // now scale it down to the bloom texture size
2994         CHECKGLERROR
2995         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2996         GL_BlendFunc(GL_ONE, GL_ZERO);
2997         GL_Color(colorscale, colorscale, colorscale, 1);
2998         // TODO: optimize with multitexture or GLSL
2999         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3000         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3001
3002         // we now have a bloom image in the framebuffer
3003         // copy it into the bloom image texture for later processing
3004         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3005         GL_ActiveTexture(0);
3006         CHECKGLERROR
3007         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3008         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3009 }
3010
3011 void R_Bloom_CopyHDRTexture(void)
3012 {
3013         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3014         GL_ActiveTexture(0);
3015         CHECKGLERROR
3016         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
3017         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
3018 }
3019
3020 void R_Bloom_MakeTexture(void)
3021 {
3022         int x, range, dir;
3023         float xoffset, yoffset, r, brighten;
3024
3025         r_refdef.stats.bloom++;
3026
3027         R_ResetViewRendering2D();
3028         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3029         R_Mesh_ColorPointer(NULL, 0, 0);
3030
3031         // we have a bloom image in the framebuffer
3032         CHECKGLERROR
3033         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3034
3035         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3036         {
3037                 x *= 2;
3038                 r = bound(0, r_bloom_colorexponent.value / x, 1);
3039                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3040                 GL_Color(r, r, r, 1);
3041                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3042                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3043                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3044                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3045
3046                 // copy the vertically blurred bloom view to a texture
3047                 GL_ActiveTexture(0);
3048                 CHECKGLERROR
3049                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3050                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3051         }
3052
3053         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3054         brighten = r_bloom_brighten.value;
3055         if (r_hdr.integer)
3056                 brighten *= r_hdr_range.value;
3057         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3058         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3059
3060         for (dir = 0;dir < 2;dir++)
3061         {
3062                 // blend on at multiple vertical offsets to achieve a vertical blur
3063                 // TODO: do offset blends using GLSL
3064                 GL_BlendFunc(GL_ONE, GL_ZERO);
3065                 for (x = -range;x <= range;x++)
3066                 {
3067                         if (!dir){xoffset = 0;yoffset = x;}
3068                         else {xoffset = x;yoffset = 0;}
3069                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
3070                         yoffset /= (float)r_bloomstate.bloomtextureheight;
3071                         // compute a texcoord array with the specified x and y offset
3072                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3073                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3074                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3075                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3076                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3077                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3078                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3079                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3080                         // this r value looks like a 'dot' particle, fading sharply to
3081                         // black at the edges
3082                         // (probably not realistic but looks good enough)
3083                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3084                         //r = (dir ? 1.0f : brighten)/(range*2+1);
3085                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3086                         GL_Color(r, r, r, 1);
3087                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3088                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3089                         GL_BlendFunc(GL_ONE, GL_ONE);
3090                 }
3091
3092                 // copy the vertically blurred bloom view to a texture
3093                 GL_ActiveTexture(0);
3094                 CHECKGLERROR
3095                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3096                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3097         }
3098
3099         // apply subtract last
3100         // (just like it would be in a GLSL shader)
3101         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3102         {
3103                 GL_BlendFunc(GL_ONE, GL_ZERO);
3104                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3105                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3106                 GL_Color(1, 1, 1, 1);
3107                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3108                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3109
3110                 GL_BlendFunc(GL_ONE, GL_ONE);
3111                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3112                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3113                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3114                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3115                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3116                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3117                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3118
3119                 // copy the darkened bloom view to a texture
3120                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3121                 GL_ActiveTexture(0);
3122                 CHECKGLERROR
3123                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3124                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3125         }
3126 }
3127
3128 void R_HDR_RenderBloomTexture(void)
3129 {
3130         int oldwidth, oldheight;
3131         float oldcolorscale;
3132
3133         oldcolorscale = r_view.colorscale;
3134         oldwidth = r_view.width;
3135         oldheight = r_view.height;
3136         r_view.width = r_bloomstate.bloomwidth;
3137         r_view.height = r_bloomstate.bloomheight;
3138
3139         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
3140         // TODO: add exposure compensation features
3141         // TODO: add fp16 framebuffer support
3142
3143         r_view.showdebug = false;
3144         r_view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3145
3146         R_ClearScreen(r_refdef.fogenabled);
3147         if (r_timereport_active)
3148                 R_TimeReport("HDRclear");
3149
3150         r_waterstate.numwaterplanes = 0;
3151         R_RenderScene(r_waterstate.enabled);
3152         r_view.showdebug = true;
3153
3154         R_ResetViewRendering2D();
3155
3156         R_Bloom_CopyHDRTexture();
3157         R_Bloom_MakeTexture();
3158
3159         // restore the view settings
3160         r_view.width = oldwidth;
3161         r_view.height = oldheight;
3162         r_view.colorscale = oldcolorscale;
3163
3164         R_ResetViewRendering3D();
3165
3166         R_ClearScreen(r_refdef.fogenabled);
3167         if (r_timereport_active)
3168                 R_TimeReport("viewclear");
3169 }
3170
3171 static void R_BlendView(void)
3172 {
3173         if (r_bloomstate.enabled && r_bloomstate.hdr)
3174         {
3175                 // render high dynamic range bloom effect
3176                 // the bloom texture was made earlier this render, so we just need to
3177                 // blend it onto the screen...
3178                 R_ResetViewRendering2D();
3179                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3180                 R_Mesh_ColorPointer(NULL, 0, 0);
3181                 GL_Color(1, 1, 1, 1);
3182                 GL_BlendFunc(GL_ONE, GL_ONE);
3183                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3184                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3185                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3186                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3187         }
3188         else if (r_bloomstate.enabled)
3189         {
3190                 // render simple bloom effect
3191                 // copy the screen and shrink it and darken it for the bloom process
3192                 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
3193                 // make the bloom texture
3194                 R_Bloom_MakeTexture();
3195                 // put the original screen image back in place and blend the bloom
3196                 // texture on it
3197                 R_ResetViewRendering2D();
3198                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3199                 R_Mesh_ColorPointer(NULL, 0, 0);
3200                 GL_Color(1, 1, 1, 1);
3201                 GL_BlendFunc(GL_ONE, GL_ZERO);
3202                 // do both in one pass if possible
3203                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3204                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3205                 if (r_textureunits.integer >= 2 && gl_combine.integer)
3206                 {
3207                         R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
3208                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3209                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3210                 }
3211                 else
3212                 {
3213                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3214                         r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3215                         // now blend on the bloom texture
3216                         GL_BlendFunc(GL_ONE, GL_ONE);
3217                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3218                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3219                 }
3220                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3221                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3222         }
3223         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3224         {
3225                 // apply a color tint to the whole view
3226                 R_ResetViewRendering2D();
3227                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3228                 R_Mesh_ColorPointer(NULL, 0, 0);
3229                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3230                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3231                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3232         }
3233 }
3234
3235 void R_RenderScene(qboolean addwaterplanes);
3236
3237 matrix4x4_t r_waterscrollmatrix;
3238
3239 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3240 {
3241         if (r_refdef.fog_density)
3242         {
3243                 r_refdef.fogcolor[0] = r_refdef.fog_red;
3244                 r_refdef.fogcolor[1] = r_refdef.fog_green;
3245                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3246
3247                 {
3248                         vec3_t fogvec;
3249                         VectorCopy(r_refdef.fogcolor, fogvec);
3250                         if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3251                         {
3252                                 //   color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3253                                 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3254                                 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3255                                 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3256                         }
3257                         //   color.rgb *= ContrastBoost * SceneBrightness;
3258                         VectorScale(fogvec, r_view.colorscale, fogvec);
3259                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3260                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3261                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3262                 }
3263         }
3264 }
3265
3266 void R_UpdateVariables(void)
3267 {
3268         R_Textures_Frame();
3269
3270         r_refdef.farclip = 4096;
3271         if (r_refdef.worldmodel)
3272                 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
3273         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3274
3275         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3276                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3277         r_refdef.polygonfactor = 0;
3278         r_refdef.polygonoffset = 0;
3279         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3280         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3281
3282         r_refdef.rtworld = r_shadow_realtime_world.integer;
3283         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3284         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3285         r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3286         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3287         if (r_showsurfaces.integer)
3288         {
3289                 r_refdef.rtworld = false;
3290                 r_refdef.rtworldshadows = false;
3291                 r_refdef.rtdlight = false;
3292                 r_refdef.rtdlightshadows = false;
3293                 r_refdef.lightmapintensity = 0;
3294         }
3295
3296         if (gamemode == GAME_NEHAHRA)
3297         {
3298                 if (gl_fogenable.integer)
3299                 {
3300                         r_refdef.oldgl_fogenable = true;
3301                         r_refdef.fog_density = gl_fogdensity.value;
3302                         r_refdef.fog_red = gl_fogred.value;
3303                         r_refdef.fog_green = gl_foggreen.value;
3304                         r_refdef.fog_blue = gl_fogblue.value;
3305                         r_refdef.fog_alpha = 1;
3306                         r_refdef.fog_start = 0;
3307                         r_refdef.fog_end = gl_skyclip.value;
3308                 }
3309                 else if (r_refdef.oldgl_fogenable)
3310                 {
3311                         r_refdef.oldgl_fogenable = false;
3312                         r_refdef.fog_density = 0;
3313                         r_refdef.fog_red = 0;
3314                         r_refdef.fog_green = 0;
3315                         r_refdef.fog_blue = 0;
3316                         r_refdef.fog_alpha = 0;
3317                         r_refdef.fog_start = 0;
3318                         r_refdef.fog_end = 0;
3319                 }
3320         }
3321
3322         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3323         r_refdef.fog_start = max(0, r_refdef.fog_start);
3324         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3325
3326         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3327
3328         if (r_refdef.fog_density)
3329         {
3330                 r_refdef.fogenabled = true;
3331                 // this is the point where the fog reaches 0.9986 alpha, which we
3332                 // consider a good enough cutoff point for the texture
3333                 // (0.9986 * 256 == 255.6)
3334                 if (r_fog_exp2.integer)
3335                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3336                 else
3337                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3338                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3339                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3340                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3341                 // fog color was already set
3342                 // update the fog texture
3343                 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
3344                         R_BuildFogTexture();
3345         }
3346         else
3347                 r_refdef.fogenabled = false;
3348 }
3349
3350 /*
3351 ================
3352 R_RenderView
3353 ================
3354 */
3355 void R_RenderView(void)
3356 {
3357         if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
3358                 return; //Host_Error ("R_RenderView: NULL worldmodel");
3359
3360         r_view.colorscale = r_hdr_scenebrightness.value;
3361
3362         R_Shadow_UpdateWorldLightSelection();
3363
3364         R_Bloom_StartFrame();
3365         R_Water_StartFrame();
3366
3367         CHECKGLERROR
3368         if (r_timereport_active)
3369                 R_TimeReport("viewsetup");
3370
3371         R_ResetViewRendering3D();
3372
3373         if (r_view.clear || r_refdef.fogenabled)
3374         {
3375                 R_ClearScreen(r_refdef.fogenabled);
3376                 if (r_timereport_active)
3377                         R_TimeReport("viewclear");
3378         }
3379         r_view.clear = true;
3380
3381         r_view.showdebug = true;
3382
3383         // this produces a bloom texture to be used in R_BlendView() later
3384         if (r_hdr.integer)
3385                 R_HDR_RenderBloomTexture();
3386
3387         r_waterstate.numwaterplanes = 0;
3388         R_RenderScene(r_waterstate.enabled);
3389
3390         R_BlendView();
3391         if (r_timereport_active)
3392                 R_TimeReport("blendview");
3393
3394         GL_Scissor(0, 0, vid.width, vid.height);
3395         GL_ScissorTest(false);
3396         CHECKGLERROR
3397 }
3398
3399 extern void R_DrawLightningBeams (void);
3400 extern void VM_CL_AddPolygonsToMeshQueue (void);
3401 extern void R_DrawPortals (void);
3402 extern cvar_t cl_locs_show;
3403 static void R_DrawLocs(void);
3404 static void R_DrawEntityBBoxes(void);
3405 void R_RenderScene(qboolean addwaterplanes)
3406 {
3407         R_UpdateFogColor();
3408
3409         if (addwaterplanes)
3410         {
3411                 R_ResetViewRendering3D();
3412
3413                 R_View_Update();
3414                 if (r_timereport_active)
3415                         R_TimeReport("watervis");
3416
3417                 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes)
3418                 {
3419                         r_refdef.worldmodel->DrawAddWaterPlanes(r_refdef.worldentity);
3420                         if (r_timereport_active)
3421                                 R_TimeReport("waterworld");
3422                 }
3423
3424                 // don't let sound skip if going slow
3425                 if (r_refdef.extraupdate)
3426                         S_ExtraUpdate ();
3427
