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fixed bug in autosprite setup code that made it malfunction badly on any
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "r_shadow.h"
24 #include "polygon.h"
25 #include "image.h"
26
27 mempool_t *r_main_mempool;
28 rtexturepool_t *r_main_texturepool;
29
30 //
31 // screen size info
32 //
33 r_refdef_t r_refdef;
34 r_view_t r_view;
35 r_viewcache_t r_viewcache;
36
37 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
40 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
47 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
48 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64
65 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
66 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
67 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
68 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
69 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
70 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
71 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
72
73 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)"};
74
75 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
76 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
77 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
78 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
79 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)"};
80
81 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
82 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
83 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
84
85 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
86 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
87 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
88 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
89 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
90 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
91 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
92
93 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
94 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
95 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
96 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)"};
97
98 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"};
99
100 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"};
101
102 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
103
104 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
105 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
106
107 typedef struct r_glsl_bloomshader_s
108 {
109         int program;
110         int loc_Texture_Bloom;
111 }
112 r_glsl_bloomshader_t;
113
114 static struct r_bloomstate_s
115 {
116         qboolean enabled;
117         qboolean hdr;
118
119         int bloomwidth, bloomheight;
120
121         int screentexturewidth, screentextureheight;
122         rtexture_t *texture_screen;
123
124         int bloomtexturewidth, bloomtextureheight;
125         rtexture_t *texture_bloom;
126
127         r_glsl_bloomshader_t *shader;
128
129         // arrays for rendering the screen passes
130         float screentexcoord2f[8];
131         float bloomtexcoord2f[8];
132         float offsettexcoord2f[8];
133 }
134 r_bloomstate;
135
136 // shadow volume bsp struct with automatically growing nodes buffer
137 svbsp_t r_svbsp;
138
139 rtexture_t *r_texture_blanknormalmap;
140 rtexture_t *r_texture_white;
141 rtexture_t *r_texture_black;
142 rtexture_t *r_texture_notexture;
143 rtexture_t *r_texture_whitecube;
144 rtexture_t *r_texture_normalizationcube;
145 rtexture_t *r_texture_fogattenuation;
146 //rtexture_t *r_texture_fogintensity;
147
148 // information about each possible shader permutation
149 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
150 // currently selected permutation
151 r_glsl_permutation_t *r_glsl_permutation;
152
153 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
154 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
155
156 // vertex coordinates for a quad that covers the screen exactly
157 const static float r_screenvertex3f[12] =
158 {
159         0, 0, 0,
160         1, 0, 0,
161         1, 1, 0,
162         0, 1, 0
163 };
164
165 extern void R_DrawModelShadows(void);
166
167 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
168 {
169         int i;
170         for (i = 0;i < verts;i++)
171         {
172                 out[0] = in[0] * r;
173                 out[1] = in[1] * g;
174                 out[2] = in[2] * b;
175                 out[3] = in[3];
176                 in += 4;
177                 out += 4;
178         }
179 }
180
181 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
182 {
183         int i;
184         for (i = 0;i < verts;i++)
185         {
186                 out[0] = r;
187                 out[1] = g;
188                 out[2] = b;
189                 out[3] = a;
190                 out += 4;
191         }
192 }
193
194 // FIXME: move this to client?
195 void FOG_clear(void)
196 {
197         if (gamemode == GAME_NEHAHRA)
198         {
199                 Cvar_Set("gl_fogenable", "0");
200                 Cvar_Set("gl_fogdensity", "0.2");
201                 Cvar_Set("gl_fogred", "0.3");
202                 Cvar_Set("gl_foggreen", "0.3");
203                 Cvar_Set("gl_fogblue", "0.3");
204         }
205         r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
206 }
207
208 float FogPoint_World(const vec3_t p)
209 {
210         int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
211         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
212 }
213
214 float FogPoint_Model(const vec3_t p)
215 {
216         int fogmasktableindex = (int)(VectorDistance((p), rsurface_modelorg) * r_refdef.fogmasktabledistmultiplier);
217         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
218 }
219
220 static void R_BuildBlankTextures(void)
221 {
222         unsigned char data[4];
223         data[0] = 128; // normal X
224         data[1] = 128; // normal Y
225         data[2] = 255; // normal Z
226         data[3] = 128; // height
227         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
228         data[0] = 255;
229         data[1] = 255;
230         data[2] = 255;
231         data[3] = 255;
232         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
233         data[0] = 0;
234         data[1] = 0;
235         data[2] = 0;
236         data[3] = 255;
237         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
238 }
239
240 static void R_BuildNoTexture(void)
241 {
242         int x, y;
243         unsigned char pix[16][16][4];
244         // this makes a light grey/dark grey checkerboard texture
245         for (y = 0;y < 16;y++)
246         {
247                 for (x = 0;x < 16;x++)
248                 {
249                         if ((y < 8) ^ (x < 8))
250                         {
251                                 pix[y][x][0] = 128;
252                                 pix[y][x][1] = 128;
253                                 pix[y][x][2] = 128;
254                                 pix[y][x][3] = 255;
255                         }
256                         else
257                         {
258                                 pix[y][x][0] = 64;
259                                 pix[y][x][1] = 64;
260                                 pix[y][x][2] = 64;
261                                 pix[y][x][3] = 255;
262                         }
263                 }
264         }
265         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
266 }
267
268 static void R_BuildWhiteCube(void)
269 {
270         unsigned char data[6*1*1*4];
271         data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
272         data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
273         data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
274         data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
275         data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
276         data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
277         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
278 }
279
280 static void R_BuildNormalizationCube(void)
281 {
282         int x, y, side;
283         vec3_t v;
284         vec_t s, t, intensity;
285 #define NORMSIZE 64
286         unsigned char data[6][NORMSIZE][NORMSIZE][4];
287         for (side = 0;side < 6;side++)
288         {
289                 for (y = 0;y < NORMSIZE;y++)
290                 {
291                         for (x = 0;x < NORMSIZE;x++)
292                         {
293                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
294                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
295                                 switch(side)
296                                 {
297                                 default:
298                                 case 0:
299                                         v[0] = 1;
300                                         v[1] = -t;
301                                         v[2] = -s;
302                                         break;
303                                 case 1:
304                                         v[0] = -1;
305                                         v[1] = -t;
306                                         v[2] = s;
307                                         break;
308                                 case 2:
309                                         v[0] = s;
310                                         v[1] = 1;
311                                         v[2] = t;
312                                         break;
313                                 case 3:
314                                         v[0] = s;
315                                         v[1] = -1;
316                                         v[2] = -t;
317                                         break;
318                                 case 4:
319                                         v[0] = s;
320                                         v[1] = -t;
321                                         v[2] = 1;
322                                         break;
323                                 case 5:
324                                         v[0] = -s;
325                                         v[1] = -t;
326                                         v[2] = -1;
327                                         break;
328                                 }
329                                 intensity = 127.0f / sqrt(DotProduct(v, v));
330                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
331                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
332                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
333                                 data[side][y][x][3] = 255;
334                         }
335                 }
336         }
337         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
338 }
339
340 static void R_BuildFogTexture(void)
341 {
342         int x, b;
343 #define FOGWIDTH 64
344         unsigned char data1[FOGWIDTH][4];
345         //unsigned char data2[FOGWIDTH][4];
346         for (x = 0;x < FOGWIDTH;x++)
347         {
348                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
349                 data1[x][0] = b;
350                 data1[x][1] = b;
351                 data1[x][2] = b;
352                 data1[x][3] = 255;
353                 //data2[x][0] = 255 - b;
354                 //data2[x][1] = 255 - b;
355                 //data2[x][2] = 255 - b;
356                 //data2[x][3] = 255;
357         }
358         r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
359         //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
360 }
361
362 static const char *builtinshaderstring =
363 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
364 "// written by Forest 'LordHavoc' Hale\n"
365 "\n"
366 "// common definitions between vertex shader and fragment shader:\n"
367 "\n"
368 "#ifdef __GLSL_CG_DATA_TYPES\n"
369 "#define myhalf half\n"
370 "#define myhvec2 hvec2\n"
371 "#define myhvec3 hvec3\n"
372 "#define myhvec4 hvec4\n"
373 "#else\n"
374 "#define myhalf float\n"
375 "#define myhvec2 vec2\n"
376 "#define myhvec3 vec3\n"
377 "#define myhvec4 vec4\n"
378 "#endif\n"
379 "\n"
380 "varying vec2 TexCoord;\n"
381 "varying vec2 TexCoordLightmap;\n"
382 "\n"
383 "varying vec3 CubeVector;\n"
384 "varying vec3 LightVector;\n"
385 "varying vec3 EyeVector;\n"
386 "#ifdef USEFOG\n"
387 "varying vec3 EyeVectorModelSpace;\n"
388 "#endif\n"
389 "\n"
390 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
391 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
392 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
393 "\n"
394 "\n"
395 "\n"
396 "\n"
397 "// vertex shader specific:\n"
398 "#ifdef VERTEX_SHADER\n"
399 "\n"
400 "uniform vec3 LightPosition;\n"
401 "uniform vec3 EyePosition;\n"
402 "uniform vec3 LightDir;\n"
403 "\n"
404 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
405 "\n"
406 "void main(void)\n"
407 "{\n"
408 "       gl_FrontColor = gl_Color;\n"
409 "       // copy the surface texcoord\n"
410 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
411 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
412 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
413 "#endif\n"
414 "\n"
415 "#ifdef MODE_LIGHTSOURCE\n"
416 "       // transform vertex position into light attenuation/cubemap space\n"
417 "       // (-1 to +1 across the light box)\n"
418 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
419 "\n"
420 "       // transform unnormalized light direction into tangent space\n"
421 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
422 "       //  normalize it per pixel)\n"
423 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
424 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
425 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
426 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
427 "#endif\n"
428 "\n"
429 "#ifdef MODE_LIGHTDIRECTION\n"
430 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
431 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
432 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
433 "#endif\n"
434 "\n"
435 "       // transform unnormalized eye direction into tangent space\n"
436 "#ifndef USEFOG\n"
437 "       vec3 EyeVectorModelSpace;\n"
438 "#endif\n"
439 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
440 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
441 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
442 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
443 "\n"
444 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
445 "       VectorS = gl_MultiTexCoord1.xyz;\n"
446 "       VectorT = gl_MultiTexCoord2.xyz;\n"
447 "       VectorR = gl_MultiTexCoord3.xyz;\n"
448 "#endif\n"
449 "\n"
450 "       // transform vertex to camera space, using ftransform to match non-VS\n"
451 "       // rendering\n"
452 "       gl_Position = ftransform();\n"
453 "}\n"
454 "\n"
455 "#endif // VERTEX_SHADER\n"
456 "\n"
457 "\n"
458 "\n"
459 "\n"
460 "// fragment shader specific:\n"
461 "#ifdef FRAGMENT_SHADER\n"
462 "\n"
463 "// 11 textures, we can only use up to 16 on DX9-class hardware\n"
464 "uniform sampler2D Texture_Normal;\n"
465 "uniform sampler2D Texture_Color;\n"
466 "uniform sampler2D Texture_Gloss;\n"
467 "uniform samplerCube Texture_Cube;\n"
468 "uniform sampler2D Texture_Attenuation;\n"
469 "uniform sampler2D Texture_FogMask;\n"
470 "uniform sampler2D Texture_Pants;\n"
471 "uniform sampler2D Texture_Shirt;\n"
472 "uniform sampler2D Texture_Lightmap;\n"
473 "uniform sampler2D Texture_Deluxemap;\n"
474 "uniform sampler2D Texture_Glow;\n"
475 "\n"
476 "uniform myhvec3 LightColor;\n"
477 "uniform myhvec3 AmbientColor;\n"
478 "uniform myhvec3 DiffuseColor;\n"
479 "uniform myhvec3 SpecularColor;\n"
480 "uniform myhvec3 Color_Pants;\n"
481 "uniform myhvec3 Color_Shirt;\n"
482 "uniform myhvec3 FogColor;\n"
483 "\n"
484 "uniform myhalf GlowScale;\n"
485 "uniform myhalf SceneBrightness;\n"
486 "\n"
487 "uniform float OffsetMapping_Scale;\n"
488 "uniform float OffsetMapping_Bias;\n"
489 "uniform float FogRangeRecip;\n"
490 "\n"
491 "uniform myhalf AmbientScale;\n"
492 "uniform myhalf DiffuseScale;\n"
493 "uniform myhalf SpecularScale;\n"
494 "uniform myhalf SpecularPower;\n"
495 "\n"
496 "#ifdef USEOFFSETMAPPING\n"
497 "vec2 OffsetMapping(vec2 TexCoord)\n"