3428                 R_DrawModelsAddWaterPlanes();
3429                 if (r_timereport_active)
3430                         R_TimeReport("watermodels");
3431
3432                 R_Water_ProcessPlanes();
3433                 if (r_timereport_active)
3434                         R_TimeReport("waterscenes");
3435         }
3436
3437         R_ResetViewRendering3D();
3438
3439         // don't let sound skip if going slow
3440         if (r_refdef.extraupdate)
3441                 S_ExtraUpdate ();
3442
3443         R_MeshQueue_BeginScene();
3444
3445         R_SkyStartFrame();
3446
3447         R_View_Update();
3448         if (r_timereport_active)
3449                 R_TimeReport("visibility");
3450
3451         Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
3452
3453         if (cl.csqc_vidvars.drawworld)
3454         {
3455                 // don't let sound skip if going slow
3456                 if (r_refdef.extraupdate)
3457                         S_ExtraUpdate ();
3458
3459                 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
3460                 {
3461                         r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
3462                         if (r_timereport_active)
3463                                 R_TimeReport("worldsky");
3464                 }
3465
3466                 if (R_DrawBrushModelsSky() && r_timereport_active)
3467                         R_TimeReport("bmodelsky");
3468         }
3469
3470         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
3471         {
3472                 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
3473                 if (r_timereport_active)
3474                         R_TimeReport("worlddepth");
3475         }
3476         if (r_depthfirst.integer >= 2)
3477         {
3478                 R_DrawModelsDepth();
3479                 if (r_timereport_active)
3480                         R_TimeReport("modeldepth");
3481         }
3482
3483         if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
3484         {
3485                 r_refdef.worldmodel->Draw(r_refdef.worldentity);
3486                 if (r_timereport_active)
3487                         R_TimeReport("world");
3488         }
3489
3490         // don't let sound skip if going slow
3491         if (r_refdef.extraupdate)
3492                 S_ExtraUpdate ();
3493
3494         R_DrawModels();
3495         if (r_timereport_active)
3496                 R_TimeReport("models");
3497
3498         // don't let sound skip if going slow
3499         if (r_refdef.extraupdate)
3500                 S_ExtraUpdate ();
3501
3502         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3503         {
3504                 R_DrawModelShadows();
3505
3506                 R_ResetViewRendering3D();
3507
3508                 // don't let sound skip if going slow
3509                 if (r_refdef.extraupdate)
3510                         S_ExtraUpdate ();
3511         }
3512
3513         R_ShadowVolumeLighting(false);
3514         if (r_timereport_active)
3515                 R_TimeReport("rtlights");
3516
3517         // don't let sound skip if going slow
3518         if (r_refdef.extraupdate)
3519                 S_ExtraUpdate ();
3520
3521         if (cl.csqc_vidvars.drawworld)
3522         {
3523                 R_DrawLightningBeams();
3524                 if (r_timereport_active)
3525                         R_TimeReport("lightning");
3526
3527                 R_DrawDecals();
3528                 if (r_timereport_active)
3529                         R_TimeReport("decals");
3530
3531                 R_DrawParticles();
3532                 if (r_timereport_active)
3533                         R_TimeReport("particles");
3534
3535                 R_DrawExplosions();
3536                 if (r_timereport_active)
3537                         R_TimeReport("explosions");
3538         }
3539
3540         if (gl_support_fragment_shader)
3541         {
3542                 qglUseProgramObjectARB(0);CHECKGLERROR
3543         }
3544         VM_CL_AddPolygonsToMeshQueue();
3545
3546         if (r_view.showdebug)
3547         {
3548                 if (cl_locs_show.integer)
3549                 {
3550                         R_DrawLocs();
3551                         if (r_timereport_active)
3552                                 R_TimeReport("showlocs");
3553                 }
3554
3555                 if (r_drawportals.integer)
3556                 {
3557                         R_DrawPortals();
3558                         if (r_timereport_active)
3559                                 R_TimeReport("portals");
3560                 }
3561
3562                 if (r_showbboxes.value > 0)
3563                 {
3564                         R_DrawEntityBBoxes();
3565                         if (r_timereport_active)
3566                                 R_TimeReport("bboxes");
3567                 }
3568         }
3569
3570         if (gl_support_fragment_shader)
3571         {
3572                 qglUseProgramObjectARB(0);CHECKGLERROR
3573         }
3574         R_MeshQueue_RenderTransparent();
3575         if (r_timereport_active)
3576                 R_TimeReport("drawtrans");
3577
3578         if (gl_support_fragment_shader)
3579         {
3580                 qglUseProgramObjectARB(0);CHECKGLERROR
3581         }
3582
3583         if (r_view.showdebug && r_refdef.worldmodel && r_refdef.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
3584         {
3585                 r_refdef.worldmodel->DrawDebug(r_refdef.worldentity);
3586                 if (r_timereport_active)
3587                         R_TimeReport("worlddebug");
3588                 R_DrawModelsDebug();
3589                 if (r_timereport_active)
3590                         R_TimeReport("modeldebug");
3591         }
3592
3593         if (gl_support_fragment_shader)
3594         {
3595                 qglUseProgramObjectARB(0);CHECKGLERROR
3596         }
3597
3598         if (cl.csqc_vidvars.drawworld)
3599         {
3600                 R_DrawCoronas();
3601                 if (r_timereport_active)
3602                         R_TimeReport("coronas");
3603         }
3604
3605         // don't let sound skip if going slow
3606         if (r_refdef.extraupdate)
3607                 S_ExtraUpdate ();
3608
3609         R_ResetViewRendering2D();
3610 }
3611
3612 static const int bboxelements[36] =
3613 {
3614         5, 1, 3, 5, 3, 7,
3615         6, 2, 0, 6, 0, 4,
3616         7, 3, 2, 7, 2, 6,
3617         4, 0, 1, 4, 1, 5,
3618         4, 5, 7, 4, 7, 6,
3619         1, 0, 2, 1, 2, 3,
3620 };
3621
3622 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3623 {
3624         int i;
3625         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3626         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3627         GL_DepthMask(false);
3628         GL_DepthRange(0, 1);
3629         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3630         R_Mesh_Matrix(&identitymatrix);
3631         R_Mesh_ResetTextureState();
3632
3633         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3634         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3635         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3636         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3637         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3638         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3639         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3640         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3641         R_FillColors(color4f, 8, cr, cg, cb, ca);
3642         if (r_refdef.fogenabled)
3643         {
3644                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3645                 {
3646                         f1 = FogPoint_World(v);
3647                         f2 = 1 - f1;
3648                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3649                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3650                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3651                 }
3652         }
3653         R_Mesh_VertexPointer(vertex3f, 0, 0);
3654         R_Mesh_ColorPointer(color4f, 0, 0);
3655         R_Mesh_ResetTextureState();
3656         R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3657 }
3658
3659 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3660 {
3661         int i;
3662         float color[4];
3663         prvm_edict_t *edict;
3664         // this function draws bounding boxes of server entities
3665         if (!sv.active)
3666                 return;
3667         SV_VM_Begin();
3668         for (i = 0;i < numsurfaces;i++)
3669         {
3670                 edict = PRVM_EDICT_NUM(surfacelist[i]);
3671                 switch ((int)edict->fields.server->solid)
3672                 {
3673                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
3674                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
3675                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
3676                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
3677                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
3678                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
3679                 }
3680                 color[3] *= r_showbboxes.value;
3681                 color[3] = bound(0, color[3], 1);
3682                 GL_DepthTest(!r_showdisabledepthtest.integer);
3683                 GL_CullFace(r_view.cullface_front);
3684                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
3685         }
3686         SV_VM_End();
3687 }
3688
3689 static void R_DrawEntityBBoxes(void)
3690 {
3691         int i;
3692         prvm_edict_t *edict;
3693         vec3_t center;
3694         // this function draws bounding boxes of server entities
3695         if (!sv.active)
3696                 return;
3697         SV_VM_Begin();
3698         for (i = 0;i < prog->num_edicts;i++)
3699         {
3700                 edict = PRVM_EDICT_NUM(i);
3701                 if (edict->priv.server->free)
3702                         continue;
3703                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
3704                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
3705         }
3706         SV_VM_End();
3707 }
3708
3709 int nomodelelements[24] =
3710 {
3711         5, 2, 0,
3712         5, 1, 2,
3713         5, 0, 3,
3714         5, 3, 1,
3715         0, 2, 4,
3716         2, 1, 4,
3717         3, 0, 4,
3718         1, 3, 4
3719 };
3720
3721 float nomodelvertex3f[6*3] =
3722 {
3723         -16,   0,   0,
3724          16,   0,   0,
3725           0, -16,   0,
3726           0,  16,   0,
3727           0,   0, -16,
3728           0,   0,  16
3729 };
3730
3731 float nomodelcolor4f[6*4] =
3732 {
3733         0.0f, 0.0f, 0.5f, 1.0f,
3734         0.0f, 0.0f, 0.5f, 1.0f,
3735         0.0f, 0.5f, 0.0f, 1.0f,
3736         0.0f, 0.5f, 0.0f, 1.0f,
3737         0.5f, 0.0f, 0.0f, 1.0f,
3738         0.5f, 0.0f, 0.0f, 1.0f
3739 };
3740
3741 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3742 {
3743         int i;
3744         float f1, f2, *c;
3745         float color4f[6*4];
3746         // this is only called once per entity so numsurfaces is always 1, and
3747         // surfacelist is always {0}, so this code does not handle batches
3748         R_Mesh_Matrix(&ent->matrix);
3749
3750         if (ent->flags & EF_ADDITIVE)
3751         {
3752                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
3753                 GL_DepthMask(false);
3754         }
3755         else if (ent->alpha < 1)
3756         {
3757                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3758                 GL_DepthMask(false);
3759         }
3760         else
3761         {
3762                 GL_BlendFunc(GL_ONE, GL_ZERO);
3763                 GL_DepthMask(true);
3764         }
3765         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
3766         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3767         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
3768         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_view.cullface_back);
3769         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
3770         if (r_refdef.fogenabled)
3771         {
3772                 vec3_t org;
3773                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3774                 R_Mesh_ColorPointer(color4f, 0, 0);
3775                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3776                 f1 = FogPoint_World(org);
3777                 f2 = 1 - f1;
3778                 for (i = 0, c = color4f;i < 6;i++, c += 4)
3779                 {
3780                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
3781                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
3782                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
3783                         c[3] *= ent->alpha;
3784                 }
3785         }
3786         else if (ent->alpha != 1)
3787         {
3788                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3789                 R_Mesh_ColorPointer(color4f, 0, 0);
3790                 for (i = 0, c = color4f;i < 6;i++, c += 4)
3791                         c[3] *= ent->alpha;
3792         }
3793         else
3794                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
3795         R_Mesh_ResetTextureState();
3796         R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
3797 }
3798
3799 void R_DrawNoModel(entity_render_t *ent)
3800 {
3801         vec3_t org;
3802         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3803         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
3804                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
3805         //else
3806         //      R_DrawNoModelCallback(ent, 0);
3807 }
3808
3809 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
3810 {
3811         vec3_t right1, right2, diff, normal;
3812
3813         VectorSubtract (org2, org1, normal);
3814
3815         // calculate 'right' vector for start
3816         VectorSubtract (r_view.origin, org1, diff);
3817         CrossProduct (normal, diff, right1);
3818         VectorNormalize (right1);
3819
3820         // calculate 'right' vector for end
3821         VectorSubtract (r_view.origin, org2, diff);
3822         CrossProduct (normal, diff, right2);
3823         VectorNormalize (right2);
3824
3825         vert[ 0] = org1[0] + width * right1[0];
3826         vert[ 1] = org1[1] + width * right1[1];
3827         vert[ 2] = org1[2] + width * right1[2];
3828         vert[ 3] = org1[0] - width * right1[0];
3829         vert[ 4] = org1[1] - width * right1[1];
3830         vert[ 5] = org1[2] - width * right1[2];
3831         vert[ 6] = org2[0] - width * right2[0];
3832         vert[ 7] = org2[1] - width * right2[1];
3833         vert[ 8] = org2[2] - width * right2[2];
3834         vert[ 9] = org2[0] + width * right2[0];
3835         vert[10] = org2[1] + width * right2[1];
3836         vert[11] = org2[2] + width * right2[2];
3837 }
3838
3839 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
3840
3841 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
3842 {
3843         float fog = 1.0f;
3844         float vertex3f[12];
3845
3846         if (r_refdef.fogenabled)
3847                 fog = FogPoint_World(origin);
3848
3849         R_Mesh_Matrix(&identitymatrix);
3850         GL_BlendFunc(blendfunc1, blendfunc2);
3851
3852         if(v_flipped_state)
3853         {
3854                 scalex1 = -scalex1;
3855                 scalex2 = -scalex2;
3856                 GL_CullFace(r_view.cullface_front);
3857         }
3858         else
3859                 GL_CullFace(r_view.cullface_back);
3860
3861         GL_DepthMask(false);
3862         GL_DepthRange(0, depthshort ? 0.0625 : 1);
3863         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3864         GL_DepthTest(!depthdisable);
3865
3866         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
3867         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
3868         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
3869         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
3870         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
3871         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
3872         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
3873         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
3874         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
3875         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
3876         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
3877         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
3878
3879         R_Mesh_VertexPointer(vertex3f, 0, 0);
3880         R_Mesh_ColorPointer(NULL, 0, 0);
3881         R_Mesh_ResetTextureState();
3882         R_Mesh_TexBind(0, R_GetTexture(texture));
3883         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
3884         // FIXME: fixed function path can't properly handle r_view.colorscale > 1
3885         GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
3886         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3887
3888         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
3889         {
3890                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
3891                 GL_BlendFunc(blendfunc1, GL_ONE);
3892                 fog = 1 - fog;
3893                 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
3894                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3895         }
3896 }
3897
3898 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3899 {
3900         int i;
3901         float *vertex3f;
3902         float v[3];
3903         VectorSet(v, x, y, z);
3904         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3905                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3906                         break;
3907         if (i == mesh->numvertices)
3908         {
3909                 if (mesh->numvertices < mesh->maxvertices)
3910                 {
3911                         VectorCopy(v, vertex3f);
3912                         mesh->numvertices++;
3913                 }
3914                 return mesh->numvertices;
3915         }
3916         else
3917                 return i;
3918 }
3919
3920 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3921 {
3922         int i;
3923         int *e, element[3];
3924         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3925         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3926         e = mesh->element3i + mesh->numtriangles * 3;
3927         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3928         {
3929                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3930                 if (mesh->numtriangles < mesh->maxtriangles)
3931                 {
3932                         *e++ = element[0];
3933                         *e++ = element[1];
3934                         *e++ = element[2];
3935                         mesh->numtriangles++;
3936                 }
3937                 element[1] = element[2];
3938         }
3939 }
3940
3941 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3942 {
3943         int i;
3944         int *e, element[3];
3945         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3946         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3947         e = mesh->element3i + mesh->numtriangles * 3;
3948         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3949         {
3950                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3951                 if (mesh->numtriangles < mesh->maxtriangles)
3952                 {
3953                         *e++ = element[0];
3954                         *e++ = element[1];
3955                         *e++ = element[2];
3956                         mesh->numtriangles++;
3957                 }
3958                 element[1] = element[2];
3959         }
3960 }
3961
3962 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3963 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3964 {
3965         int planenum, planenum2;
3966         int w;
3967         int tempnumpoints;
3968         mplane_t *plane, *plane2;
3969         double maxdist;
3970         double temppoints[2][256*3];
3971         // figure out how large a bounding box we need to properly compute this brush
3972         maxdist = 0;
3973         for (w = 0;w < numplanes;w++)
3974                 maxdist = max(maxdist, planes[w].dist);
3975         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3976         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3977         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3978         {
3979                 w = 0;
3980                 tempnumpoints = 4;
3981                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3982                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3983                 {
3984                         if (planenum2 == planenum)
3985                                 continue;
3986                         PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
3987                         w = !w;
3988                 }
3989                 if (tempnumpoints < 3)
3990                         continue;
3991                 // generate elements forming a triangle fan for this polygon
3992                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3993         }
3994 }
3995
3996 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
3997 {
3998         texturelayer_t *layer;
3999         layer = t->currentlayers + t->currentnumlayers++;
4000         layer->type = type;
4001         layer->depthmask = depthmask;
4002         layer->blendfunc1 = blendfunc1;
4003         layer->blendfunc2 = blendfunc2;
4004         layer->texture = texture;
4005         layer->texmatrix = *matrix;
4006         layer->color[0] = r * r_view.colorscale;
4007         layer->color[1] = g * r_view.colorscale;
4008         layer->color[2] = b * r_view.colorscale;
4009         layer->color[3] = a;
4010 }
4011
4012 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4013 {
4014         double index, f;
4015         index = parms[2] + r_refdef.time * parms[3];
4016         index -= floor(index);
4017         switch (func)
4018         {
4019         default:
4020         case Q3WAVEFUNC_NONE:
4021         case Q3WAVEFUNC_NOISE:
4022         case Q3WAVEFUNC_COUNT:
4023                 f = 0;
4024                 break;
4025         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4026         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4027         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4028         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4029         case Q3WAVEFUNC_TRIANGLE:
4030                 index *= 4;
4031                 f = index - floor(index);
4032                 if (index < 1)
4033                         f = f;
4034                 else if (index < 2)
4035                         f = 1 - f;
4036                 else if (index < 3)
4037                         f = -f;
4038                 else
4039                         f = -(1 - f);
4040                 break;
4041         }
4042         return (float)(parms[0] + parms[1] * f);
4043 }
4044
4045 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4046 {
4047         int i;
4048         model_t *model = ent->model;
4049         float f;
4050         float tcmat[12];
4051         q3shaderinfo_layer_tcmod_t *tcmod;
4052
4053         // switch to an alternate material if this is a q1bsp animated material
4054         {
4055                 texture_t *texture = t;
4056                 int s = ent->skinnum;
4057                 if ((unsigned int)s >= (unsigned int)model->numskins)
4058                         s = 0;
4059                 if (model->skinscenes)
4060                 {
4061                         if (model->skinscenes[s].framecount > 1)
4062                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4063                         else
4064                                 s = model->skinscenes[s].firstframe;
4065                 }
4066                 if (s > 0)
4067                         t = t + s * model->num_surfaces;
4068                 if (t->animated)
4069                 {
4070                         // use an alternate animation if the entity's frame is not 0,
4071                         // and only if the texture has an alternate animation
4072                         if (ent->frame2 != 0 && t->anim_total[1])
4073                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
4074                         else
4075                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
4076                 }
4077                 texture->currentframe = t;
4078         }
4079
4080         // update currentskinframe to be a qw skin or animation frame
4081         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4082         {
4083                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4084                 {
4085                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4086                         Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
4087                         r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4088                 }
4089                 t->currentskinframe = r_qwskincache_skinframe[i];
4090                 if (t->currentskinframe == NULL)
4091                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4092         }
4093         else if (t->numskinframes >= 2)
4094                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4095         if (t->backgroundnumskinframes >= 2)
4096                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4097
4098         t->currentmaterialflags = t->basematerialflags;
4099         t->currentalpha = ent->alpha;
4100         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4101         {
4102                 t->currentalpha *= r_wateralpha.value;
4103                 /*
4104                  * FIXME what is this supposed to do?
4105                 // if rendering refraction/reflection, disable transparency
4106                 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4107                         t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4108                 */
4109         }
4110         if(!r_waterstate.enabled)
4111                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4112         if (!(ent->flags & RENDER_LIGHT))
4113                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4114         else if (rsurface.modeltexcoordlightmap2f == NULL)
4115         {
4116                 // pick a model lighting mode
4117                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4118                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4119                 else
4120                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4121         }
4122         if (ent->effects & EF_ADDITIVE)
4123                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4124         else if (t->currentalpha < 1)
4125                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4126         if (ent->effects & EF_DOUBLESIDED)
4127                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4128         if (ent->effects & EF_NODEPTHTEST)
4129                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4130         if (ent->flags & RENDER_VIEWMODEL)
4131                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4132         if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4133                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4134
4135         // make sure that the waterscroll matrix is used on water surfaces when
4136         // there is no tcmod
4137         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4138                 t->currenttexmatrix = r_waterscrollmatrix;
4139
4140         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4141         {
4142                 matrix4x4_t matrix;
4143                 switch(tcmod->tcmod)
4144                 {
4145                 case Q3TCMOD_COUNT:
4146                 case Q3TCMOD_NONE:
4147                         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4148                                 matrix = r_waterscrollmatrix;
4149                         else
4150                                 matrix = identitymatrix;
4151                         break;
4152                 case Q3TCMOD_ENTITYTRANSLATE:
4153                         // this is used in Q3 to allow the gamecode to control texcoord
4154                         // scrolling on the entity, which is not supported in darkplaces yet.
4155                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4156                         break;
4157                 case Q3TCMOD_ROTATE:
4158                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4159                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1);
4160                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4161                         break;
4162                 case Q3TCMOD_SCALE:
4163                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4164                         break;
4165                 case Q3TCMOD_SCROLL:
4166                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.time, tcmod->parms[1] * r_refdef.time, 0);
4167                         break;
4168                 case Q3TCMOD_STRETCH:
4169                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4170                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4171                         break;
4172                 case Q3TCMOD_TRANSFORM:
4173                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
4174                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
4175                         VectorSet(tcmat +  6, 0                   , 0                , 1);
4176                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
4177                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4178                         break;
4179                 case Q3TCMOD_TURBULENT:
4180                         // this is handled in the RSurf_PrepareVertices function
4181                         matrix = identitymatrix;
4182                         break;
4183                 }
4184                 // either replace or concatenate the transformation
4185                 if (i < 1)
4186                         t->currenttexmatrix = matrix;
4187                 else
4188                 {
4189                         matrix4x4_t temp = t->currenttexmatrix;
4190                         Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4191                 }
4192         }
4193
4194         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4195         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4196         t->glosstexture = r_texture_black;
4197         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4198         t->backgroundglosstexture = r_texture_black;
4199         t->specularpower = r_shadow_glossexponent.value;
4200         // TODO: store reference values for these in the texture?
4201         t->specularscale = 0;
4202         if (r_shadow_gloss.integer > 0)
4203         {
4204                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4205                 {
4206                         if (r_shadow_glossintensity.value > 0)
4207                         {
4208                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4209                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4210                                 t->specularscale = r_shadow_glossintensity.value;
4211                         }
4212                 }
4213                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4214                 {
4215                         t->glosstexture = r_texture_white;
4216                         t->backgroundglosstexture = r_texture_white;
4217                         t->specularscale = r_shadow_gloss2intensity.value;
4218                 }
4219         }
4220
4221         // lightmaps mode looks bad with dlights using actual texturing, so turn
4222         // off the colormap and glossmap, but leave the normalmap on as it still
4223         // accurately represents the shading involved
4224         if (gl_lightmaps.integer && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
4225         {
4226                 t->basetexture = r_texture_white;
4227                 t->specularscale = 0;
4228         }
4229
4230         Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4231         VectorClear(t->dlightcolor);
4232         t->currentnumlayers = 0;
4233         if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
4234         {
4235                 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
4236                 {
4237                         int blendfunc1, blendfunc2, depthmask;
4238                         if (t->currentmaterialflags & MATERIALFLAG_ADD)
4239                         {
4240                                 blendfunc1 = GL_SRC_ALPHA;
4241                                 blendfunc2 = GL_ONE;
4242                         }
4243                         else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4244                         {
4245                                 blendfunc1 = GL_SRC_ALPHA;
4246                                 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4247                         }
4248                         else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4249                         {
4250                                 blendfunc1 = t->customblendfunc[0];
4251                                 blendfunc2 = t->customblendfunc[1];
4252                         }
4253                         else
4254                         {
4255                                 blendfunc1 = GL_ONE;
4256                                 blendfunc2 = GL_ZERO;
4257                         }
4258                         depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4259                         if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
4260                         {
4261                                 rtexture_t *currentbasetexture;
4262                                 int layerflags = 0;
4263                                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4264                                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4265                                 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4266                                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4267                                 {
4268                                         // fullbright is not affected by r_refdef.lightmapintensity
4269                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4270                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4271                                                 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]);
4272                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4273                                                 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]);
4274                                 }
4275                                 else
4276                                 {
4277                                         vec3_t ambientcolor;
4278                                         float colorscale;
4279                                         // set the color tint used for lights affecting this surface
4280                                         VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4281                                         colorscale = 2;
4282                                         // q3bsp has no lightmap updates, so the lightstylevalue that
4283                                         // would normally be baked into the lightmap must be
4284                                         // applied to the color
4285                                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4286                                         if (ent->model->type == mod_brushq3)
4287                                                 colorscale *= r_refdef.rtlightstylevalue[0];
4288                                         colorscale *= r_refdef.lightmapintensity;
4289                                         VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor);
4290                                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4291                                         // basic lit geometry
4292                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4293                                         // add pants/shirt if needed
4294                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4295                                                 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]);
4296                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4297                                                 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]);
4298                                         // now add ambient passes if needed
4299                                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4300                                         {
4301                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
4302                                                 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4303                                                         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]);
4304                                                 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4305                                                         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]);
4306                                         }
4307                                 }
4308                                 if (t->currentskinframe->glow != NULL)
4309                                         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]);
4310                                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4311                                 {
4312                                         // if this is opaque use alpha blend which will darken the earlier
4313                                         // passes cheaply.