498 "{\n"
499 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
500 "       // 14 sample relief mapping: linear search and then binary search\n"
501 "       // this basically steps forward a small amount repeatedly until it finds\n"
502 "       // itself inside solid, then jitters forward and back using decreasing\n"
503 "       // amounts to find the impact\n"
504 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
505 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
506 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
507 "       vec3 RT = vec3(TexCoord, 1);\n"
508 "       OffsetVector *= 0.1;\n"
509 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
510 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
511 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
512 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
513 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
514 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
515 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
516 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
517 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
518 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
519 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
520 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
521 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
522 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
523 "       return RT.xy;\n"
524 "#else\n"
525 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
526 "       // this basically moves forward the full distance, and then backs up based\n"
527 "       // on height of samples\n"
528 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
529 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
530 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
531 "       TexCoord += OffsetVector;\n"
532 "       OffsetVector *= 0.333;\n"
533 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
534 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
535 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
536 "       return TexCoord;\n"
537 "#endif\n"
538 "}\n"
539 "#endif\n"
540 "\n"
541 "void main(void)\n"
542 "{\n"
543 "#ifdef USEOFFSETMAPPING\n"
544 "       // apply offsetmapping\n"
545 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
546 "#define TexCoord TexCoordOffset\n"
547 "#endif\n"
548 "\n"
549 "       // combine the diffuse textures (base, pants, shirt)\n"
550 "       myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
551 "#ifdef USECOLORMAPPING\n"
552 "       color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
553 "#endif\n"
554 "\n"
555 "\n"
556 "\n"
557 "\n"
558 "#ifdef MODE_LIGHTSOURCE\n"
559 "       // light source\n"
560 "\n"
561 "       // calculate surface normal, light normal, and specular normal\n"
562 "       // compute color intensity for the two textures (colormap and glossmap)\n"
563 "       // scale by light color and attenuation as efficiently as possible\n"
564 "       // (do as much scalar math as possible rather than vector math)\n"
565 "#ifdef USESPECULAR\n"
566 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
567 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
568 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
569 "\n"
570 "       // calculate directional shading\n"
571 "       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"
572 "#else\n"
573 "#ifdef USEDIFFUSE\n"
574 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
575 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
576 "\n"
577 "       // calculate directional shading\n"
578 "       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"
579 "#else\n"
580 "       // calculate directionless shading\n"
581 "       color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
582 "#endif\n"
583 "#endif\n"
584 "\n"
585 "#ifdef USECUBEFILTER\n"
586 "       // apply light cubemap filter\n"
587 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
588 "       color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
589 "#endif\n"
590 "\n"
591 "\n"
592 "\n"
593 "\n"
594 "#elif defined(MODE_LIGHTDIRECTION)\n"
595 "       // directional model lighting\n"
596 "\n"
597 "       // get the surface normal and light normal\n"
598 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
599 "       myhvec3 diffusenormal = myhvec3(LightVector);\n"
600 "\n"
601 "       // calculate directional shading\n"
602 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
603 "#ifdef USESPECULAR\n"
604 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
605 "       color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
606 "#endif\n"
607 "\n"
608 "\n"
609 "\n"
610 "\n"
611 "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
612 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
613 "\n"
614 "       // get the surface normal and light normal\n"
615 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
616 "\n"
617 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
618 "       myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
619 "       myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
620 "#else\n"
621 "       myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
622 "#endif\n"
623 "       // calculate directional shading\n"
624 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
625 "#ifdef USESPECULAR\n"
626 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
627 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
628 "#endif\n"
629 "\n"
630 "       // apply lightmap color\n"
631 "       color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
632 "\n"
633 "\n"
634 "#else // MODE none (lightmap)\n"
635 "       // apply lightmap color\n"
636 "       color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
637 "#endif // MODE\n"
638 "\n"
639 "       color *= myhvec4(gl_Color);\n"
640 "\n"
641 "#ifdef USEGLOW\n"
642 "       color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
643 "#endif\n"
644 "\n"
645 "#ifdef USEFOG\n"
646 "       // apply fog\n"
647 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
648 "#endif\n"
649 "\n"
650 "       color.rgb *= SceneBrightness;\n"
651 "\n"
652 "       gl_FragColor = vec4(color);\n"
653 "}\n"
654 "\n"
655 "#endif // FRAGMENT_SHADER\n"
656 ;
657
658 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
659 const char *permutationinfo[][2] =
660 {
661         {"#define MODE_LIGHTSOURCE\n", " lightsource"},
662         {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
663         {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
664         {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
665         {"#define USEGLOW\n", " glow"},
666         {"#define USEFOG\n", " fog"},
667         {"#define USECOLORMAPPING\n", " colormapping"},
668         {"#define USEDIFFUSE\n", " diffuse"},
669         {"#define USESPECULAR\n", " specular"},
670         {"#define USECUBEFILTER\n", " cubefilter"},
671         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
672         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
673         {NULL, NULL}
674 };
675
676 void R_GLSL_CompilePermutation(const char *filename, int permutation)
677 {
678         int i;
679         qboolean shaderfound;
680         r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
681         int vertstrings_count;
682         int geomstrings_count;
683         int fragstrings_count;
684         char *shaderstring;
685         const char *vertstrings_list[32+1];
686         const char *geomstrings_list[32+1];
687         const char *fragstrings_list[32+1];
688         char permutationname[256];
689         if (p->compiled)
690                 return;
691         p->compiled = true;
692         p->program = 0;
693         vertstrings_list[0] = "#define VERTEX_SHADER\n";
694         geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
695         fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
696         vertstrings_count = 1;
697         geomstrings_count = 1;
698         fragstrings_count = 1;
699         permutationname[0] = 0;
700         for (i = 0;permutationinfo[i][0];i++)
701         {
702                 if (permutation & (1<<i))
703                 {
704                         vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
705                         geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
706                         fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
707                         strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
708                 }
709                 else
710                 {
711                         // keep line numbers correct
712                         vertstrings_list[vertstrings_count++] = "\n";
713                         geomstrings_list[geomstrings_count++] = "\n";
714                         fragstrings_list[fragstrings_count++] = "\n";
715                 }
716         }
717         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
718         shaderfound = false;
719         if (shaderstring)
720         {
721                 Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
722                 vertstrings_list[vertstrings_count++] = shaderstring;
723                 geomstrings_list[geomstrings_count++] = shaderstring;
724                 fragstrings_list[fragstrings_count++] = shaderstring;
725                 shaderfound = true;
726         }
727         else if (!strcmp(filename, "glsl/default.glsl"))
728         {
729                 Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
730                 vertstrings_list[vertstrings_count++] = builtinshaderstring;
731                 geomstrings_list[geomstrings_count++] = builtinshaderstring;
732                 fragstrings_list[fragstrings_count++] = builtinshaderstring;
733                 shaderfound = true;
734         }
735         // clear any lists that are not needed by this shader
736         if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
737                 vertstrings_count = 0;
738         if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
739                 geomstrings_count = 0;
740         if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
741                 fragstrings_count = 0;
742         // compile the shader program
743         if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
744                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
745         if (p->program)
746         {
747                 CHECKGLERROR
748                 qglUseProgramObjectARB(p->program);CHECKGLERROR
749                 // look up all the uniform variable names we care about, so we don't
750                 // have to look them up every time we set them
751                 p->loc_Texture_Normal      = qglGetUniformLocationARB(p->program, "Texture_Normal");
752                 p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
753                 p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
754                 p->loc_Texture_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
755                 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
756                 p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
757                 p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
758                 p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
759                 p->loc_Texture_Lightmap    = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
760                 p->loc_Texture_Deluxemap   = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
761                 p->loc_Texture_Glow        = qglGetUniformLocationARB(p->program, "Texture_Glow");
762                 p->loc_FogColor            = qglGetUniformLocationARB(p->program, "FogColor");
763                 p->loc_LightPosition       = qglGetUniformLocationARB(p->program, "LightPosition");
764                 p->loc_EyePosition         = qglGetUniformLocationARB(p->program, "EyePosition");
765                 p->loc_LightColor          = qglGetUniformLocationARB(p->program, "LightColor");
766                 p->loc_Color_Pants         = qglGetUniformLocationARB(p->program, "Color_Pants");
767                 p->loc_Color_Shirt         = qglGetUniformLocationARB(p->program, "Color_Shirt");
768                 p->loc_FogRangeRecip       = qglGetUniformLocationARB(p->program, "FogRangeRecip");
769                 p->loc_AmbientScale        = qglGetUniformLocationARB(p->program, "AmbientScale");
770                 p->loc_DiffuseScale        = qglGetUniformLocationARB(p->program, "DiffuseScale");
771                 p->loc_SpecularPower       = qglGetUniformLocationARB(p->program, "SpecularPower");
772                 p->loc_SpecularScale       = qglGetUniformLocationARB(p->program, "SpecularScale");
773                 p->loc_GlowScale           = qglGetUniformLocationARB(p->program, "GlowScale");
774                 p->loc_SceneBrightness     = qglGetUniformLocationARB(p->program, "SceneBrightness");
775                 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
776                 p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
777                 p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
778                 p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
779                 p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
780                 // initialize the samplers to refer to the texture units we use
781                 if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
782                 if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
783                 if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
784                 if (p->loc_Texture_Cube >= 0)      qglUniform1iARB(p->loc_Texture_Cube, 3);
785                 if (p->loc_Texture_FogMask >= 0)   qglUniform1iARB(p->loc_Texture_FogMask, 4);
786                 if (p->loc_Texture_Pants >= 0)     qglUniform1iARB(p->loc_Texture_Pants, 5);
787                 if (p->loc_Texture_Shirt >= 0)     qglUniform1iARB(p->loc_Texture_Shirt, 6);
788                 if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
789                 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
790                 if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
791                 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
792                 CHECKGLERROR
793                 qglUseProgramObjectARB(0);CHECKGLERROR
794         }
795         else
796                 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
797         if (shaderstring)
798                 Mem_Free(shaderstring);
799 }
800
801 void R_GLSL_Restart_f(void)
802 {
803         int i;
804         for (i = 0;i < SHADERPERMUTATION_MAX;i++)
805                 if (r_glsl_permutations[i].program)
806                         GL_Backend_FreeProgram(r_glsl_permutations[i].program);
807         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
808 }
809
810 extern rtexture_t *r_shadow_attenuationgradienttexture;
811 extern rtexture_t *r_shadow_attenuation2dtexture;
812 extern rtexture_t *r_shadow_attenuation3dtexture;
813 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
814 {
815         // select a permutation of the lighting shader appropriate to this
816         // combination of texture, entity, light source, and fogging, only use the
817         // minimum features necessary to avoid wasting rendering time in the
818         // fragment shader on features that are not being used
819         const char *shaderfilename = NULL;
820         unsigned int permutation = 0;
821         r_glsl_permutation = NULL;
822         // TODO: implement geometry-shader based shadow volumes someday
823         if (r_shadow_rtlight)
824         {
825                 // light source
826                 shaderfilename = "glsl/default.glsl";
827                 permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
828                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
829                         permutation |= SHADERPERMUTATION_CUBEFILTER;
830                 if (diffusescale > 0)
831                         permutation |= SHADERPERMUTATION_DIFFUSE;
832                 if (specularscale > 0)
833                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
834                 if (r_refdef.fogenabled)
835                         permutation |= SHADERPERMUTATION_FOG;
836                 if (rsurface_texture->colormapping)
837                         permutation |= SHADERPERMUTATION_COLORMAPPING;
838                 if (r_glsl_offsetmapping.integer)
839                 {
840                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
841                         if (r_glsl_offsetmapping_reliefmapping.integer)
842                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
843                 }
844         }
845         else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
846         {
847                 // bright unshaded geometry
848                 shaderfilename = "glsl/default.glsl";
849                 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
850                 if (rsurface_texture->currentskinframe->glow)
851                         permutation |= SHADERPERMUTATION_GLOW;
852                 if (r_refdef.fogenabled)
853                         permutation |= SHADERPERMUTATION_FOG;
854                 if (rsurface_texture->colormapping)
855                         permutation |= SHADERPERMUTATION_COLORMAPPING;
856                 if (r_glsl_offsetmapping.integer)
857                 {
858                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
859                         if (r_glsl_offsetmapping_reliefmapping.integer)
860                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
861                 }
862         }
863         else if (modellighting)
864         {
865                 // directional model lighting
866                 shaderfilename = "glsl/default.glsl";
867                 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
868                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
869                 if (rsurface_texture->currentskinframe->glow)
870                         permutation |= SHADERPERMUTATION_GLOW;
871                 if (specularscale > 0)
872                         permutation |= SHADERPERMUTATION_SPECULAR;
873                 if (r_refdef.fogenabled)
874                         permutation |= SHADERPERMUTATION_FOG;
875                 if (rsurface_texture->colormapping)
876                         permutation |= SHADERPERMUTATION_COLORMAPPING;
877                 if (r_glsl_offsetmapping.integer)
878                 {
879                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
880                         if (r_glsl_offsetmapping_reliefmapping.integer)
881                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
882                 }
883         }
884         else
885         {
886                 // lightmapped wall
887                 shaderfilename = "glsl/default.glsl";
888                 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
889                 if (r_glsl_deluxemapping.integer >= 1 && rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
890                 {
891                         // deluxemapping (light direction texture)
892                         if (rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
893                                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
894                         else
895                                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
896                         if (specularscale > 0)
897                                 permutation |= SHADERPERMUTATION_SPECULAR;
898                 }
899                 else if (r_glsl_deluxemapping.integer >= 2)
900                 {
901                         // fake deluxemapping (uniform light direction in tangentspace)
902                         permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
903                         if (specularscale > 0)
904                                 permutation |= SHADERPERMUTATION_SPECULAR;
905                 }
906                 else
907                 {
908                         // ordinary lightmapping
909                         permutation |= 0;
910                 }
911                 if (rsurface_texture->currentskinframe->glow)
912                         permutation |= SHADERPERMUTATION_GLOW;
913                 if (r_refdef.fogenabled)
914                         permutation |= SHADERPERMUTATION_FOG;
915                 if (rsurface_texture->colormapping)
916                         permutation |= SHADERPERMUTATION_COLORMAPPING;
917                 if (r_glsl_offsetmapping.integer)
918                 {
919                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
920                         if (r_glsl_offsetmapping_reliefmapping.integer)
921                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
922                 }
923         }
924         if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
925         {
926                 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
927                         R_GLSL_CompilePermutation(shaderfilename, permutation);
928                 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
929                 {
930                         // remove features until we find a valid permutation
931                         unsigned int i;
932                         for (i = SHADERPERMUTATION_MASK;;i>>=1)
933                         {
934                                 if (!i)
935                                         return 0; // utterly failed
936                                 // reduce i more quickly whenever it would not remove any bits
937                                 if (permutation < i)
938                                         continue;
939                                 permutation &= i;
940                                 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
941                                         R_GLSL_CompilePermutation(shaderfilename, permutation);
942                                 if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
943                                         break;
944                         }
945                 }
946         }
947         r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
948         CHECKGLERROR
949         qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
950         R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
951         if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
952         {
953                 if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
954                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);
955                 if (permutation & SHADERPERMUTATION_DIFFUSE)
956                 {
957                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
958                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
959                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
960                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
961                 }
962                 else
963                 {
964                         // ambient only is simpler
965                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
966                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
967                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
968                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
969                 }
970         }
971         else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
972         {
973                 if (r_glsl_permutation->loc_AmbientColor >= 0)
974                         qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0] * ambientscale, rsurface_entity->modellight_ambient[1] * ambientscale, rsurface_entity->modellight_ambient[2] * ambientscale);
975                 if (r_glsl_permutation->loc_DiffuseColor >= 0)
976                         qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0] * diffusescale, rsurface_entity->modellight_diffuse[1] * diffusescale, rsurface_entity->modellight_diffuse[2] * diffusescale);
977                 if (r_glsl_permutation->loc_SpecularColor >= 0)
978                         qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * specularscale, rsurface_entity->modellight_diffuse[1] * specularscale, rsurface_entity->modellight_diffuse[2] * specularscale);
979                 if (r_glsl_permutation->loc_LightDir >= 0)
980                         qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]);
981         }
982         else
983         {
984                 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
985                 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
986                 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
987         }
988         if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->currentskinframe->nmap));
989         if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture));
990         if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture));
991         //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
992         if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
993         if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
994         if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->currentskinframe->pants));
995         if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->currentskinframe->shirt));
996         //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
997         //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
998         if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->currentskinframe->glow));
999         if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1000         if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1001         if (r_glsl_permutation->loc_FogColor >= 0)
1002         {
1003                 // additive passes are only darkened by fog, not tinted
1004                 if (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD))
1005                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1006                 else
1007                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1008         }
1009         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]);
1010         if (r_glsl_permutation->loc_Color_Pants >= 0)
1011         {
1012                 if (rsurface_texture->currentskinframe->pants)
1013                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]);
1014                 else
1015                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1016         }
1017         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1018         {
1019                 if (rsurface_texture->currentskinframe->shirt)
1020                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]);
1021                 else
1022                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1023         }
1024         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1025         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface_texture->specularpower);
1026         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1027         CHECKGLERROR
1028         return permutation;
1029 }
1030
1031 void R_SwitchSurfaceShader(int permutation)
1032 {
1033         if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
1034         {
1035                 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
1036                 CHECKGLERROR
1037                 qglUseProgramObjectARB(r_glsl_permutation->program);
1038                 CHECKGLERROR
1039         }
1040 }
1041
1042 #define SKINFRAME_HASH 1024
1043
1044 struct
1045 {
1046         int loadsequence; // incremented each level change
1047         memexpandablearray_t array;
1048         skinframe_t *hash[SKINFRAME_HASH];
1049 }
1050 r_skinframe;
1051
1052 void R_SkinFrame_PrepareForPurge(void)
1053 {
1054         r_skinframe.loadsequence++;
1055         // wrap it without hitting zero
1056         if (r_skinframe.loadsequence >= 200)
1057                 r_skinframe.loadsequence = 1;
1058 }
1059
1060 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1061 {
1062         if (!skinframe)
1063                 return;
1064         // mark the skinframe as used for the purging code
1065         skinframe->loadsequence = r_skinframe.loadsequence;
1066 }
1067
1068 void R_SkinFrame_Purge(void)
1069 {
1070         int i;
1071         skinframe_t *s;
1072         for (i = 0;i < SKINFRAME_HASH;i++)
1073         {
1074                 for (s = r_skinframe.hash[i];s;s = s->next)
1075                 {
1076                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1077                         {
1078                                 if (s->base == r_texture_notexture)     s->base   = NULL;
1079                                 if (s->nmap == r_texture_blanknormalmap)s->nmap   = NULL;
1080                                 if (s->merged == s->base)               s->merged = NULL;
1081                                 if (s->stain ) R_FreeTexture(s->stain );s->stain  = NULL;
1082                                 if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
1083                                 if (s->base  ) R_FreeTexture(s->base  );s->base   = NULL;
1084                                 if (s->pants ) R_FreeTexture(s->pants );s->pants  = NULL;
1085                                 if (s->shirt ) R_FreeTexture(s->shirt );s->shirt  = NULL;
1086                                 if (s->nmap  ) R_FreeTexture(s->nmap  );s->nmap   = NULL;
1087                                 if (s->gloss ) R_FreeTexture(s->gloss );s->gloss  = NULL;
1088                                 if (s->glow  ) R_FreeTexture(s->glow  );s->glow   = NULL;
1089                                 if (s->fog   ) R_FreeTexture(s->fog   );s->fog    = NULL;
1090                                 s->loadsequence = 0;
1091                         }
1092                 }
1093         }
1094 }
1095
1096 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1097 {
1098         skinframe_t *item;
1099         int hashindex;
1100         char basename[MAX_QPATH];
1101
1102         Image_StripImageExtension(name, basename, sizeof(basename));
1103
1104         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1105         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1106                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1107                         break;
1108         if (!item)
1109         {
1110                 if (!add)
1111                         return NULL;
1112                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1113                 memset(item, 0, sizeof(*item));
1114                 strlcpy(item->basename, basename, sizeof(item->basename));
1115                 item->textureflags = textureflags;
1116                 item->comparewidth = comparewidth;
1117                 item->compareheight = compareheight;
1118                 item->comparecrc = comparecrc;
1119                 item->next = r_skinframe.hash[hashindex];
1120                 r_skinframe.hash[hashindex] = item;
1121         }
1122         R_SkinFrame_MarkUsed(item);
1123         return item;
1124 }
1125
1126 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1127 {
1128         // FIXME: it should be possible to disable loading various layers using
1129         // cvars, to prevent wasted loading time and memory usage if the user does
1130         // not want them
1131         qboolean loadnormalmap = true;
1132         qboolean loadgloss = true;
1133         qboolean loadpantsandshirt = true;
1134         qboolean loadglow = true;
1135         int j;
1136         unsigned char *pixels;
1137         unsigned char *bumppixels;
1138         unsigned char *basepixels = NULL;
1139         int basepixels_width;
1140         int basepixels_height;
1141         skinframe_t *skinframe;
1142
1143         if (cls.state == ca_dedicated)
1144                 return NULL;
1145
1146         // return an existing skinframe if already loaded
1147         // if loading of the first image fails, don't make a new skinframe as it
1148         // would cause all future lookups of this to be missing
1149         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1150         if (skinframe && skinframe->base)
1151                 return skinframe;
1152