4314                                         //
4315                                         // if this is an alpha blended material, all the earlier passes
4316                                         // were darkened by fog already, so we only need to add the fog
4317                                         // color ontop through the fog mask texture
4318                                         //
4319                                         // if this is an additive blended material, all the earlier passes
4320                                         // were darkened by fog already, and we should not add fog color
4321                                         // (because the background was not darkened, there is no fog color
4322                                         // that was lost behind it).
4323                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_view.colorscale, r_refdef.fogcolor[1] / r_view.colorscale, r_refdef.fogcolor[2] / r_view.colorscale, t->lightmapcolor[3]);
4324                                 }
4325                         }
4326                 }
4327         }
4328 }
4329
4330 void R_UpdateAllTextureInfo(entity_render_t *ent)
4331 {
4332         int i;
4333         if (ent->model)
4334                 for (i = 0;i < ent->model->num_texturesperskin;i++)
4335                         R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4336 }
4337
4338 rsurfacestate_t rsurface;
4339
4340 void R_Mesh_ResizeArrays(int newvertices)
4341 {
4342         float *base;
4343         if (rsurface.array_size >= newvertices)
4344                 return;
4345         if (rsurface.array_modelvertex3f)
4346                 Mem_Free(rsurface.array_modelvertex3f);
4347         rsurface.array_size = (newvertices + 1023) & ~1023;
4348         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4349         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
4350         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
4351         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
4352         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
4353         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
4354         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4355         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4356         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
4357         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
4358         rsurface.array_color4f           = base + rsurface.array_size * 27;
4359         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4360 }
4361
4362 void RSurf_CleanUp(void)
4363 {
4364         CHECKGLERROR
4365         if (rsurface.mode == RSURFMODE_GLSL)
4366         {
4367                 qglUseProgramObjectARB(0);CHECKGLERROR
4368         }
4369         GL_AlphaTest(false);
4370         rsurface.mode = RSURFMODE_NONE;
4371         rsurface.uselightmaptexture = false;
4372         rsurface.texture = NULL;
4373 }
4374
4375 void RSurf_ActiveWorldEntity(void)
4376 {
4377         model_t *model = r_refdef.worldmodel;
4378         RSurf_CleanUp();
4379         if (rsurface.array_size < model->surfmesh.num_vertices)
4380                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4381         rsurface.matrix = identitymatrix;
4382         rsurface.inversematrix = identitymatrix;
4383         R_Mesh_Matrix(&identitymatrix);
4384         VectorCopy(r_view.origin, rsurface.modelorg);
4385         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4386         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4387         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4388         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4389         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4390         rsurface.frameblend[0].frame = 0;
4391         rsurface.frameblend[0].lerp = 1;
4392         rsurface.frameblend[1].frame = 0;
4393         rsurface.frameblend[1].lerp = 0;
4394         rsurface.frameblend[2].frame = 0;
4395         rsurface.frameblend[2].lerp = 0;
4396         rsurface.frameblend[3].frame = 0;
4397         rsurface.frameblend[3].lerp = 0;
4398         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4399         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4400         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4401         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4402         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4403         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4404         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4405         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4406         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4407         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4408         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4409         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4410         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4411         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4412         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4413         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4414         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4415         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4416         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4417         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4418         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4419         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4420         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4421         rsurface.modelelement3i = model->surfmesh.data_element3i;
4422         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4423         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4424         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4425         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4426         rsurface.modelsurfaces = model->data_surfaces;
4427         rsurface.generatedvertex = false;
4428         rsurface.vertex3f  = rsurface.modelvertex3f;
4429         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4430         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4431         rsurface.svector3f = rsurface.modelsvector3f;
4432         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4433         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4434         rsurface.tvector3f = rsurface.modeltvector3f;
4435         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4436         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4437         rsurface.normal3f  = rsurface.modelnormal3f;
4438         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4439         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4440         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4441 }
4442
4443 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4444 {
4445         model_t *model = ent->model;
4446         RSurf_CleanUp();
4447         if (rsurface.array_size < model->surfmesh.num_vertices)
4448                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4449         rsurface.matrix = ent->matrix;
4450         rsurface.inversematrix = ent->inversematrix;
4451         R_Mesh_Matrix(&rsurface.matrix);
4452         Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
4453         rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4454         rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4455         rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4456         rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4457         rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4458         rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4459         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4460         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4461         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4462         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4463         rsurface.frameblend[0] = ent->frameblend[0];
4464         rsurface.frameblend[1] = ent->frameblend[1];
4465         rsurface.frameblend[2] = ent->frameblend[2];
4466         rsurface.frameblend[3] = ent->frameblend[3];
4467         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4468         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4469         if (ent->model->brush.submodel)
4470         {
4471                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4472                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4473         }
4474         if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4475         {
4476                 if (wanttangents)
4477                 {
4478                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4479                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4480                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4481                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4482                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4483                 }
4484                 else if (wantnormals)
4485                 {
4486                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4487                         rsurface.modelsvector3f = NULL;
4488                         rsurface.modeltvector3f = NULL;
4489                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4490                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4491                 }
4492                 else
4493                 {
4494                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4495                         rsurface.modelsvector3f = NULL;
4496                         rsurface.modeltvector3f = NULL;
4497                         rsurface.modelnormal3f = NULL;
4498                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4499                 }
4500                 rsurface.modelvertex3f_bufferobject = 0;
4501                 rsurface.modelvertex3f_bufferoffset = 0;
4502                 rsurface.modelsvector3f_bufferobject = 0;
4503                 rsurface.modelsvector3f_bufferoffset = 0;
4504                 rsurface.modeltvector3f_bufferobject = 0;
4505                 rsurface.modeltvector3f_bufferoffset = 0;
4506                 rsurface.modelnormal3f_bufferobject = 0;
4507                 rsurface.modelnormal3f_bufferoffset = 0;
4508                 rsurface.generatedvertex = true;
4509         }
4510         else
4511         {
4512                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4513                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4514                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4515                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4516                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4517                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4518                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4519                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4520                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4521                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4522                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4523                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4524                 rsurface.generatedvertex = false;
4525         }
4526         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4527         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4528         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4529         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4530         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4531         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4532         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4533         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4534         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4535         rsurface.modelelement3i = model->surfmesh.data_element3i;
4536         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4537         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4538         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4539         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4540         rsurface.modelsurfaces = model->data_surfaces;
4541         rsurface.vertex3f  = rsurface.modelvertex3f;
4542         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4543         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4544         rsurface.svector3f = rsurface.modelsvector3f;
4545         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4546         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4547         rsurface.tvector3f = rsurface.modeltvector3f;
4548         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4549         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4550         rsurface.normal3f  = rsurface.modelnormal3f;
4551         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4552         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4553         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4554 }
4555
4556 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4557 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4558 {
4559         int deformindex;
4560         int texturesurfaceindex;
4561         int i, j;
4562         float amplitude;
4563         float animpos;
4564         float scale;
4565         const float *v1, *in_tc;
4566         float *out_tc;
4567         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4568         float waveparms[4];
4569         q3shaderinfo_deform_t *deform;
4570         // 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
4571         if (rsurface.generatedvertex)
4572         {
4573                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4574                         generatenormals = true;
4575                 for (i = 0;i < Q3MAXDEFORMS;i++)
4576                 {
4577                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4578                         {
4579                                 generatetangents = true;
4580                                 generatenormals = true;
4581                         }
4582                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4583                                 generatenormals = true;
4584                 }
4585                 if (generatenormals && !rsurface.modelnormal3f)
4586                 {
4587                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4588                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4589                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4590                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4591                 }
4592                 if (generatetangents && !rsurface.modelsvector3f)
4593                 {
4594                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4595                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4596                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4597                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4598                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4599                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4600                         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);
4601                 }
4602         }
4603         rsurface.vertex3f  = rsurface.modelvertex3f;
4604         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4605         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4606         rsurface.svector3f = rsurface.modelsvector3f;
4607         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4608         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4609         rsurface.tvector3f = rsurface.modeltvector3f;
4610         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4611         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4612         rsurface.normal3f  = rsurface.modelnormal3f;
4613         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4614         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4615         // if vertices are deformed (sprite flares and things in maps, possibly
4616         // water waves, bulges and other deformations), generate them into
4617         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4618         // (may be static model data or generated data for an animated model, or
4619         //  the previous deform pass)
4620         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4621         {
4622                 switch (deform->deform)
4623                 {
4624                 default:
4625                 case Q3DEFORM_PROJECTIONSHADOW:
4626                 case Q3DEFORM_TEXT0:
4627                 case Q3DEFORM_TEXT1:
4628                 case Q3DEFORM_TEXT2:
4629                 case Q3DEFORM_TEXT3:
4630                 case Q3DEFORM_TEXT4:
4631                 case Q3DEFORM_TEXT5:
4632                 case Q3DEFORM_TEXT6:
4633                 case Q3DEFORM_TEXT7:
4634                 case Q3DEFORM_NONE:
4635                         break;
4636                 case Q3DEFORM_AUTOSPRITE:
4637                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
4638                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
4639                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
4640                         VectorNormalize(newforward);
4641                         VectorNormalize(newright);
4642                         VectorNormalize(newup);
4643                         // make deformed versions of only the model vertices used by the specified surfaces
4644                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4645                         {
4646                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4647                                 // a single autosprite surface can contain multiple sprites...
4648                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
4649                                 {
4650                                         VectorClear(center);
4651                                         for (i = 0;i < 4;i++)
4652                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4653                                         VectorScale(center, 0.25f, center);
4654                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
4655                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4656                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4657                                         for (i = 0;i < 4;i++)
4658                                         {
4659                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4660                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4661                                         }
4662                                 }
4663                                 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);
4664                                 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);
4665                         }
4666                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4667                         rsurface.vertex3f_bufferobject = 0;
4668                         rsurface.vertex3f_bufferoffset = 0;
4669                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4670                         rsurface.svector3f_bufferobject = 0;
4671                         rsurface.svector3f_bufferoffset = 0;
4672                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4673                         rsurface.tvector3f_bufferobject = 0;
4674                         rsurface.tvector3f_bufferoffset = 0;
4675                         rsurface.normal3f = rsurface.array_deformednormal3f;
4676                         rsurface.normal3f_bufferobject = 0;
4677                         rsurface.normal3f_bufferoffset = 0;
4678                         break;
4679                 case Q3DEFORM_AUTOSPRITE2:
4680                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
4681                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
4682                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
4683                         VectorNormalize(newforward);
4684                         VectorNormalize(newright);
4685                         VectorNormalize(newup);
4686                         // make deformed versions of only the model vertices used by the specified surfaces
4687                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4688                         {
4689                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4690                                 const float *v1, *v2;
4691                                 vec3_t start, end;
4692                                 float f, l;
4693                                 struct
4694                                 {
4695                                         float length2;
4696                                         const float *v1;
4697                                         const float *v2;
4698                                 }
4699                                 shortest[2];
4700                                 memset(shortest, 0, sizeof(shortest));
4701                                 // a single autosprite surface can contain multiple sprites...