1153         basepixels = loadimagepixels(name, complain, 0, 0);
1154         if (basepixels == NULL)
1155                 return NULL;
1156
1157         // we've got some pixels to store, so really allocate this new texture now
1158         if (!skinframe)
1159                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1160         skinframe->stain = NULL;
1161         skinframe->merged = NULL;
1162         skinframe->base = r_texture_notexture;
1163         skinframe->pants = NULL;
1164         skinframe->shirt = NULL;
1165         skinframe->nmap = r_texture_blanknormalmap;
1166         skinframe->gloss = NULL;
1167         skinframe->glow = NULL;
1168         skinframe->fog = NULL;
1169
1170         basepixels_width = image_width;
1171         basepixels_height = image_height;
1172         skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1173
1174         if (textureflags & TEXF_ALPHA)
1175         {
1176                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1177                         if (basepixels[j] < 255)
1178                                 break;
1179                 if (j < basepixels_width * basepixels_height * 4)
1180                 {
1181                         // has transparent pixels
1182                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1183                         for (j = 0;j < image_width * image_height * 4;j += 4)
1184                         {
1185                                 pixels[j+0] = 255;
1186                                 pixels[j+1] = 255;
1187                                 pixels[j+2] = 255;
1188                                 pixels[j+3] = basepixels[j+3];
1189                         }
1190                         skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1191                         Mem_Free(pixels);
1192                 }
1193         }
1194
1195         // _norm is the name used by tenebrae and has been adopted as standard
1196         if (loadnormalmap)
1197         {
1198                 if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
1199                 {
1200                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1201                         Mem_Free(pixels);
1202                         pixels = NULL;
1203                 }
1204                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
1205                 {
1206                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1207                         Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1208                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1209                         Mem_Free(pixels);
1210                         Mem_Free(bumppixels);
1211                 }
1212                 else if (r_shadow_bumpscale_basetexture.value > 0)
1213                 {
1214                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1215                         Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1216                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1217                         Mem_Free(pixels);
1218                 }
1219         }
1220         // _luma is supported for tenebrae compatibility
1221         // (I think it's a very stupid name, but oh well)
1222         // _glow is the preferred name
1223         if (loadglow          && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1224         if (loadgloss         && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1225         if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1226         if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1227
1228         if (basepixels)
1229                 Mem_Free(basepixels);
1230
1231         return skinframe;
1232 }
1233
1234 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)
1235 {
1236         int i;
1237         if (!force)
1238         {
1239                 for (i = 0;i < width*height;i++)
1240                         if (((unsigned char *)&palette[in[i]])[3] > 0)
1241                                 break;
1242                 if (i == width*height)
1243                         return NULL;
1244         }
1245         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1246 }
1247
1248 skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
1249 {
1250         int i;
1251         unsigned char *temp1, *temp2;
1252         skinframe_t *skinframe;
1253
1254         if (cls.state == ca_dedicated)
1255                 return NULL;
1256
1257         // if already loaded just return it, otherwise make a new skinframe
1258         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
1259         if (skinframe && skinframe->base)
1260                 return skinframe;
1261
1262         skinframe->stain = NULL;
1263         skinframe->merged = NULL;
1264         skinframe->base = r_texture_notexture;
1265         skinframe->pants = NULL;
1266         skinframe->shirt = NULL;
1267         skinframe->nmap = r_texture_blanknormalmap;
1268         skinframe->gloss = NULL;
1269         skinframe->glow = NULL;
1270         skinframe->fog = NULL;
1271
1272         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1273         if (!skindata)
1274                 return NULL;
1275
1276         if (bitsperpixel == 32)
1277         {
1278                 if (r_shadow_bumpscale_basetexture.value > 0)
1279                 {
1280                         temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1281                         temp2 = temp1 + width * height * 4;
1282                         Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1283                         skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1284                         Mem_Free(temp1);
1285                 }
1286                 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
1287                 if (textureflags & TEXF_ALPHA)
1288                 {
1289                         for (i = 3;i < width * height * 4;i += 4)
1290                                 if (skindata[i] < 255)
1291                                         break;
1292                         if (i < width * height * 4)
1293                         {
1294                                 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1295                                 memcpy(fogpixels, skindata, width * height * 4);
1296                                 for (i = 0;i < width * height * 4;i += 4)
1297                                         fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1298                                 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
1299                                 Mem_Free(fogpixels);
1300                         }
1301                 }
1302         }
1303         else if (bitsperpixel == 8)
1304         {
1305                 if (r_shadow_bumpscale_basetexture.value > 0)
1306                 {
1307                         temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1308                         temp2 = temp1 + width * height * 4;
1309                         if (bitsperpixel == 32)
1310                                 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1311                         else
1312                         {
1313                                 // use either a custom palette or the quake palette
1314                                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1315                                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1316                         }
1317                         skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1318                         Mem_Free(temp1);
1319                 }
1320                 // use either a custom palette, or the quake palette
1321                 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags, true); // all
1322                 if (!palette && loadglowtexture)
1323                         skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, textureflags, false); // glow
1324                 if (!palette && loadpantsandshirt)
1325                 {
1326                         skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, textureflags, false); // pants
1327                         skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, textureflags, false); // shirt
1328                 }
1329                 if (skinframe->pants || skinframe->shirt)
1330                         skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
1331                 if (textureflags & TEXF_ALPHA)
1332                 {
1333                         // if not using a custom alphapalette, use the quake one
1334                         if (!alphapalette)
1335                                 alphapalette = palette_alpha;
1336                         for (i = 0;i < width * height;i++)
1337                                 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1338                                         break;
1339                         if (i < width * height)
1340                                 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, textureflags, true); // fog mask
1341                 }
1342         }
1343
1344         return skinframe;
1345 }
1346
1347 skinframe_t *R_SkinFrame_LoadMissing(void)
1348 {
1349         skinframe_t *skinframe;
1350
1351         if (cls.state == ca_dedicated)
1352                 return NULL;
1353
1354         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1355         skinframe->stain = NULL;
1356         skinframe->merged = NULL;
1357         skinframe->base = r_texture_notexture;
1358         skinframe->pants = NULL;
1359         skinframe->shirt = NULL;
1360         skinframe->nmap = r_texture_blanknormalmap;
1361         skinframe->gloss = NULL;
1362         skinframe->glow = NULL;
1363         skinframe->fog = NULL;
1364
1365         return skinframe;
1366 }
1367
1368 void gl_main_start(void)
1369 {
1370         int x;
1371         double r, alpha;
1372
1373         r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1374         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1375         {
1376                 alpha = 1 - exp(r / ((double)x*(double)x));
1377                 if (x == FOGMASKTABLEWIDTH - 1)
1378                         alpha = 0;
1379                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1380         }
1381
1382         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1383         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1384
1385         // set up r_skinframe loading system for textures
1386         memset(&r_skinframe, 0, sizeof(r_skinframe));
1387         r_skinframe.loadsequence = 1;
1388         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1389
1390         r_main_texturepool = R_AllocTexturePool();
1391         R_BuildBlankTextures();
1392         R_BuildNoTexture();
1393         if (gl_texturecubemap)
1394         {
1395                 R_BuildWhiteCube();
1396                 R_BuildNormalizationCube();
1397         }
1398         R_BuildFogTexture();
1399         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1400         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1401         memset(&r_svbsp, 0, sizeof (r_svbsp));
1402 }
1403
1404 void gl_main_shutdown(void)
1405 {
1406         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1407         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1408
1409         // clear out the r_skinframe state
1410         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1411         memset(&r_skinframe, 0, sizeof(r_skinframe));
1412
1413         if (r_svbsp.nodes)
1414                 Mem_Free(r_svbsp.nodes);
1415         memset(&r_svbsp, 0, sizeof (r_svbsp));
1416         R_FreeTexturePool(&r_main_texturepool);
1417         r_texture_blanknormalmap = NULL;
1418         r_texture_white = NULL;
1419         r_texture_black = NULL;
1420         r_texture_whitecube = NULL;
1421         r_texture_normalizationcube = NULL;
1422         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1423         R_GLSL_Restart_f();
1424 }
1425
1426 extern void CL_ParseEntityLump(char *entitystring);
1427 void gl_main_newmap(void)
1428 {
1429         // FIXME: move this code to client
1430         int l;
1431         char *entities, entname[MAX_QPATH];
1432         if (cl.worldmodel)
1433         {
1434                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1435                 l = (int)strlen(entname) - 4;
1436                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1437                 {
1438                         memcpy(entname + l, ".ent", 5);
1439                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1440                         {
1441                                 CL_ParseEntityLump(entities);
1442                                 Mem_Free(entities);
1443                                 return;
1444                         }
1445                 }
1446                 if (cl.worldmodel->brush.entities)
1447                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
1448         }
1449 }
1450
1451 void GL_Main_Init(void)
1452 {
1453         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1454
1455         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1456         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1457         if (gamemode == GAME_NEHAHRA)
1458         {
1459                 Cvar_RegisterVariable (&gl_fogenable);
1460                 Cvar_RegisterVariable (&gl_fogdensity);
1461                 Cvar_RegisterVariable (&gl_fogred);
1462                 Cvar_RegisterVariable (&gl_foggreen);
1463                 Cvar_RegisterVariable (&gl_fogblue);
1464                 Cvar_RegisterVariable (&gl_fogstart);
1465                 Cvar_RegisterVariable (&gl_fogend);
1466         }
1467         Cvar_RegisterVariable(&r_depthfirst);
1468         Cvar_RegisterVariable(&r_nearclip);
1469         Cvar_RegisterVariable(&r_showbboxes);
1470         Cvar_RegisterVariable(&r_showsurfaces);
1471         Cvar_RegisterVariable(&r_showtris);
1472         Cvar_RegisterVariable(&r_shownormals);
1473         Cvar_RegisterVariable(&r_showlighting);
1474         Cvar_RegisterVariable(&r_showshadowvolumes);
1475         Cvar_RegisterVariable(&r_showcollisionbrushes);
1476         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1477         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1478         Cvar_RegisterVariable(&r_showdisabledepthtest);
1479         Cvar_RegisterVariable(&r_drawportals);
1480         Cvar_RegisterVariable(&r_drawentities);
1481         Cvar_RegisterVariable(&r_cullentities_trace);
1482         Cvar_RegisterVariable(&r_cullentities_trace_samples);
1483         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1484         Cvar_RegisterVariable(&r_cullentities_trace_delay);
1485         Cvar_RegisterVariable(&r_drawviewmodel);
1486         Cvar_RegisterVariable(&r_speeds);
1487         Cvar_RegisterVariable(&r_fullbrights);
1488         Cvar_RegisterVariable(&r_wateralpha);
1489         Cvar_RegisterVariable(&r_dynamic);
1490         Cvar_RegisterVariable(&r_fullbright);
1491         Cvar_RegisterVariable(&r_shadows);
1492         Cvar_RegisterVariable(&r_shadows_throwdistance);
1493         Cvar_RegisterVariable(&r_q1bsp_skymasking);
1494         Cvar_RegisterVariable(&r_textureunits);
1495         Cvar_RegisterVariable(&r_glsl);
1496         Cvar_RegisterVariable(&r_glsl_offsetmapping);
1497         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1498         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1499         Cvar_RegisterVariable(&r_glsl_deluxemapping);
1500         Cvar_RegisterVariable(&r_lerpsprites);
1501         Cvar_RegisterVariable(&r_lerpmodels);
1502         Cvar_RegisterVariable(&r_waterscroll);
1503         Cvar_RegisterVariable(&r_bloom);
1504         Cvar_RegisterVariable(&r_bloom_colorscale);
1505         Cvar_RegisterVariable(&r_bloom_brighten);
1506         Cvar_RegisterVariable(&r_bloom_blur);
1507         Cvar_RegisterVariable(&r_bloom_resolution);
1508         Cvar_RegisterVariable(&r_bloom_colorexponent);
1509         Cvar_RegisterVariable(&r_bloom_colorsubtract);
1510         Cvar_RegisterVariable(&r_hdr);
1511         Cvar_RegisterVariable(&r_hdr_scenebrightness);