4702                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
4703                                 {
4704                                         VectorClear(center);
4705                                         for (i = 0;i < 4;i++)
4706                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4707                                         VectorScale(center, 0.25f, center);
4708                                         // find the two shortest edges, then use them to define the
4709                                         // axis vectors for rotating around the central axis
4710                                         for (i = 0;i < 6;i++)
4711                                         {
4712                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
4713                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
4714 #if 0
4715                                                 Debug_PolygonBegin(NULL, 0, false, 0);
4716                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
4717                                                 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);
4718                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
4719                                                 Debug_PolygonEnd();
4720 #endif
4721                                                 l = VectorDistance2(v1, v2);
4722                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
4723                                                 if (v1[2] != v2[2])
4724                                                         l += (1.0f / 1024.0f);
4725                                                 if (shortest[0].length2 > l || i == 0)
4726                                                 {
4727                                                         shortest[1] = shortest[0];
4728                                                         shortest[0].length2 = l;
4729                                                         shortest[0].v1 = v1;
4730                                                         shortest[0].v2 = v2;
4731                                                 }
4732                                                 else if (shortest[1].length2 > l || i == 1)
4733                                                 {
4734                                                         shortest[1].length2 = l;
4735                                                         shortest[1].v1 = v1;
4736                                                         shortest[1].v2 = v2;
4737                                                 }
4738                                         }
4739                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
4740                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
4741 #if 0
4742                                         Debug_PolygonBegin(NULL, 0, false, 0);
4743                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
4744                                         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);
4745                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
4746                                         Debug_PolygonEnd();
4747 #endif
4748                                         // this calculates the right vector from the shortest edge
4749                                         // and the up vector from the edge midpoints
4750                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
4751                                         VectorNormalize(right);
4752                                         VectorSubtract(end, start, up);
4753                                         VectorNormalize(up);
4754                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
4755                                         //VectorSubtract(rsurface.modelorg, center, forward);
4756                                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, forward);
4757                                         VectorNegate(forward, forward);
4758                                         VectorReflect(forward, 0, up, forward);
4759                                         VectorNormalize(forward);
4760                                         CrossProduct(up, forward, newright);
4761                                         VectorNormalize(newright);
4762 #if 0
4763                                         Debug_PolygonBegin(NULL, 0, false, 0);
4764                                         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);
4765                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
4766                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
4767                                         Debug_PolygonEnd();
4768 #endif
4769 #if 0
4770                                         Debug_PolygonBegin(NULL, 0, false, 0);
4771                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
4772                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
4773                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
4774                                         Debug_PolygonEnd();
4775 #endif
4776                                         // rotate the quad around the up axis vector, this is made
4777                                         // especially easy by the fact we know the quad is flat,
4778                                         // so we only have to subtract the center position and
4779                                         // measure distance along the right vector, and then
4780                                         // multiply that by the newright vector and add back the
4781                                         // center position
4782                                         // we also need to subtract the old position to undo the
4783                                         // displacement from the center, which we do with a
4784                                         // DotProduct, the subtraction/addition of center is also
4785                                         // optimized into DotProducts here
4786                                         l = DotProduct(right, center);
4787                                         for (i = 0;i < 4;i++)
4788                                         {
4789                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
4790                                                 f = DotProduct(right, v1) - l;
4791                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4792                                         }
4793                                 }
4794                                 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);
4795                                 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);
4796                         }
4797                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4798                         rsurface.vertex3f_bufferobject = 0;
4799                         rsurface.vertex3f_bufferoffset = 0;
4800                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4801                         rsurface.svector3f_bufferobject = 0;
4802                         rsurface.svector3f_bufferoffset = 0;
4803                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4804                         rsurface.tvector3f_bufferobject = 0;
4805                         rsurface.tvector3f_bufferoffset = 0;
4806                         rsurface.normal3f = rsurface.array_deformednormal3f;
4807                         rsurface.normal3f_bufferobject = 0;
4808                         rsurface.normal3f_bufferoffset = 0;
4809                         break;
4810                 case Q3DEFORM_NORMAL:
4811                         // deform the normals to make reflections wavey
4812                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4813                         {
4814                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4815                                 for (j = 0;j < surface->num_vertices;j++)
4816                                 {
4817                                         float vertex[3];
4818                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
4819                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
4820                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
4821                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4822                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4823                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4824                                         VectorNormalize(normal);
4825                                 }
4826                                 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);
4827                         }
4828                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4829                         rsurface.svector3f_bufferobject = 0;
4830                         rsurface.svector3f_bufferoffset = 0;
4831                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4832                         rsurface.tvector3f_bufferobject = 0;
4833                         rsurface.tvector3f_bufferoffset = 0;
4834                         rsurface.normal3f = rsurface.array_deformednormal3f;
4835                         rsurface.normal3f_bufferobject = 0;
4836                         rsurface.normal3f_bufferoffset = 0;
4837                         break;
4838                 case Q3DEFORM_WAVE:
4839                         // deform vertex array to make wavey water and flags and such
4840                         waveparms[0] = deform->waveparms[0];
4841                         waveparms[1] = deform->waveparms[1];
4842                         waveparms[2] = deform->waveparms[2];
4843                         waveparms[3] = deform->waveparms[3];
4844                         // this is how a divisor of vertex influence on deformation
4845                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
4846                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4847                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4848                         {
4849                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4850                                 for (j = 0;j < surface->num_vertices;j++)
4851                                 {
4852                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
4853                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
4854                                         // if the wavefunc depends on time, evaluate it per-vertex
4855                                         if (waveparms[3])
4856                                         {
4857                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
4858                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4859                                         }
4860                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
4861                                 }
4862                         }
4863                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4864                         rsurface.vertex3f_bufferobject = 0;
4865                         rsurface.vertex3f_bufferoffset = 0;
4866                         break;
4867                 case Q3DEFORM_BULGE:
4868                         // deform vertex array to make the surface have moving bulges
4869                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4870                         {
4871                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4872                                 for (j = 0;j < surface->num_vertices;j++)
4873                                 {
4874                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.time * deform->parms[2])) * deform->parms[1];
4875                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4876                                 }
4877                         }
4878                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4879                         rsurface.vertex3f_bufferobject = 0;
4880                         rsurface.vertex3f_bufferoffset = 0;
4881                         break;
4882                 case Q3DEFORM_MOVE:
4883                         // deform vertex array
4884                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
4885                         VectorScale(deform->parms, scale, waveparms);
4886                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4887                         {
4888                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4889                                 for (j = 0;j < surface->num_vertices;j++)
4890                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4891                         }
4892                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4893                         rsurface.vertex3f_bufferobject = 0;
4894                         rsurface.vertex3f_bufferoffset = 0;
4895                         break;
4896                 }
4897         }
4898         // generate texcoords based on the chosen texcoord source
4899         switch(rsurface.texture->tcgen.tcgen)
4900         {
4901         default:
4902         case Q3TCGEN_TEXTURE:
4903                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
4904                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
4905                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
4906                 break;
4907         case Q3TCGEN_LIGHTMAP:
4908                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
4909                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
4910                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
4911                 break;
4912         case Q3TCGEN_VECTOR:
4913                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4914                 {
4915                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4916                         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)
4917                         {
4918                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
4919                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
4920                         }
4921                 }
4922                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
4923                 rsurface.texcoordtexture2f_bufferobject  = 0;
4924                 rsurface.texcoordtexture2f_bufferoffset  = 0;
4925                 break;
4926         case Q3TCGEN_ENVIRONMENT:
4927                 // make environment reflections using a spheremap
4928                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4929                 {
4930                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4931                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
4932                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
4933                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
4934                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
4935                         {
4936                                 float l, d, eyedir[3];
4937                                 VectorSubtract(rsurface.modelorg, vertex, eyedir);
4938                                 l = 0.5f / VectorLength(eyedir);
4939                                 d = DotProduct(normal, eyedir)*2;
4940                                 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
4941                                 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
4942                         }
4943                 }
4944                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
4945                 rsurface.texcoordtexture2f_bufferobject  = 0;
4946                 rsurface.texcoordtexture2f_bufferoffset  = 0;
4947                 break;
4948         }
4949         // the only tcmod that needs software vertex processing is turbulent, so
4950         // check for it here and apply the changes if needed
4951         // and we only support that as the first one
4952         // (handling a mixture of turbulent and other tcmods would be problematic
4953         //  without punting it entirely to a software path)
4954         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
4955         {
4956                 amplitude = rsurface.texture->tcmods[0].parms[1];
4957                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.time * rsurface.texture->tcmods[0].parms[3];
4958                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4959                 {
4960                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4961                         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)
4962                         {
4963                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4964                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4965                         }
4966                 }
4967                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
4968                 rsurface.texcoordtexture2f_bufferobject  = 0;
4969                 rsurface.texcoordtexture2f_bufferoffset  = 0;
4970         }
4971         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
4972         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4973         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4974         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
4975 }
4976
4977 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
4978 {
4979         int i, j;
4980         const msurface_t *surface = texturesurfacelist[0];
4981         const msurface_t *surface2;
4982         int firstvertex;
4983         int endvertex;
4984         int numvertices;
4985         int numtriangles;
4986         // TODO: lock all array ranges before render, rather than on each surface
4987         if (texturenumsurfaces == 1)
4988         {
4989                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4990                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4991         }
4992         else if (r_batchmode.integer == 2)
4993         {
4994                 #define MAXBATCHTRIANGLES 4096
4995                 int batchtriangles = 0;
4996                 int batchelements[MAXBATCHTRIANGLES*3];
4997                 for (i = 0;i < texturenumsurfaces;i = j)
4998                 {
4999                         surface = texturesurfacelist[i];
5000                         j = i + 1;
5001                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5002                         {
5003                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5004                                 continue;
5005                         }
5006                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5007                         batchtriangles = surface->num_triangles;
5008                         firstvertex = surface->num_firstvertex;
5009                         endvertex = surface->num_firstvertex + surface->num_vertices;
5010                         for (;j < texturenumsurfaces;j++)
5011                         {
5012                                 surface2 = texturesurfacelist[j];
5013                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5014                                         break;
5015                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5016                                 batchtriangles += surface2->num_triangles;
5017                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5018                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5019                         }
5020                         surface2 = texturesurfacelist[j-1];
5021                         numvertices = endvertex - firstvertex;
5022                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5023                 }
5024         }
5025         else if (r_batchmode.integer == 1)
5026         {
5027                 for (i = 0;i < texturenumsurfaces;i = j)
5028                 {
5029                         surface = texturesurfacelist[i];
5030                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5031                                 if (texturesurfacelist[j] != surface2)
5032                                         break;
5033                         surface2 = texturesurfacelist[j-1];
5034                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5035                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5036                         GL_LockArrays(surface->num_firstvertex, numvertices);
5037                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5038                 }
5039         }
5040         else
5041         {
5042                 for (i = 0;i < texturenumsurfaces;i++)
5043                 {
5044                         surface = texturesurfacelist[i];
5045                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5046                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5047                 }
5048         }
5049 }
5050
5051 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5052 {
5053         int i, planeindex, vertexindex;
5054         float d, bestd;
5055         vec3_t vert;
5056         const float *v;
5057         r_waterstate_waterplane_t *p, *bestp;
5058         msurface_t *surface;
5059         if (r_waterstate.renderingscene)
5060                 return;
5061         for (i = 0;i < texturenumsurfaces;i++)
5062         {
5063                 surface = texturesurfacelist[i];