1512         Cvar_RegisterVariable(&r_hdr_glowintensity);
1513         Cvar_RegisterVariable(&r_hdr_range);
1514         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1515         Cvar_RegisterVariable(&developer_texturelogging);
1516         Cvar_RegisterVariable(&gl_lightmaps);
1517         Cvar_RegisterVariable(&r_test);
1518         Cvar_RegisterVariable(&r_batchmode);
1519         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1520                 Cvar_SetValue("r_fullbrights", 0);
1521         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1522 }
1523
1524 extern void R_Textures_Init(void);
1525 extern void GL_Draw_Init(void);
1526 extern void GL_Main_Init(void);
1527 extern void R_Shadow_Init(void);
1528 extern void R_Sky_Init(void);
1529 extern void GL_Surf_Init(void);
1530 extern void R_Light_Init(void);
1531 extern void R_Particles_Init(void);
1532 extern void R_Explosion_Init(void);
1533 extern void gl_backend_init(void);
1534 extern void Sbar_Init(void);
1535 extern void R_LightningBeams_Init(void);
1536 extern void Mod_RenderInit(void);
1537
1538 void Render_Init(void)
1539 {
1540         gl_backend_init();
1541         R_Textures_Init();
1542         GL_Main_Init();
1543         GL_Draw_Init();
1544         R_Shadow_Init();
1545         R_Sky_Init();
1546         GL_Surf_Init();
1547         Sbar_Init();
1548         R_Light_Init();
1549         R_Particles_Init();
1550         R_Explosion_Init();
1551         R_LightningBeams_Init();
1552         Mod_RenderInit();
1553 }
1554
1555 /*
1556 ===============
1557 GL_Init
1558 ===============
1559 */
1560 extern char *ENGINE_EXTENSIONS;
1561 void GL_Init (void)
1562 {
1563         VID_CheckExtensions();
1564
1565         // LordHavoc: report supported extensions
1566         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
1567
1568         // clear to black (loading plaque will be seen over this)
1569         CHECKGLERROR
1570         qglClearColor(0,0,0,1);CHECKGLERROR
1571         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1572 }
1573
1574 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1575 {
1576         int i;
1577         mplane_t *p;
1578         for (i = 0;i < 4;i++)
1579         {
1580                 p = r_view.frustum + i;
1581                 switch(p->signbits)
1582                 {
1583                 default:
1584                 case 0:
1585                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1586                                 return true;
1587                         break;
1588                 case 1:
1589                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1590                                 return true;
1591                         break;
1592                 case 2:
1593                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1594                                 return true;
1595                         break;
1596                 case 3:
1597                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1598                                 return true;
1599                         break;
1600                 case 4:
1601                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1602                                 return true;
1603                         break;
1604                 case 5:
1605                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1606                                 return true;
1607                         break;
1608                 case 6:
1609                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1610                                 return true;
1611                         break;
1612                 case 7:
1613                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1614                                 return true;
1615                         break;
1616                 }
1617         }
1618         return false;
1619 }
1620
1621 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
1622 {
1623         int i;
1624         const mplane_t *p;
1625         for (i = 0;i < numplanes;i++)
1626         {
1627                 p = planes + i;
1628                 switch(p->signbits)
1629                 {
1630                 default:
1631                 case 0:
1632                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1633                                 return true;
1634                         break;
1635                 case 1:
1636                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1637                                 return true;
1638                         break;
1639                 case 2:
1640                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1641                                 return true;
1642                         break;
1643                 case 3:
1644                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1645                                 return true;
1646                         break;
1647                 case 4:
1648                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1649                                 return true;
1650                         break;
1651                 case 5:
1652                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1653                                 return true;
1654                         break;
1655                 case 6:
1656                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1657                                 return true;
1658                         break;
1659                 case 7:
1660                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1661                                 return true;
1662                         break;
1663                 }
1664         }
1665         return false;
1666 }
1667
1668 //==================================================================================
1669
1670 static void R_UpdateEntityLighting(entity_render_t *ent)
1671 {
1672         vec3_t tempdiffusenormal;
1673
1674         // fetch the lighting from the worldmodel data
1675         VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
1676         VectorClear(ent->modellight_diffuse);
1677         VectorClear(tempdiffusenormal);
1678         if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1679         {
1680                 vec3_t org;
1681                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
1682                 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1683         }
1684         else // highly rare
1685                 VectorSet(ent->modellight_ambient, 1, 1, 1);
1686
1687         // move the light direction into modelspace coordinates for lighting code
1688         Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1689         if(VectorLength2(ent->modellight_lightdir) > 0)
1690         {
1691                 VectorNormalize(ent->modellight_lightdir);
1692         }
1693         else
1694         {
1695                 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
1696         }
1697
1698         // scale ambient and directional light contributions according to rendering variables
1699         ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1700         ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1701         ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1702         ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1703         ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1704         ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1705 }
1706
1707 static void R_View_UpdateEntityVisible (void)
1708 {
1709         int i, renderimask;
1710         entity_render_t *ent;
1711
1712         if (!r_drawentities.integer)
1713                 return;
1714
1715         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
1716         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1717         {
1718                 // worldmodel can check visibility
1719                 for (i = 0;i < r_refdef.numentities;i++)
1720                 {
1721                         ent = r_refdef.entities[i];
1722                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
1723                 }
1724                 if(r_cullentities_trace.integer)
1725                 {
1726                         for (i = 0;i < r_refdef.numentities;i++)
1727                         {
1728                                 ent = r_refdef.entities[i];
1729                                 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
1730                                 {
1731                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
1732                                                 ent->last_trace_visibility = realtime;
1733                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
1734                                                 r_viewcache.entityvisible[i] = 0;
1735                                 }
1736                         }
1737                 }
1738         }
1739         else
1740         {
1741                 // no worldmodel or it can't check visibility
1742                 for (i = 0;i < r_refdef.numentities;i++)
1743                 {
1744                         ent = r_refdef.entities[i];
1745                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
1746                 }
1747         }
1748
1749         // update entity lighting (even on hidden entities for r_shadows)
1750         for (i = 0;i < r_refdef.numentities;i++)
1751                 R_UpdateEntityLighting(r_refdef.entities[i]);
1752 }
1753
1754 // only used if skyrendermasked, and normally returns false
1755 int R_DrawBrushModelsSky (void)
1756 {
1757         int i, sky;
1758         entity_render_t *ent;
1759
1760         if (!r_drawentities.integer)
1761                 return false;
1762
1763         sky = false;
1764         for (i = 0;i < r_refdef.numentities;i++)
1765         {
1766                 if (!r_viewcache.entityvisible[i])
1767                         continue;
1768                 ent = r_refdef.entities[i];
1769                 if (!ent->model || !ent->model->DrawSky)
1770                         continue;
1771                 ent->model->DrawSky(ent);
1772                 sky = true;
1773         }
1774         return sky;
1775 }
1776
1777 void R_DrawNoModel(entity_render_t *ent);
1778 void R_DrawModels(void)
1779 {
1780         int i;
1781         entity_render_t *ent;
1782
1783         if (!r_drawentities.integer)
1784                 return;
1785
1786         for (i = 0;i < r_refdef.numentities;i++)
1787         {
1788                 if (!r_viewcache.entityvisible[i])
1789                         continue;
1790                 ent = r_refdef.entities[i];
1791                 r_refdef.stats.entities++;
1792                 if (ent->model && ent->model->Draw != NULL)
1793                         ent->model->Draw(ent);
1794                 else
1795                         R_DrawNoModel(ent);
1796         }
1797 }
1798
1799 void R_DrawModelsDepth(void)
1800 {
1801         int i;
1802         entity_render_t *ent;
1803
1804         if (!r_drawentities.integer)
1805                 return;
1806
1807         for (i = 0;i < r_refdef.numentities;i++)
1808         {
1809                 if (!r_viewcache.entityvisible[i])
1810                         continue;
1811                 ent = r_refdef.entities[i];
1812                 r_refdef.stats.entities++;
1813                 if (ent->model && ent->model->DrawDepth != NULL)
1814                         ent->model->DrawDepth(ent);
1815         }
1816 }
1817
1818 static void R_View_SetFrustum(void)
1819 {
1820         double slopex, slopey;
1821
1822         // break apart the view matrix into vectors for various purposes
1823         Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
1824         VectorNegate(r_view.left, r_view.right);
1825
1826 #if 0
1827         r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
1828         r_view.frustum[0].normal[1] = 0 - 0;
1829         r_view.frustum[0].normal[2] = -1 - 0;
1830         r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
1831         r_view.frustum[1].normal[1] = 0 + 0;
1832         r_view.frustum[1].normal[2] = -1 + 0;
1833         r_view.frustum[2].normal[0] = 0 - 0;
1834         r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
1835         r_view.frustum[2].normal[2] = -1 - 0;
1836         r_view.frustum[3].normal[0] = 0 + 0;
1837         r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
1838         r_view.frustum[3].normal[2] = -1 + 0;
1839 #endif
1840
1841 #if 0
1842         zNear = r_refdef.nearclip;
1843         nudge = 1.0 - 1.0 / (1<<23);
1844         r_view.frustum[4].normal[0] = 0 - 0;
1845         r_view.frustum[4].normal[1] = 0 - 0;
1846         r_view.frustum[4].normal[2] = -1 - -nudge;
1847         r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
1848         r_view.frustum[5].normal[0] = 0 + 0;
1849         r_view.frustum[5].normal[1] = 0 + 0;
1850         r_view.frustum[5].normal[2] = -1 + -nudge;
1851         r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
1852 #endif
1853
1854
1855
1856 #if 0
1857         r_view.frustum[0].normal[0] = m[3] - m[0];
1858         r_view.frustum[0].normal[1] = m[7] - m[4];
1859         r_view.frustum[0].normal[2] = m[11] - m[8];
1860         r_view.frustum[0].dist = m[15] - m[12];
1861
1862         r_view.frustum[1].normal[0] = m[3] + m[0];
1863         r_view.frustum[1].normal[1] = m[7] + m[4];
1864         r_view.frustum[1].normal[2] = m[11] + m[8];
1865         r_view.frustum[1].dist = m[15] + m[12];
1866
1867         r_view.frustum[2].normal[0] = m[3] - m[1];
1868         r_view.frustum[2].normal[1] = m[7] - m[5];
1869         r_view.frustum[2].normal[2] = m[11] - m[9];
1870         r_view.frustum[2].dist = m[15] - m[13];
1871
1872         r_view.frustum[3].normal[0] = m[3] + m[1];
1873         r_view.frustum[3].normal[1] = m[7] + m[5];
1874         r_view.frustum[3].normal[2] = m[11] + m[9];
1875         r_view.frustum[3].dist = m[15] + m[13];
1876
1877         r_view.frustum[4].normal[0] = m[3] - m[2];
1878         r_view.frustum[4].normal[1] = m[7] - m[6];
1879         r_view.frustum[4].normal[2] = m[11] - m[10];
1880         r_view.frustum[4].dist = m[15] - m[14];
1881
1882         r_view.frustum[5].normal[0] = m[3] + m[2];
1883         r_view.frustum[5].normal[1] = m[7] + m[6];
1884         r_view.frustum[5].normal[2] = m[11] + m[10];
1885         r_view.frustum[5].dist = m[15] + m[14];
1886 #endif
1887
1888
1889
1890         slopex = 1.0 / r_view.frustum_x;
1891         slopey = 1.0 / r_view.frustum_y;
1892         VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
1893         VectorMA(r_view.forward,  slopex, r_view.left, r_view.frustum[1].normal);
1894         VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
1895         VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
1896         VectorCopy(r_view.forward, r_view.frustum[4].normal);
1897         VectorNormalize(r_view.frustum[0].normal);
1898         VectorNormalize(r_view.frustum[1].normal);
1899         VectorNormalize(r_view.frustum[2].normal);
1900         VectorNormalize(r_view.frustum[3].normal);
1901         r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
1902         r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
1903         r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
1904         r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
1905         r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1906         PlaneClassify(&r_view.frustum[0]);
1907         PlaneClassify(&r_view.frustum[1]);
1908         PlaneClassify(&r_view.frustum[2]);
1909         PlaneClassify(&r_view.frustum[3]);
1910         PlaneClassify(&r_view.frustum[4]);
1911
1912         // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
1913         VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
1914         VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
1915         VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[2]);
1916         VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[3]);
1917
1918         // LordHavoc: note to all quake engine coders, Quake had a special case
1919         // for 90 degrees which assumed a square view (wrong), so I removed it,
1920         // Quake2 has it disabled as well.
1921
1922         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
1923         //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
1924         //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
1925         //PlaneClassify(&frustum[0]);
1926
1927         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
1928         //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
1929         //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
1930         //PlaneClassify(&frustum[1]);
1931
1932         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
1933         //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
1934         //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
1935         //PlaneClassify(&frustum[2]);
1936
1937         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
1938         //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
1939         //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
1940         //PlaneClassify(&frustum[3]);
1941
1942         // nearclip plane
1943         //VectorCopy(r_view.forward, r_view.frustum[4].normal);
1944         //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
1945         //PlaneClassify(&frustum[4]);
1946 }
1947
1948 void R_View_Update(void)
1949 {
1950         R_View_SetFrustum();
1951         R_View_WorldVisibility();
1952         R_View_UpdateEntityVisible();
1953 }
1954
1955 void R_SetupView(const matrix4x4_t *matrix)
1956 {
1957         if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
1958                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
1959         else
1960                 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
1961
1962         GL_SetupView_Orientation_FromEntity(matrix);
1963 }
1964
1965 void R_ResetViewRendering2D(void)
1966 {
1967         if (gl_support_fragment_shader)
1968         {
1969                 qglUseProgramObjectARB(0);CHECKGLERROR
1970         }
1971
1972         DrawQ_Finish();
1973
1974         // GL is weird because it's bottom to top, r_view.y is top to bottom
1975         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1976         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
1977         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1978         GL_Color(1, 1, 1, 1);
1979         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1980         GL_BlendFunc(GL_ONE, GL_ZERO);
1981         GL_AlphaTest(false);
1982         GL_ScissorTest(false);
1983         GL_DepthMask(false);
1984         GL_DepthRange(0, 1);
1985         GL_DepthTest(false);
1986         R_Mesh_Matrix(&identitymatrix);
1987         R_Mesh_ResetTextureState();
1988         qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1989         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1990         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1991         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1992         qglStencilMask(~0);CHECKGLERROR
1993         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1994         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1995         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
1996 }
1997
1998 void R_ResetViewRendering3D(void)
1999 {
2000         if (gl_support_fragment_shader)
2001         {
2002                 qglUseProgramObjectARB(0);CHECKGLERROR
2003         }
2004
2005         DrawQ_Finish();
2006
2007         // GL is weird because it's bottom to top, r_view.y is top to bottom
2008         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2009         R_SetupView(&r_view.matrix);
2010         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2011         GL_Color(1, 1, 1, 1);
2012         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2013         GL_BlendFunc(GL_ONE, GL_ZERO);
2014         GL_AlphaTest(false);
2015         GL_ScissorTest(true);
2016         GL_DepthMask(true);
2017         GL_DepthRange(0, 1);
2018         GL_DepthTest(true);
2019         R_Mesh_Matrix(&identitymatrix);
2020         R_Mesh_ResetTextureState();
2021         qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2022         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2023         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2024         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2025         qglStencilMask(~0);CHECKGLERROR
2026         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2027         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2028         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2029 }
2030
2031 /*
2032         R_Bloom_SetupShader(
2033 "// bloom shader\n"
2034 "// written by Forest 'LordHavoc' Hale\n"
2035 "\n"
2036 "// common definitions between vertex shader and fragment shader:\n"
2037 "\n"
2038 "#ifdef __GLSL_CG_DATA_TYPES\n"
2039 "#define myhalf half\n"
2040 "#define myhvec2 hvec2\n"
2041 "#define myhvec3 hvec3\n"
2042 "#define myhvec4 hvec4\n"
2043 "#else\n"
2044 "#define myhalf float\n"
2045 "#define myhvec2 vec2\n"
2046 "#define myhvec3 vec3\n"
2047 "#define myhvec4 vec4\n"
2048 "#endif\n"
2049 "\n"
2050 "varying vec2 ScreenTexCoord;\n"
2051 "varying vec2 BloomTexCoord;\n"
2052 "\n"
2053 "\n"
2054 "\n"
2055 "\n"
2056 "// vertex shader specific:\n"
2057 "#ifdef VERTEX_SHADER\n"
2058 "\n"
2059 "void main(void)\n"
2060 "{\n"
2061 "       ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2062 "       BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2063 "       // transform vertex to camera space, using ftransform to match non-VS\n"
2064 "       // rendering\n"
2065 "       gl_Position = ftransform();\n"
2066 "}\n"
2067 "\n"
2068 "#endif // VERTEX_SHADER\n"
2069 "\n"
2070 "\n"
2071 "\n"
2072 "\n"
2073 "// fragment shader specific:\n"
2074 "#ifdef FRAGMENT_SHADER\n"
2075 "\n"
2076 "void main(void)\n"
2077 "{\n"
2078 "       int x, y;
2079 "       myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2080 "       for (x = -BLUR_X;x <= BLUR_X;x++)
2081 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2082 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2083 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2084 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2085
2086 "       gl_FragColor = vec4(color);\n"
2087 "}\n"
2088 "\n"
2089 "#endif // FRAGMENT_SHADER\n"
2090 */
2091
2092 void R_RenderScene(void);
2093
2094 void R_Bloom_StartFrame(void)
2095 {
2096         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2097
2098         // set bloomwidth and bloomheight to the bloom resolution that will be
2099         // used (often less than the screen resolution for faster rendering)
2100         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2101         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2102         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2103
2104         // calculate desired texture sizes
2105         if (gl_support_arb_texture_non_power_of_two)
2106         {
2107                 screentexturewidth = r_view.width;
2108                 screentextureheight = r_view.height;
2109                 bloomtexturewidth = r_bloomstate.bloomwidth;
2110                 bloomtextureheight = r_bloomstate.bloomheight;
2111         }
2112         else
2113         {
2114                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
2115                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
2116                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
2117                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
2118         }
2119
2120         if (r_hdr.integer)
2121         {
2122                 screentexturewidth = screentextureheight = 0;
2123         }
2124         else if (r_bloom.integer)
2125         {
2126         }
2127         else
2128         {
2129                 screentexturewidth = screentextureheight = 0;
2130                 bloomtexturewidth = bloomtextureheight = 0;
2131         }
2132
2133         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)
2134         {
2135                 // can't use bloom if the parameters are too weird
2136                 // can't use bloom if the card does not support the texture size
2137                 if (r_bloomstate.texture_screen)
2138                         R_FreeTexture(r_bloomstate.texture_screen);
2139                 if (r_bloomstate.texture_bloom)
2140                         R_FreeTexture(r_bloomstate.texture_bloom);
2141                 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2142                 return;
2143         }
2144
2145         r_bloomstate.enabled = true;
2146         r_bloomstate.hdr = r_hdr.integer != 0;
2147
2148         // allocate textures as needed
2149         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2150         {
2151                 if (r_bloomstate.texture_screen)
2152                         R_FreeTexture(r_bloomstate.texture_screen);
2153                 r_bloomstate.texture_screen = NULL;
2154                 r_bloomstate.screentexturewidth = screentexturewidth;
2155                 r_bloomstate.screentextureheight = screentextureheight;
2156                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2157                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2158         }
2159         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2160         {
2161                 if (r_bloomstate.texture_bloom)
2162                         R_FreeTexture(r_bloomstate.texture_bloom);
2163                 r_bloomstate.texture_bloom = NULL;
2164                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2165                 r_bloomstate.bloomtextureheight = bloomtextureheight;
2166                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2167                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2168         }
2169
2170         // set up a texcoord array for the full resolution screen image
2171         // (we have to keep this around to copy back during final render)
2172         r_bloomstate.screentexcoord2f[0] = 0;
2173         r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2174         r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2175         r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2176         r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2177         r_bloomstate.screentexcoord2f[5] = 0;
2178         r_bloomstate.screentexcoord2f[6] = 0;
2179         r_bloomstate.screentexcoord2f[7] = 0;
2180
2181         // set up a texcoord array for the reduced resolution bloom image
2182         // (which will be additive blended over the screen image)
2183         r_bloomstate.bloomtexcoord2f[0] = 0;
2184         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2185         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2186         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2187         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2188         r_bloomstate.bloomtexcoord2f[5] = 0;
2189         r_bloomstate.bloomtexcoord2f[6] = 0;
2190         r_bloomstate.bloomtexcoord2f[7] = 0;
2191 }
2192
2193 void R_Bloom_CopyScreenTexture(float colorscale)
2194 {
2195         r_refdef.stats.bloom++;
2196
2197         R_ResetViewRendering2D();
2198         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2199         R_Mesh_ColorPointer(NULL, 0, 0);
2200         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2201         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2202
2203         // copy view into the screen texture
2204         GL_ActiveTexture(0);
2205         CHECKGLERROR
2206         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
2207         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2208
2209         // now scale it down to the bloom texture size
2210         CHECKGLERROR
2211         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2212         GL_BlendFunc(GL_ONE, GL_ZERO);
2213         GL_Color(colorscale, colorscale, colorscale, 1);
2214         // TODO: optimize with multitexture or GLSL
2215         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2216         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2217
2218         // we now have a bloom image in the framebuffer
2219         // copy it into the bloom image texture for later processing
2220         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2221         GL_ActiveTexture(0);
2222         CHECKGLERROR
2223         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
2224         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2225 }
2226
2227 void R_Bloom_CopyHDRTexture(void)
2228 {
2229         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2230         GL_ActiveTexture(0);
2231         CHECKGLERROR
2232         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
2233         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2234 }
2235
2236 void R_Bloom_MakeTexture(void)
2237 {
2238         int x, range, dir;
2239         float xoffset, yoffset, r, brighten;
2240
2241         r_refdef.stats.bloom++;
2242
2243         R_ResetViewRendering2D();
2244         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2245         R_Mesh_ColorPointer(NULL, 0, 0);
2246
2247         // we have a bloom image in the framebuffer
2248         CHECKGLERROR
2249         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2250
2251         for (x = 1;x < r_bloom_colorexponent.value;)
2252         {
2253                 x *= 2;
2254                 r = bound(0, r_bloom_colorexponent.value / x, 1);
2255                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2256                 GL_Color(r, r, r, 1);
2257                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2258                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2259                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2260                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2261