5064                 if (lightmaptexunit >= 0)
5065                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5066                 if (deluxemaptexunit >= 0)
5067                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5068                 // pick the closest matching water plane
5069                 bestd = 0;
5070                 bestp = NULL;
5071                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5072                 {
5073                         d = 0;
5074                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5075                         {
5076                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5077                                 d += fabs(PlaneDiff(vert, &p->plane));
5078                         }
5079                         if (bestd > d || !bestp)
5080                         {
5081                                 bestd = d;
5082                                 bestp = p;
5083                         }
5084                 }
5085                 if (bestp)
5086                 {
5087                         if (refractiontexunit >= 0)
5088                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5089                         if (reflectiontexunit >= 0)
5090                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5091                 }
5092                 else
5093                 {
5094                         if (refractiontexunit >= 0)
5095                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5096                         if (reflectiontexunit >= 0)
5097                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5098                 }
5099                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5100                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5101         }
5102 }
5103
5104 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5105 {
5106         int i;
5107         int j;
5108         const msurface_t *surface = texturesurfacelist[0];
5109         const msurface_t *surface2;
5110         int firstvertex;
5111         int endvertex;
5112         int numvertices;
5113         int numtriangles;
5114         // TODO: lock all array ranges before render, rather than on each surface
5115         if (texturenumsurfaces == 1)
5116         {
5117                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5118                 if (deluxemaptexunit >= 0)
5119                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5120                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5121                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5122         }
5123         else if (r_batchmode.integer == 2)
5124         {
5125                 #define MAXBATCHTRIANGLES 4096
5126                 int batchtriangles = 0;
5127                 int batchelements[MAXBATCHTRIANGLES*3];
5128                 for (i = 0;i < texturenumsurfaces;i = j)
5129                 {
5130                         surface = texturesurfacelist[i];
5131                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5132                         if (deluxemaptexunit >= 0)
5133                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5134                         j = i + 1;
5135                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5136                         {
5137                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5138                                 continue;
5139                         }
5140                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5141                         batchtriangles = surface->num_triangles;
5142                         firstvertex = surface->num_firstvertex;
5143                         endvertex = surface->num_firstvertex + surface->num_vertices;
5144                         for (;j < texturenumsurfaces;j++)
5145                         {
5146                                 surface2 = texturesurfacelist[j];
5147                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5148                                         break;
5149                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5150                                 batchtriangles += surface2->num_triangles;
5151                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5152                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5153                         }
5154                         surface2 = texturesurfacelist[j-1];
5155                         numvertices = endvertex - firstvertex;
5156                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5157                 }
5158         }
5159         else if (r_batchmode.integer == 1)
5160         {
5161 #if 0
5162                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5163                 for (i = 0;i < texturenumsurfaces;i = j)
5164                 {
5165                         surface = texturesurfacelist[i];
5166                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5167                                 if (texturesurfacelist[j] != surface2)
5168                                         break;
5169                         Con_Printf(" %i", j - i);
5170                 }
5171                 Con_Printf("\n");
5172                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5173 #endif
5174                 for (i = 0;i < texturenumsurfaces;i = j)
5175                 {
5176                         surface = texturesurfacelist[i];
5177                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5178                         if (deluxemaptexunit >= 0)
5179                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5180                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5181                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5182                                         break;
5183 #if 0
5184                         Con_Printf(" %i", j - i);
5185 #endif
5186                         surface2 = texturesurfacelist[j-1];
5187                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5188                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5189                         GL_LockArrays(surface->num_firstvertex, numvertices);
5190                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5191                 }
5192 #if 0
5193                 Con_Printf("\n");
5194 #endif
5195         }
5196         else
5197         {
5198                 for (i = 0;i < texturenumsurfaces;i++)
5199                 {
5200                         surface = texturesurfacelist[i];
5201                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5202                         if (deluxemaptexunit >= 0)
5203                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5204                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5205                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5206                 }
5207         }
5208 }
5209
5210 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5211 {
5212         int j;
5213         int texturesurfaceindex;
5214         if (r_showsurfaces.integer == 2)
5215         {
5216                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5217                 {
5218                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5219                         for (j = 0;j < surface->num_triangles;j++)
5220                         {
5221                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
5222                                 GL_Color(f, f, f, 1);
5223                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
5224                         }
5225                 }
5226         }
5227         else
5228         {
5229                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5230                 {
5231                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5232                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
5233                         GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
5234                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5235                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5236                 }
5237         }
5238 }
5239
5240 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5241 {
5242         int texturesurfaceindex;
5243         int i;
5244         float f;
5245         float *v, *c, *c2;
5246         if (rsurface.lightmapcolor4f)
5247         {
5248                 // generate color arrays for the surfaces in this list
5249                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5250                 {
5251                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5252                         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)
5253                         {
5254                                 f = FogPoint_Model(v);
5255                                 c2[0] = c[0] * f;
5256                                 c2[1] = c[1] * f;
5257                                 c2[2] = c[2] * f;
5258                                 c2[3] = c[3];
5259                         }
5260                 }
5261         }
5262         else
5263         {
5264                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5265                 {
5266                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5267                         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)
5268                         {
5269                                 f = FogPoint_Model(v);
5270                                 c2[0] = f;
5271                                 c2[1] = f;
5272                                 c2[2] = f;
5273                                 c2[3] = 1;
5274                         }
5275                 }
5276         }
5277         rsurface.lightmapcolor4f = rsurface.array_color4f;
5278         rsurface.lightmapcolor4f_bufferobject = 0;
5279         rsurface.lightmapcolor4f_bufferoffset = 0;
5280 }
5281
5282 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5283 {
5284         int texturesurfaceindex;
5285         int i;
5286         float *c, *c2;
5287         if (!rsurface.lightmapcolor4f)
5288                 return;
5289         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5290         {
5291                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5292                 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)
5293                 {
5294                         c2[0] = c[0] * r;
5295                         c2[1] = c[1] * g;
5296                         c2[2] = c[2] * b;
5297                         c2[3] = c[3] * a;
5298                 }
5299         }
5300         rsurface.lightmapcolor4f = rsurface.array_color4f;
5301         rsurface.lightmapcolor4f_bufferobject = 0;
5302         rsurface.lightmapcolor4f_bufferoffset = 0;
5303 }
5304
5305 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5306 {
5307         // TODO: optimize
5308         rsurface.lightmapcolor4f = NULL;
5309         rsurface.lightmapcolor4f_bufferobject = 0;
5310         rsurface.lightmapcolor4f_bufferoffset = 0;
5311         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5312         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5313         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5314         GL_Color(r, g, b, a);
5315         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5316 }
5317
5318 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5319 {
5320         // TODO: optimize applyfog && applycolor case
5321         // just apply fog if necessary, and tint the fog color array if necessary
5322         rsurface.lightmapcolor4f = NULL;
5323         rsurface.lightmapcolor4f_bufferobject = 0;
5324         rsurface.lightmapcolor4f_bufferoffset = 0;
5325         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5326         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5327         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5328         GL_Color(r, g, b, a);
5329         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5330 }
5331
5332 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5333 {
5334         int texturesurfaceindex;
5335         int i;
5336         float *c;
5337         // TODO: optimize
5338         if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5339         {
5340                 // generate color arrays for the surfaces in this list
5341                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5342                 {
5343                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5344                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5345                         {
5346                                 if (surface->lightmapinfo->samples)
5347                                 {
5348                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5349                                         float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5350                                         VectorScale(lm, scale, c);
5351                                         if (surface->lightmapinfo->styles[1] != 255)
5352                                         {
5353                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5354                                                 lm += size3;
5355                                                 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5356                                                 VectorMA(c, scale, lm, c);
5357                                                 if (surface->lightmapinfo->styles[2] != 255)
5358                                                 {
5359                                                         lm += size3;
5360                                                         scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5361                                                         VectorMA(c, scale, lm, c);
5362                                                         if (surface->lightmapinfo->styles[3] != 255)
5363                                                         {
5364                                                                 lm += size3;
5365                                                                 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5366                                                                 VectorMA(c, scale, lm, c);
5367                                                         }
5368                                                 }
5369                                         }
5370                                 }
5371                                 else
5372                                         VectorClear(c);
5373                                 c[3] = 1;
5374                         }
5375                 }
5376                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5377                 rsurface.lightmapcolor4f_bufferobject = 0;
5378                 rsurface.lightmapcolor4f_bufferoffset = 0;
5379         }
5380         else
5381         {
5382                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5383                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5384                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5385         }
5386         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5387         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5388         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5389         GL_Color(r, g, b, a);
5390         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5391 }
5392
5393 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5394 {
5395         int texturesurfaceindex;
5396         int i;
5397         float f;
5398         float *v, *c, *c2;
5399         vec3_t ambientcolor;
5400         vec3_t diffusecolor;
5401         vec3_t lightdir;
5402         // TODO: optimize
5403         // model lighting
5404         VectorCopy(rsurface.modellight_lightdir, lightdir);
5405         f = 0.5f * r_refdef.lightmapintensity;
5406         ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5407         ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5408         ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5409         diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5410         diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5411         diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5412         if (VectorLength2(diffusecolor) > 0)
5413         {
5414                 // generate color arrays for the surfaces in this list
5415                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5416                 {
5417                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5418                         int numverts = surface->num_vertices;
5419                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5420                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5421                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5422                         // q3-style directional shading
5423                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5424                         {
5425                                 if ((f = DotProduct(c2, lightdir)) > 0)
5426                                         VectorMA(ambientcolor, f, diffusecolor, c);
5427                                 else
5428                                         VectorCopy(ambientcolor, c);
5429                                 c[3] = a;
5430                         }
5431                 }
5432                 r = 1;
5433                 g = 1;
5434                 b = 1;
5435                 a = 1;
5436                 applycolor = false;
5437                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5438                 rsurface.lightmapcolor4f_bufferobject = 0;
5439                 rsurface.lightmapcolor4f_bufferoffset = 0;
5440         }
5441         else
5442         {
5443                 r = ambientcolor[0];
5444                 g = ambientcolor[1];
5445                 b = ambientcolor[2];
5446                 rsurface.lightmapcolor4f = NULL;
5447                 rsurface.lightmapcolor4f_bufferobject = 0;
5448                 rsurface.lightmapcolor4f_bufferoffset = 0;
5449         }
5450         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5451         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5452         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5453         GL_Color(r, g, b, a);
5454         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5455 }
5456
5457 void RSurf_SetupDepthAndCulling(void)
5458 {
5459         // submodels are biased to avoid z-fighting with world surfaces that they
5460         // may be exactly overlapping (avoids z-fighting artifacts on certain
5461         // doors and things in Quake maps)
5462         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5463         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5464         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5465         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5466 }
5467
5468 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5469 {
5470         RSurf_SetupDepthAndCulling();
5471         if (rsurface.mode != RSURFMODE_SHOWSURFACES)
5472         {
5473                 rsurface.mode = RSURFMODE_SHOWSURFACES;
5474                 GL_DepthMask(true);
5475                 GL_BlendFunc(GL_ONE, GL_ZERO);
5476                 R_Mesh_ColorPointer(NULL, 0, 0);
5477                 R_Mesh_ResetTextureState();
5478         }
5479         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5480         RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5481 }
5482
5483 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5484 {
5485         // transparent sky would be ridiculous
5486         if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
5487                 return;
5488         if (rsurface.mode != RSURFMODE_SKY)
5489         {
5490                 if (rsurface.mode == RSURFMODE_GLSL)
5491                 {
5492                         qglUseProgramObjectARB(0);CHECKGLERROR
5493                 }
5494                 rsurface.mode = RSURFMODE_SKY;
5495         }
5496         if (skyrendernow)
5497         {
5498                 skyrendernow = false;
5499                 R_Sky();
5500                 // restore entity matrix
5501                 R_Mesh_Matrix(&rsurface.matrix);
5502         }
5503         RSurf_SetupDepthAndCulling();
5504         GL_DepthMask(true);
5505         // LordHavoc: HalfLife maps have freaky skypolys so don't use
5506         // skymasking on them, and Quake3 never did sky masking (unlike
5507         // software Quake and software Quake2), so disable the sky masking
5508         // in Quake3 maps as it causes problems with q3map2 sky tricks,
5509         // and skymasking also looks very bad when noclipping outside the
5510         // level, so don't use it then either.
5511         if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
5512         {
5513                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5514                 R_Mesh_ColorPointer(NULL, 0, 0);
5515                 R_Mesh_ResetTextureState();
5516                 if (skyrendermasked)
5517                 {
5518                         // depth-only (masking)
5519                         GL_ColorMask(0,0,0,0);
5520                         // just to make sure that braindead drivers don't draw
5521                         // anything despite that colormask...