2262                 // copy the vertically blurred bloom view to a texture
2263                 GL_ActiveTexture(0);
2264                 CHECKGLERROR
2265                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2266                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2267         }
2268
2269         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
2270         brighten = r_bloom_brighten.value;
2271         if (r_hdr.integer)
2272                 brighten *= r_hdr_range.value;
2273         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2274         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
2275
2276         for (dir = 0;dir < 2;dir++)
2277         {
2278                 // blend on at multiple vertical offsets to achieve a vertical blur
2279                 // TODO: do offset blends using GLSL
2280                 GL_BlendFunc(GL_ONE, GL_ZERO);
2281                 for (x = -range;x <= range;x++)
2282                 {
2283                         if (!dir){xoffset = 0;yoffset = x;}
2284                         else {xoffset = x;yoffset = 0;}
2285                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
2286                         yoffset /= (float)r_bloomstate.bloomtextureheight;
2287                         // compute a texcoord array with the specified x and y offset
2288                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
2289                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2290                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2291                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2292                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2293                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
2294                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
2295                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
2296                         // this r value looks like a 'dot' particle, fading sharply to
2297                         // black at the edges
2298                         // (probably not realistic but looks good enough)
2299                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
2300                         //r = (dir ? 1.0f : brighten)/(range*2+1);
2301                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
2302                         GL_Color(r, r, r, 1);
2303                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2304                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2305                         GL_BlendFunc(GL_ONE, GL_ONE);
2306                 }
2307
2308                 // copy the vertically blurred bloom view to a texture
2309                 GL_ActiveTexture(0);
2310                 CHECKGLERROR
2311                 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
2312                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2313         }
2314
2315         // apply subtract last
2316         // (just like it would be in a GLSL shader)
2317         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
2318         {
2319                 GL_BlendFunc(GL_ONE, GL_ZERO);
2320                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2321                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2322                 GL_Color(1, 1, 1, 1);
2323                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2324                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2325
2326                 GL_BlendFunc(GL_ONE, GL_ONE);
2327                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2328                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
2329                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2330                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
2331                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2332                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2333                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2334
2335                 // copy the darkened bloom view to a texture
2336                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2337                 GL_ActiveTexture(0);
2338                 CHECKGLERROR
2339                 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
2340                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2341         }
2342 }
2343
2344 void R_HDR_RenderBloomTexture(void)
2345 {
2346         int oldwidth, oldheight;
2347
2348         oldwidth = r_view.width;
2349         oldheight = r_view.height;
2350         r_view.width = r_bloomstate.bloomwidth;
2351         r_view.height = r_bloomstate.bloomheight;
2352
2353         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
2354         // TODO: add exposure compensation features
2355         // TODO: add fp16 framebuffer support
2356
2357         r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
2358         if (r_hdr.integer)
2359                 r_view.colorscale /= r_hdr_range.value;
2360         R_RenderScene();
2361
2362         R_ResetViewRendering2D();
2363
2364         R_Bloom_CopyHDRTexture();
2365         R_Bloom_MakeTexture();
2366
2367         R_ResetViewRendering3D();
2368
2369         R_ClearScreen();
2370         if (r_timereport_active)
2371                 R_TimeReport("clear");
2372
2373
2374         // restore the view settings
2375         r_view.width = oldwidth;
2376         r_view.height = oldheight;
2377 }
2378
2379 static void R_BlendView(void)
2380 {
2381         if (r_bloomstate.enabled && r_bloomstate.hdr)
2382         {
2383                 // render high dynamic range bloom effect
2384                 // the bloom texture was made earlier this render, so we just need to
2385                 // blend it onto the screen...
2386                 R_ResetViewRendering2D();
2387                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2388                 R_Mesh_ColorPointer(NULL, 0, 0);
2389                 GL_Color(1, 1, 1, 1);
2390                 GL_BlendFunc(GL_ONE, GL_ONE);
2391                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2392                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2393                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2394                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2395         }
2396         else if (r_bloomstate.enabled)
2397         {
2398                 // render simple bloom effect
2399                 // copy the screen and shrink it and darken it for the bloom process
2400                 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
2401                 // make the bloom texture
2402                 R_Bloom_MakeTexture();
2403                 // put the original screen image back in place and blend the bloom
2404                 // texture on it
2405                 R_ResetViewRendering2D();
2406                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2407                 R_Mesh_ColorPointer(NULL, 0, 0);
2408                 GL_Color(1, 1, 1, 1);
2409                 GL_BlendFunc(GL_ONE, GL_ZERO);
2410                 // do both in one pass if possible
2411                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2412                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2413                 if (r_textureunits.integer >= 2 && gl_combine.integer)
2414                 {
2415                         R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
2416                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
2417                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
2418                 }
2419                 else
2420                 {
2421                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2422                         r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2423                         // now blend on the bloom texture
2424                         GL_BlendFunc(GL_ONE, GL_ONE);
2425                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2426                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2427                 }
2428                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2429                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2430         }
2431         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
2432         {
2433                 // apply a color tint to the whole view
2434                 R_ResetViewRendering2D();
2435                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2436                 R_Mesh_ColorPointer(NULL, 0, 0);
2437                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2438                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
2439                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2440         }
2441 }
2442
2443 void R_RenderScene(void);
2444
2445 matrix4x4_t r_waterscrollmatrix;
2446
2447 void R_UpdateVariables(void)
2448 {
2449         R_Textures_Frame();
2450
2451         r_refdef.farclip = 4096;
2452         if (r_refdef.worldmodel)
2453                 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
2454         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
2455
2456         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
2457                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
2458         r_refdef.polygonfactor = 0;
2459         r_refdef.polygonoffset = 0;
2460         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
2461         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
2462
2463         r_refdef.rtworld = r_shadow_realtime_world.integer;
2464         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
2465         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
2466         r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
2467         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
2468         if (r_showsurfaces.integer)
2469         {
2470                 r_refdef.rtworld = false;
2471                 r_refdef.rtworldshadows = false;
2472                 r_refdef.rtdlight = false;
2473                 r_refdef.rtdlightshadows = false;
2474                 r_refdef.lightmapintensity = 0;
2475         }
2476
2477         if (gamemode == GAME_NEHAHRA)
2478         {
2479                 if (gl_fogenable.integer)
2480                 {
2481                         r_refdef.oldgl_fogenable = true;
2482                         r_refdef.fog_density = gl_fogdensity.value;
2483                         r_refdef.fog_red = gl_fogred.value;
2484                         r_refdef.fog_green = gl_foggreen.value;
2485                         r_refdef.fog_blue = gl_fogblue.value;
2486                 }
2487                 else if (r_refdef.oldgl_fogenable)
2488                 {
2489                         r_refdef.oldgl_fogenable = false;
2490                         r_refdef.fog_density = 0;
2491                         r_refdef.fog_red = 0;
2492                         r_refdef.fog_green = 0;
2493                         r_refdef.fog_blue = 0;
2494                 }
2495         }
2496         if (r_refdef.fog_density)
2497         {
2498                 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red  , 1.0f);
2499                 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
2500                 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
2501         }
2502         if (r_refdef.fog_density)
2503         {
2504                 r_refdef.fogenabled = true;
2505                 // this is the point where the fog reaches 0.9986 alpha, which we
2506                 // consider a good enough cutoff point for the texture
2507                 // (0.9986 * 256 == 255.6)
2508                 r_refdef.fogrange = 400 / r_refdef.fog_density;
2509                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
2510                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
2511                 // fog color was already set
2512         }
2513         else
2514                 r_refdef.fogenabled = false;
2515 }
2516
2517 /*
2518 ================
2519 R_RenderView
2520 ================
2521 */
2522 void R_RenderView(void)
2523 {
2524         if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
2525                 return; //Host_Error ("R_RenderView: NULL worldmodel");
2526
2527         R_Shadow_UpdateWorldLightSelection();
2528
2529         CHECKGLERROR
2530         if (r_timereport_active)
2531                 R_TimeReport("setup");
2532
2533         R_View_Update();
2534         if (r_timereport_active)
2535                 R_TimeReport("visibility");
2536
2537         R_ResetViewRendering3D();
2538
2539         R_ClearScreen();
2540         if (r_timereport_active)
2541                 R_TimeReport("clear");
2542
2543         R_Bloom_StartFrame();
2544
2545         // this produces a bloom texture to be used in R_BlendView() later
2546         if (r_hdr.integer)
2547                 R_HDR_RenderBloomTexture();
2548
2549         r_view.colorscale = r_hdr_scenebrightness.value;
2550         R_RenderScene();
2551
2552         R_BlendView();
2553         if (r_timereport_active)
2554                 R_TimeReport("blendview");
2555
2556         GL_Scissor(0, 0, vid.width, vid.height);
2557         GL_ScissorTest(false);
2558         CHECKGLERROR
2559 }
2560
2561 extern void R_DrawLightningBeams (void);
2562 extern void VM_CL_AddPolygonsToMeshQueue (void);
2563 extern void R_DrawPortals (void);
2564 extern cvar_t cl_locs_show;
2565 static void R_DrawLocs(void);
2566 static void R_DrawEntityBBoxes(void);
2567 void R_RenderScene(void)
2568 {
2569         // don't let sound skip if going slow
2570         if (r_refdef.extraupdate)