5522                         GL_BlendFunc(GL_ZERO, GL_ONE);
5523                 }
5524                 else
5525                 {
5526                         // fog sky
5527                         GL_BlendFunc(GL_ONE, GL_ZERO);
5528                 }
5529                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5530                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5531                 if (skyrendermasked)
5532                         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
5533         }
5534 }
5535
5536 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
5537 {
5538         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5539                 return;
5540
5541         if (rsurface.mode != RSURFMODE_GLSL)
5542         {
5543                 rsurface.mode = RSURFMODE_GLSL;
5544                 R_Mesh_ResetTextureState();
5545                 GL_Color(1, 1, 1, 1);
5546         }
5547
5548         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5549         R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5550         R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
5551         R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
5552         R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
5553         R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
5554         R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5555         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5556         {
5557                 R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
5558                 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5559                 R_Mesh_ColorPointer(NULL, 0, 0);
5560         }
5561         else if (rsurface.uselightmaptexture)
5562         {
5563                 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
5564                 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
5565                 R_Mesh_ColorPointer(NULL, 0, 0);
5566         }
5567         else
5568         {
5569                 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
5570                 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5571                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5572         }
5573         R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
5574         R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
5575         R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
5576
5577         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5578         {
5579                 // render background
5580                 GL_BlendFunc(GL_ONE, GL_ZERO);
5581                 GL_DepthMask(true);
5582                 GL_AlphaTest(false);
5583
5584                 GL_Color(1, 1, 1, 1);
5585                 R_Mesh_ColorPointer(NULL, 0, 0);
5586
5587                 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5588                 if (r_glsl_permutation)
5589                 {
5590                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5591                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5592                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5593                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5594                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5595                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5596                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection ? 12 : -1);
5597                 }
5598
5599                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5600                 GL_DepthMask(false);
5601                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5602                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5603                 {
5604                         R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
5605                         R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5606                         R_Mesh_ColorPointer(NULL, 0, 0);
5607                 }
5608                 else if (rsurface.uselightmaptexture)
5609                 {
5610                         R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
5611                         R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
5612                         R_Mesh_ColorPointer(NULL, 0, 0);
5613                 }
5614                 else
5615                 {
5616                         R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
5617                         R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5618                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5619                 }
5620                 R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
5621                 R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
5622         }
5623
5624         R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5625         if (!r_glsl_permutation)
5626                 return;
5627
5628         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5629         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5630         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5631         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5632         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5633         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5634
5635         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5636         {
5637                 GL_BlendFunc(GL_ONE, GL_ZERO);
5638                 GL_DepthMask(true);
5639                 GL_AlphaTest(false);
5640         }
5641
5642         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5643         {
5644                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5645                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
5646                 else
5647                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
5648         }
5649         else
5650         {
5651                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5652                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
5653                 else
5654                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5655         }
5656         if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
5657         {
5658         }
5659 }
5660
5661 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
5662 {
5663         // OpenGL 1.3 path - anything not completely ancient
5664         int texturesurfaceindex;
5665         qboolean applycolor;
5666         qboolean applyfog;
5667         rmeshstate_t m;
5668         int layerindex;
5669         const texturelayer_t *layer;
5670         if (rsurface.mode != RSURFMODE_MULTIPASS)
5671                 rsurface.mode = RSURFMODE_MULTIPASS;
5672         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5673
5674         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5675         {
5676                 vec4_t layercolor;
5677                 int layertexrgbscale;
5678                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5679                 {
5680                         if (layerindex == 0)
5681                                 GL_AlphaTest(true);
5682                         else
5683                         {
5684                                 GL_AlphaTest(false);
5685                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5686                         }
5687                 }
5688                 GL_DepthMask(layer->depthmask);
5689                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5690                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
5691                 {
5692                         layertexrgbscale = 4;
5693                         VectorScale(layer->color, 0.25f, layercolor);
5694                 }
5695                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
5696                 {
5697                         layertexrgbscale = 2;
5698                         VectorScale(layer->color, 0.5f, layercolor);
5699                 }
5700                 else
5701                 {
5702                         layertexrgbscale = 1;
5703                         VectorScale(layer->color, 1.0f, layercolor);
5704                 }
5705                 layercolor[3] = layer->color[3];
5706                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5707                 R_Mesh_ColorPointer(NULL, 0, 0);
5708                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5709                 switch (layer->type)
5710                 {
5711                 case TEXTURELAYERTYPE_LITTEXTURE:
5712                         memset(&m, 0, sizeof(m));
5713                         m.tex[0] = R_GetTexture(r_texture_white);
5714                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5715                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5716                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5717                         m.tex[1] = R_GetTexture(layer->texture);
5718                         m.texmatrix[1] = layer->texmatrix;
5719                         m.texrgbscale[1] = layertexrgbscale;
5720                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
5721                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
5722                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
5723                         R_Mesh_TextureState(&m);
5724                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5725                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5726                         else if (rsurface.uselightmaptexture)
5727                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5728                         else
5729                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5730                         break;
5731                 case TEXTURELAYERTYPE_TEXTURE:
5732                         memset(&m, 0, sizeof(m));
5733                         m.tex[0] = R_GetTexture(layer->texture);
5734                         m.texmatrix[0] = layer->texmatrix;
5735                         m.texrgbscale[0] = layertexrgbscale;
5736                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5737                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5738                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5739                         R_Mesh_TextureState(&m);
5740                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5741                         break;
5742                 case TEXTURELAYERTYPE_FOG:
5743                         memset(&m, 0, sizeof(m));
5744                         m.texrgbscale[0] = layertexrgbscale;
5745                         if (layer->texture)
5746                         {
5747                                 m.tex[0] = R_GetTexture(layer->texture);
5748                                 m.texmatrix[0] = layer->texmatrix;
5749                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5750                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5751                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5752                         }
5753                         R_Mesh_TextureState(&m);
5754                         // generate a color array for the fog pass
5755                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5756                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5757                         {
5758                                 int i;
5759                                 float f, *v, *c;
5760                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5761                                 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)
5762                                 {
5763                                         f = 1 - FogPoint_Model(v);
5764                                         c[0] = layercolor[0];
5765                                         c[1] = layercolor[1];
5766                                         c[2] = layercolor[2];
5767                                         c[3] = f * layercolor[3];
5768                                 }
5769                         }
5770                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5771                         break;
5772                 default:
5773                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5774                 }
5775                 GL_LockArrays(0, 0);
5776         }
5777         CHECKGLERROR
5778         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5779         {
5780                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5781                 GL_AlphaTest(false);
5782         }
5783 }
5784
5785 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
5786 {
5787         // OpenGL 1.1 - crusty old voodoo path
5788         int texturesurfaceindex;
5789         qboolean applyfog;
5790         rmeshstate_t m;
5791         int layerindex;
5792         const texturelayer_t *layer;
5793         if (rsurface.mode != RSURFMODE_MULTIPASS)
5794                 rsurface.mode = RSURFMODE_MULTIPASS;
5795         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5796
5797         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5798         {
5799                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5800                 {
5801                         if (layerindex == 0)
5802                                 GL_AlphaTest(true);
5803                         else
5804                         {
5805                                 GL_AlphaTest(false);
5806                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5807                         }
5808                 }
5809                 GL_DepthMask(layer->depthmask);
5810                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5811                 R_Mesh_ColorPointer(NULL, 0, 0);
5812                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5813                 switch (layer->type)
5814                 {
5815                 case TEXTURELAYERTYPE_LITTEXTURE:
5816                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
5817                         {
5818                                 // two-pass lit texture with 2x rgbscale
5819                                 // first the lightmap pass
5820                                 memset(&m, 0, sizeof(m));
5821                                 m.tex[0] = R_GetTexture(r_texture_white);
5822                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5823                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5824                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5825                                 R_Mesh_TextureState(&m);
5826                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5827                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5828                                 else if (rsurface.uselightmaptexture)
5829                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5830                                 else
5831                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5832                                 GL_LockArrays(0, 0);
5833                                 // then apply the texture to it
5834                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
5835                                 memset(&m, 0, sizeof(m));
5836                                 m.tex[0] = R_GetTexture(layer->texture);
5837                                 m.texmatrix[0] = layer->texmatrix;
5838                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5839                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5840                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5841                                 R_Mesh_TextureState(&m);
5842                                 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);
5843                         }
5844                         else
5845                         {
5846                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
5847                                 memset(&m, 0, sizeof(m));
5848                                 m.tex[0] = R_GetTexture(layer->texture);
5849                                 m.texmatrix[0] = layer->texmatrix;
5850                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5851                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5852                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5853                                 R_Mesh_TextureState(&m);
5854                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5855                                         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);
5856                                 else
5857                                         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);
5858                         }
5859                         break;
5860                 case TEXTURELAYERTYPE_TEXTURE:
5861                         // singletexture unlit texture with transparency support
5862                         memset(&m, 0, sizeof(m));
5863                         m.tex[0] = R_GetTexture(layer->texture);
5864                         m.texmatrix[0] = layer->texmatrix;
5865                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5866                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5867                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5868                         R_Mesh_TextureState(&m);
5869                         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);
5870                         break;
5871                 case TEXTURELAYERTYPE_FOG:
5872                         // singletexture fogging
5873                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5874                         if (layer->texture)
5875                         {
5876                                 memset(&m, 0, sizeof(m));
5877                                 m.tex[0] = R_GetTexture(layer->texture);
5878                                 m.texmatrix[0] = layer->texmatrix;
5879                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5880                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5881                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5882                                 R_Mesh_TextureState(&m);
5883                         }
5884                         else
5885                                 R_Mesh_ResetTextureState();
5886                         // generate a color array for the fog pass
5887                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5888                         {
5889                                 int i;
5890                                 float f, *v, *c;
5891                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5892                                 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)
5893                                 {
5894                                         f = 1 - FogPoint_Model(v);
5895                                         c[0] = layer->color[0];
5896                                         c[1] = layer->color[1];
5897                                         c[2] = layer->color[2];
5898                                         c[3] = f * layer->color[3];
5899                                 }
5900                         }
5901                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5902                         break;
5903                 default:
5904                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5905                 }
5906                 GL_LockArrays(0, 0);
5907         }
5908         CHECKGLERROR
5909         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5910         {
5911                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5912                 GL_AlphaTest(false);
5913         }
5914 }
5915
5916 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
5917 {
5918         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
5919                 return;
5920         rsurface.rtlight = NULL;
5921         CHECKGLERROR
5922         if (depthonly)
5923         {
5924                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
5925                         return;
5926                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
5927                         return;
5928                 if (rsurface.mode != RSURFMODE_MULTIPASS)
5929                         rsurface.mode = RSURFMODE_MULTIPASS;
5930                 if (r_depthfirst.integer == 3)
5931                 {
5932                         int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
5933                         if (!r_view.showdebug)
5934                                 GL_Color(0, 0, 0, 1);
5935                         else
5936                                 GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
5937                 }
5938                 else
5939                 {
5940                         GL_ColorMask(0,0,0,0);
5941                         GL_Color(1,1,1,1);
5942                 }
5943                 RSurf_SetupDepthAndCulling();
5944                 GL_DepthTest(true);
5945                 GL_BlendFunc(GL_ONE, GL_ZERO);
5946                 GL_DepthMask(true);
5947                 GL_AlphaTest(false);
5948                 R_Mesh_ColorPointer(NULL, 0, 0);
5949                 R_Mesh_ResetTextureState();
5950                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5951                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5952                 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
5953         }
5954         else if (r_depthfirst.integer == 3)
5955                 return;
5956         else if (!r_view.showdebug && (r_showsurfaces.integer || gl_lightmaps.integer))
5957         {
5958                 GL_Color(0, 0, 0, 1);
5959                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5960         }
5961         else if (r_showsurfaces.integer)
5962         {
5963                 if (rsurface.mode != RSURFMODE_MULTIPASS)
5964                         rsurface.mode = RSURFMODE_MULTIPASS;
5965                 RSurf_SetupDepthAndCulling();
5966                 GL_DepthTest(true);
5967                 GL_BlendFunc(GL_ONE, GL_ZERO);
5968                 GL_DepthMask(writedepth);
5969                 GL_Color(1,1,1,1);
5970                 GL_AlphaTest(false);
5971                 R_Mesh_ColorPointer(NULL, 0, 0);
5972                 R_Mesh_ResetTextureState();
5973                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5974                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5975         }
5976         else if (gl_lightmaps.integer)
5977         {
5978                 rmeshstate_t m;
5979                 if (rsurface.mode != RSURFMODE_MULTIPASS)
5980                         rsurface.mode = RSURFMODE_MULTIPASS;
5981                 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5982                 GL_DepthTest(true);
5983                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5984                 GL_BlendFunc(GL_ONE, GL_ZERO);
5985                 GL_DepthMask(writedepth);
5986                 GL_Color(1,1,1,1);
5987                 GL_AlphaTest(false);
5988                 R_Mesh_ColorPointer(NULL, 0, 0);
5989                 memset(&m, 0, sizeof(m));
5990                 m.tex[0] = R_GetTexture(r_texture_white);
5991                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5992                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5993                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5994                 R_Mesh_TextureState(&m);
5995                 RSurf_PrepareVerticesForBatch(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, false, texturenumsurfaces, texturesurfacelist);
5996                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5997                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5998                 else if (rsurface.uselightmaptexture)
5999                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6000                 else
6001                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6002         }
6003         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6004                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6005         else if (rsurface.texture->currentnumlayers)
6006         {
6007                 // write depth for anything we skipped on the depth-only pass earlier
6008                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6009                         writedepth = true;
6010                 RSurf_SetupDepthAndCulling();
6011                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6012                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6013                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6014                 if (r_glsl.integer && gl_support_fragment_shader)
6015                         R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
6016                 else if (gl_combine.integer && r_textureunits.integer >= 2)
6017                         R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
6018                 else
6019                         R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
6020         }
6021         CHECKGLERROR
6022         GL_LockArrays(0, 0);
6023 }
6024
6025 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6026 {
6027         int i, j;
6028         int texturenumsurfaces, endsurface;
6029         texture_t *texture;
6030         msurface_t *surface;
6031         msurface_t *texturesurfacelist[1024];
6032
6033         // if the model is static it doesn't matter what value we give for
6034         // wantnormals and wanttangents, so this logic uses only rules applicable
6035         // to a model, knowing that they are meaningless otherwise
6036         if (ent == r_refdef.worldentity)
6037                 RSurf_ActiveWorldEntity();
6038         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6039                 RSurf_ActiveModelEntity(ent, false, false);
6040         else
6041                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6042
6043         for (i = 0;i < numsurfaces;i = j)
6044         {
6045                 j = i + 1;
6046                 surface = rsurface.modelsurfaces + surfacelist[i];
6047                 texture = surface->texture;
6048                 R_UpdateTextureInfo(ent, texture);
6049                 rsurface.texture = texture->currentframe;
6050                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6051                 // scan ahead until we find a different texture
6052                 endsurface = min(i + 1024, numsurfaces);
6053                 texturenumsurfaces = 0;
6054                 texturesurfacelist[texturenumsurfaces++] = surface;
6055                 for (;j < endsurface;j++)
6056                 {
6057                         surface = rsurface.modelsurfaces + surfacelist[j];
6058                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6059                                 break;
6060                         texturesurfacelist[texturenumsurfaces++] = surface;
6061                 }
6062                 // render the range of surfaces
6063                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
6064         }
6065
6066         RSurf_CleanUp();
6067 }
6068
6069 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6070 {
6071         int i, j;
6072         vec3_t tempcenter, center;
6073         texture_t *texture;
6074         // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6075         if (addwaterplanes)
6076         {
6077                 for (i = 0;i < numsurfaces;i++)
6078                         if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6079                                 R_Water_AddWaterPlane(surfacelist[i]);
6080                 return;
6081         }
6082         // break the surface list down into batches by texture and use of lightmapping
6083         for (i = 0;i < numsurfaces;i = j)
6084         {
6085                 j = i + 1;
6086                 // texture is the base texture pointer, rsurface.texture is the
6087                 // current frame/skin the texture is directing us to use (for example
6088                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6089                 // use skin 1 instead)
6090                 texture = surfacelist[i]->texture;
6091                 rsurface.texture = texture->currentframe;
6092                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6093                 if (!(rsurface.texture->currentmaterialflags & flagsmask))
6094                 {
6095                         // if this texture is not the kind we want, skip ahead to the next one
6096                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6097                                 ;
6098                         continue;
6099                 }
6100                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6101                 {
6102                         // transparent surfaces get pushed off into the transparent queue
6103                         const msurface_t *surface = surfacelist[i];
6104                         if (depthonly)
6105                                 continue;
6106                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6107                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6108                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6109                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6110                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
6111                 }
6112                 else
6113                 {
6114                         // simply scan ahead until we find a different texture or lightmap state
6115                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6116                                 ;
6117                         // render the range of surfaces
6118                         R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
6119                 }
6120         }
6121 }
6122
6123 float locboxvertex3f[6*4*3] =
6124 {
6125         1,0,1, 1,0,0, 1,1,0, 1,1,1,
6126         0,1,1, 0,1,0, 0,0,0, 0,0,1,
6127         1,1,1, 1,1,0, 0,1,0, 0,1,1,
6128         0,0,1, 0,0,0, 1,0,0, 1,0,1,
6129         0,0,1, 1,0,1, 1,1,1, 0,1,1,
6130         1,0,0, 0,0,0, 0,1,0, 1,1,0
6131 };
6132
6133 int locboxelement3i[6*2*3] =
6134 {
6135          0, 1, 2, 0, 2, 3,
6136          4, 5, 6, 4, 6, 7,
6137          8, 9,10, 8,10,11,
6138         12,13,14, 12,14,15,
6139         16,17,18, 16,18,19,
6140         20,21,22, 20,22,23
6141 };
6142
6143 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6144 {
6145         int i, j;
6146         cl_locnode_t *loc = (cl_locnode_t *)ent;
6147         vec3_t mins, size;
6148         float vertex3f[6*4*3];
6149         CHECKGLERROR
6150         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6151         GL_DepthMask(false);
6152         GL_DepthRange(0, 1);
6153         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6154         GL_DepthTest(true);
6155         GL_CullFace(GL_NONE);
6156         R_Mesh_Matrix(&identitymatrix);
6157
6158         R_Mesh_VertexPointer(vertex3f, 0, 0);
6159         R_Mesh_ColorPointer(NULL, 0, 0);
6160         R_Mesh_ResetTextureState();
6161
6162         i = surfacelist[0];
6163         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
6164                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
6165                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
6166                         surfacelist[0] < 0 ? 0.5f : 0.125f);
6167
6168         if (VectorCompare(loc->mins, loc->maxs))
6169         {
6170                 VectorSet(size, 2, 2, 2);
6171                 VectorMA(loc->mins, -0.5f, size, mins);
6172         }
6173         else
6174         {
6175                 VectorCopy(loc->mins, mins);
6176                 VectorSubtract(loc->maxs, loc->mins, size);
6177         }
6178
6179         for (i = 0;i < 6*4*3;)
6180                 for (j = 0;j < 3;j++, i++)
6181                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6182
6183         R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6184 }
6185
6186 void R_DrawLocs(void)
6187 {
6188         int index;
6189         cl_locnode_t *loc, *nearestloc;
6190         vec3_t center;
6191         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6192         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6193         {
6194                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6195                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6196         }
6197 }
6198
6199 void R_DrawDebugModel(entity_render_t *ent)
6200 {
6201         int i, j, k, l, flagsmask;
6202         const int *elements;
6203         q3mbrush_t *brush;
6204         msurface_t *surface;
6205         model_t *model = ent->model;
6206         vec3_t v;
6207
6208         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
6209
6210         R_Mesh_ColorPointer(NULL, 0, 0);
6211         R_Mesh_ResetTextureState();
6212         GL_DepthRange(0, 1);
6213         GL_DepthTest(!r_showdisabledepthtest.integer);
6214         GL_DepthMask(false);
6215         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6216
6217         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6218         {
6219                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6220                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6221                 {
6222                         if (brush->colbrushf && brush->colbrushf->numtriangles)
6223                         {
6224                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6225                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value);
6226                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6227                         }
6228                 }
6229                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6230                 {
6231                         if (surface->num_collisiontriangles)
6232                         {
6233                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6234                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value);
6235                                 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6236                         }
6237                 }
6238         }
6239
6240         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6241
6242         if (r_showtris.integer || r_shownormals.integer)
6243         {
6244                 if (r_showdisabledepthtest.integer)
6245                 {
6246                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6247                         GL_DepthMask(false);
6248                 }
6249                 else
6250                 {
6251                         GL_BlendFunc(GL_ONE, GL_ZERO);
6252                         GL_DepthMask(true);
6253                 }
6254                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6255                 {
6256                         if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
6257                                 continue;
6258                         rsurface.texture = surface->texture->currentframe;
6259                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6260                         {
6261                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6262                                 if (r_showtris.value > 0)
6263                                 {
6264                                         if (!rsurface.texture->currentlayers->depthmask)
6265                                                 GL_Color(r_view.colorscale, 0, 0, r_showtris.value);
6266                                         else if (ent == r_refdef.worldentity)
6267                                                 GL_Color(r_view.colorscale, r_view.colorscale, r_view.colorscale, r_showtris.value);
6268                                         else
6269                                                 GL_Color(0, r_view.colorscale, 0, r_showtris.value);
6270                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6271                                         CHECKGLERROR
6272                                         qglBegin(GL_LINES);
6273                                         for (k = 0;k < surface->num_triangles;k++, elements += 3)
6274                                         {
6275 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6276                                                 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6277                                                 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6278                                                 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6279                                         }
6280                                         qglEnd();
6281                                         CHECKGLERROR
6282                                 }
6283                                 if (r_shownormals.value > 0)
6284                                 {
6285                                         qglBegin(GL_LINES);
6286                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6287                                         {
6288                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6289                                                 GL_Color(r_view.colorscale, 0, 0, 1);
6290                                                 qglVertex3f(v[0], v[1], v[2]);
6291                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6292                                                 GL_Color(r_view.colorscale, 1, 1, 1);
6293                                                 qglVertex3f(v[0], v[1], v[2]);
6294                                         }
6295                                         qglEnd();
6296                                         CHECKGLERROR
6297                                         qglBegin(GL_LINES);
6298                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6299                                         {
6300                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6301                                                 GL_Color(0, r_view.colorscale, 0, 1);
6302                                                 qglVertex3f(v[0], v[1], v[2]);
6303                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6304                                                 GL_Color(r_view.colorscale, 1, 1, 1);
6305                                                 qglVertex3f(v[0], v[1], v[2]);
6306                                         }
6307                                         qglEnd();
6308                                         CHECKGLERROR
6309                                         qglBegin(GL_LINES);
6310                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6311                                         {
6312                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6313                                                 GL_Color(0, 0, r_view.colorscale, 1);
6314                                                 qglVertex3f(v[0], v[1], v[2]);
6315                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6316                                                 GL_Color(r_view.colorscale, 1, 1, 1);
6317                                                 qglVertex3f(v[0], v[1], v[2]);
6318                                         }
6319                                         qglEnd();
6320                                         CHECKGLERROR
6321                                 }
6322                         }
6323                 }
6324                 rsurface.texture = NULL;
6325         }
6326 }
6327
6328 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6329 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6330 {
6331         int i, j, endj, f, flagsmask;
6332         msurface_t *surface;
6333         texture_t *t;
6334         model_t *model = r_refdef.worldmodel;
6335         const int maxsurfacelist = 1024;
6336         int numsurfacelist = 0;
6337         msurface_t *surfacelist[1024];
6338         if (model == NULL)
6339                 return;
6340
6341         RSurf_ActiveWorldEntity();
6342
6343         // update light styles on this submodel
6344         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6345         {
6346                 model_brush_lightstyleinfo_t *style;
6347                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6348                 {
6349                         if (style->value != r_refdef.lightstylevalue[style->style])
6350                         {
6351                                 msurface_t *surfaces = model->data_surfaces;
6352                                 int *list = style->surfacelist;
6353                                 style->value = r_refdef.lightstylevalue[style->style];
6354                                 for (j = 0;j < style->numsurfaces;j++)
6355                                         surfaces[list[j]].cached_dlight = true;
6356                         }
6357                 }
6358         }
6359
6360         R_UpdateAllTextureInfo(r_refdef.worldentity);
6361         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6362
6363         if (debug)
6364         {
6365                 R_DrawDebugModel(r_refdef.worldentity);
6366                 return;
6367         }
6368
6369         f = 0;
6370         t = NULL;
6371         rsurface.uselightmaptexture = false;
6372         rsurface.texture = NULL;
6373         numsurfacelist = 0;
6374         j = model->firstmodelsurface;
6375         endj = j + model->nummodelsurfaces;
6376         while (j < endj)
6377         {
6378                 // quickly skip over non-visible surfaces
6379                 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
6380                         ;
6381                 // quickly iterate over visible surfaces
6382                 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
6383                 {
6384                         // process this surface
6385                         surface = model->data_surfaces + j;
6386                         // if this surface fits the criteria, add it to the list
6387                         if (surface->num_triangles)
6388                         {
6389                                 // if lightmap parameters changed, rebuild lightmap texture
6390                                 if (surface->cached_dlight)
6391                                         R_BuildLightMap(r_refdef.worldentity, surface);
6392                                 // add face to draw list
6393                                 surfacelist[numsurfacelist++] = surface;
6394                                 r_refdef.stats.world_triangles += surface->num_triangles;
6395                                 if (numsurfacelist >= maxsurfacelist)
6396                                 {
6397                                         r_refdef.stats.world_surfaces += numsurfacelist;
6398                                         R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6399                                         numsurfacelist = 0;
6400                                 }
6401                         }
6402                 }
6403         }
6404         r_refdef.stats.world_surfaces += numsurfacelist;
6405         if (numsurfacelist)
6406                 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6407         RSurf_CleanUp();
6408 }
6409
6410 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6411 {
6412         int i, j, f, flagsmask;
6413         msurface_t *surface, *endsurface;
6414         texture_t *t;
6415         model_t *model = ent->model;
6416         const int maxsurfacelist = 1024;
6417         int numsurfacelist = 0;
6418         msurface_t *surfacelist[1024];
6419         if (model == NULL)
6420                 return;
6421
6422         // if the model is static it doesn't matter what value we give for
6423         // wantnormals and wanttangents, so this logic uses only rules applicable
6424         // to a model, knowing that they are meaningless otherwise
6425         if (ent == r_refdef.worldentity)
6426                 RSurf_ActiveWorldEntity();
6427         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6428                 RSurf_ActiveModelEntity(ent, false, false);
6429         else
6430                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6431
6432         // update light styles
6433         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6434         {
6435                 model_brush_lightstyleinfo_t *style;
6436                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6437                 {
6438                         if (style->value != r_refdef.lightstylevalue[style->style])
6439                         {
6440                                 msurface_t *surfaces = model->data_surfaces;
6441                                 int *list = style->surfacelist;
6442                                 style->value = r_refdef.lightstylevalue[style->style];
6443                                 for (j = 0;j < style->numsurfaces;j++)
6444                                         surfaces[list[j]].cached_dlight = true;
6445                         }
6446                 }
6447         }
6448
6449         R_UpdateAllTextureInfo(ent);
6450         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6451
6452         if (debug)
6453         {
6454                 R_DrawDebugModel(ent);
6455                 return;
6456         }
6457
6458         f = 0;
6459         t = NULL;
6460         rsurface.uselightmaptexture = false;
6461         rsurface.texture = NULL;
6462         numsurfacelist = 0;
6463         surface = model->data_surfaces + model->firstmodelsurface;
6464         endsurface = surface + model->nummodelsurfaces;
6465         for (;surface < endsurface;surface++)
6466         {
6467                 // if this surface fits the criteria, add it to the list
6468                 if (surface->num_triangles)
6469                 {
6470                         // if lightmap parameters changed, rebuild lightmap texture
6471                         if (surface->cached_dlight)
6472                                 R_BuildLightMap(ent, surface);
6473                         // add face to draw list
6474                         surfacelist[numsurfacelist++] = surface;
6475                         r_refdef.stats.entities_triangles += surface->num_triangles;
6476                         if (numsurfacelist >= maxsurfacelist)
6477                         {
6478                                 r_refdef.stats.entities_surfaces += numsurfacelist;
6479                                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6480                                 numsurfacelist = 0;
6481                         }
6482                 }
6483         }
6484         r_refdef.stats.entities_surfaces += numsurfacelist;
6485         if (numsurfacelist)
6486                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6487         RSurf_CleanUp();
6488 }