2571                 S_ExtraUpdate ();
2572
2573         R_ResetViewRendering3D();
2574
2575         R_MeshQueue_BeginScene();
2576
2577         R_SkyStartFrame();
2578
2579         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);
2580
2581         if (cl.csqc_vidvars.drawworld)
2582         {
2583                 // don't let sound skip if going slow
2584                 if (r_refdef.extraupdate)
2585                         S_ExtraUpdate ();
2586
2587                 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
2588                 {
2589                         r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
2590                         if (r_timereport_active)
2591                                 R_TimeReport("worldsky");
2592                 }
2593
2594                 if (R_DrawBrushModelsSky() && r_timereport_active)
2595                         R_TimeReport("bmodelsky");
2596         }
2597
2598         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
2599         {
2600                 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
2601                 if (r_timereport_active)
2602                         R_TimeReport("worlddepth");
2603         }
2604         if (r_depthfirst.integer >= 2)
2605         {
2606                 R_DrawModelsDepth();
2607                 if (r_timereport_active)
2608                         R_TimeReport("modeldepth");
2609         }
2610
2611         if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
2612         {
2613                 r_refdef.worldmodel->Draw(r_refdef.worldentity);
2614                 if (r_timereport_active)
2615                         R_TimeReport("world");
2616         }
2617
2618         // don't let sound skip if going slow
2619         if (r_refdef.extraupdate)
2620                 S_ExtraUpdate ();
2621
2622         R_DrawModels();
2623         if (r_timereport_active)
2624                 R_TimeReport("models");
2625
2626         // don't let sound skip if going slow
2627         if (r_refdef.extraupdate)
2628                 S_ExtraUpdate ();
2629
2630         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
2631         {
2632                 R_DrawModelShadows();
2633
2634                 R_ResetViewRendering3D();
2635
2636                 // don't let sound skip if going slow
2637                 if (r_refdef.extraupdate)
2638                         S_ExtraUpdate ();
2639         }
2640
2641         R_ShadowVolumeLighting(false);
2642         if (r_timereport_active)
2643                 R_TimeReport("rtlights");
2644
2645         // don't let sound skip if going slow
2646         if (r_refdef.extraupdate)
2647                 S_ExtraUpdate ();
2648
2649         if (cl.csqc_vidvars.drawworld)
2650         {
2651                 R_DrawLightningBeams();
2652                 if (r_timereport_active)
2653                         R_TimeReport("lightning");
2654
2655                 R_DrawParticles();
2656                 if (r_timereport_active)
2657                         R_TimeReport("particles");
2658
2659                 R_DrawExplosions();
2660                 if (r_timereport_active)
2661                         R_TimeReport("explosions");
2662         }
2663
2664         if (gl_support_fragment_shader)
2665         {
2666                 qglUseProgramObjectARB(0);CHECKGLERROR
2667         }
2668         VM_CL_AddPolygonsToMeshQueue();
2669
2670         if (cl_locs_show.integer)
2671         {
2672                 R_DrawLocs();
2673                 if (r_timereport_active)
2674                         R_TimeReport("showlocs");
2675         }
2676
2677         if (r_drawportals.integer)
2678         {
2679                 R_DrawPortals();
2680                 if (r_timereport_active)
2681                         R_TimeReport("portals");
2682         }
2683
2684         if (r_showbboxes.value > 0)
2685         {
2686                 R_DrawEntityBBoxes();
2687                 if (r_timereport_active)
2688                         R_TimeReport("bboxes");
2689         }
2690
2691         if (gl_support_fragment_shader)
2692         {
2693                 qglUseProgramObjectARB(0);CHECKGLERROR
2694         }
2695         R_MeshQueue_RenderTransparent();
2696         if (r_timereport_active)
2697                 R_TimeReport("drawtrans");
2698
2699         if (gl_support_fragment_shader)
2700         {
2701                 qglUseProgramObjectARB(0);CHECKGLERROR
2702         }
2703
2704         if (cl.csqc_vidvars.drawworld)
2705         {
2706                 R_DrawCoronas();
2707                 if (r_timereport_active)
2708                         R_TimeReport("coronas");
2709         }
2710
2711         // don't let sound skip if going slow
2712         if (r_refdef.extraupdate)
2713                 S_ExtraUpdate ();
2714
2715         R_ResetViewRendering2D();
2716 }
2717
2718 static const int bboxelements[36] =
2719 {
2720         5, 1, 3, 5, 3, 7,
2721         6, 2, 0, 6, 0, 4,
2722         7, 3, 2, 7, 2, 6,
2723         4, 0, 1, 4, 1, 5,
2724         4, 5, 7, 4, 7, 6,
2725         1, 0, 2, 1, 2, 3,
2726 };
2727
2728 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
2729 {
2730         int i;
2731         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
2732         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2733         GL_DepthMask(false);
2734         GL_DepthRange(0, 1);
2735         R_Mesh_Matrix(&identitymatrix);
2736         R_Mesh_ResetTextureState();
2737
2738         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
2739         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
2740         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
2741         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
2742         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
2743         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
2744         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
2745         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
2746         R_FillColors(color4f, 8, cr, cg, cb, ca);
2747         if (r_refdef.fogenabled)
2748         {
2749                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
2750                 {
2751                         f1 = FogPoint_World(v);
2752                         f2 = 1 - f1;
2753                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
2754                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
2755                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
2756                 }
2757         }
2758         R_Mesh_VertexPointer(vertex3f, 0, 0);
2759         R_Mesh_ColorPointer(color4f, 0, 0);
2760         R_Mesh_ResetTextureState();
2761         R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
2762 }
2763
2764 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2765 {
2766         int i;
2767         float color[4];
2768         prvm_edict_t *edict;
2769         // this function draws bounding boxes of server entities
2770         if (!sv.active)
2771                 return;
2772         SV_VM_Begin();
2773         for (i = 0;i < numsurfaces;i++)
2774         {
2775                 edict = PRVM_EDICT_NUM(surfacelist[i]);
2776                 switch ((int)edict->fields.server->solid)
2777                 {
2778                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
2779                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
2780                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
2781                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
2782                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
2783                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
2784                 }
2785                 color[3] *= r_showbboxes.value;
2786                 color[3] = bound(0, color[3], 1);
2787                 GL_DepthTest(!r_showdisabledepthtest.integer);
2788                 GL_CullFace(GL_BACK);
2789                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
2790         }
2791         SV_VM_End();
2792 }
2793
2794 static void R_DrawEntityBBoxes(void)
2795 {
2796         int i;
2797         prvm_edict_t *edict;
2798         vec3_t center;
2799         // this function draws bounding boxes of server entities
2800         if (!sv.active)
2801                 return;
2802         SV_VM_Begin();
2803         for (i = 0;i < prog->num_edicts;i++)
2804         {
2805                 edict = PRVM_EDICT_NUM(i);
2806                 if (edict->priv.server->free)
2807                         continue;
2808                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
2809                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
2810         }
2811         SV_VM_End();
2812 }
2813
2814 int nomodelelements[24] =
2815 {
2816         5, 2, 0,
2817         5, 1, 2,
2818         5, 0, 3,
2819         5, 3, 1,
2820         0, 2, 4,
2821         2, 1, 4,
2822         3, 0, 4,
2823         1, 3, 4
2824 };
2825
2826 float nomodelvertex3f[6*3] =
2827 {
2828         -16,   0,   0,
2829          16,   0,   0,
2830           0, -16,   0,
2831           0,  16,   0,
2832           0,   0, -16,
2833           0,   0,  16
2834 };
2835
2836 float nomodelcolor4f[6*4] =
2837 {
2838         0.0f, 0.0f, 0.5f, 1.0f,
2839         0.0f, 0.0f, 0.5f, 1.0f,
2840         0.0f, 0.5f, 0.0f, 1.0f,
2841         0.0f, 0.5f, 0.0f, 1.0f,
2842         0.5f, 0.0f, 0.0f, 1.0f,
2843         0.5f, 0.0f, 0.0f, 1.0f
2844 };
2845
2846 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2847 {
2848         int i;
2849         float f1, f2, *c;
2850         float color4f[6*4];
2851         // this is only called once per entity so numsurfaces is always 1, and
2852         // surfacelist is always {0}, so this code does not handle batches
2853         R_Mesh_Matrix(&ent->matrix);
2854
2855         if (ent->flags & EF_ADDITIVE)
2856         {
2857                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2858                 GL_DepthMask(false);
2859         }
2860         else if (ent->alpha < 1)
2861         {
2862                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2863                 GL_DepthMask(false);
2864         }
2865         else
2866         {
2867                 GL_BlendFunc(GL_ONE, GL_ZERO);
2868                 GL_DepthMask(true);
2869         }
2870         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
2871         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2872         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
2873         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
2874         if (r_refdef.fogenabled)
2875         {
2876                 vec3_t org;
2877                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2878                 R_Mesh_ColorPointer(color4f, 0, 0);
2879                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2880                 f1 = FogPoint_World(org);
2881                 f2 = 1 - f1;
2882                 for (i = 0, c = color4f;i < 6;i++, c += 4)
2883                 {
2884                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
2885                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
2886                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
2887                         c[3] *= ent->alpha;
2888                 }
2889         }
2890         else if (ent->alpha != 1)
2891         {
2892                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2893                 R_Mesh_ColorPointer(color4f, 0, 0);
2894                 for (i = 0, c = color4f;i < 6;i++, c += 4)
2895                         c[3] *= ent->alpha;
2896         }
2897         else
2898                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
2899         R_Mesh_ResetTextureState();
2900         R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
2901 }
2902
2903 void R_DrawNoModel(entity_render_t *ent)
2904 {
2905         vec3_t org;
2906         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2907         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
2908                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
2909         //else
2910         //      R_DrawNoModelCallback(ent, 0);
2911 }
2912
2913 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
2914 {
2915         vec3_t right1, right2, diff, normal;
2916
2917         VectorSubtract (org2, org1, normal);
2918
2919         // calculate 'right' vector for start
2920         VectorSubtract (r_view.origin, org1, diff);
2921         CrossProduct (normal, diff, right1);
2922         VectorNormalize (right1);
2923
2924         // calculate 'right' vector for end
2925         VectorSubtract (r_view.origin, org2, diff);
2926         CrossProduct (normal, diff, right2);
2927         VectorNormalize (right2);
2928
2929         vert[ 0] = org1[0] + width * right1[0];
2930         vert[ 1] = org1[1] + width * right1[1];
2931         vert[ 2] = org1[2] + width * right1[2];
2932         vert[ 3] = org1[0] - width * right1[0];
2933         vert[ 4] = org1[1] - width * right1[1];
2934         vert[ 5] = org1[2] - width * right1[2];
2935         vert[ 6] = org2[0] - width * right2[0];
2936         vert[ 7] = org2[1] - width * right2[1];
2937         vert[ 8] = org2[2] - width * right2[2];
2938         vert[ 9] = org2[0] + width * right2[0];
2939         vert[10] = org2[1] + width * right2[1];
2940         vert[11] = org2[2] + width * right2[2];
2941 }
2942
2943 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
2944
2945 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)
2946 {
2947         float fog = 1.0f;
2948         float vertex3f[12];
2949
2950         if (r_refdef.fogenabled)
2951                 fog = FogPoint_World(origin);
2952
2953         R_Mesh_Matrix(&identitymatrix);
2954         GL_BlendFunc(blendfunc1, blendfunc2);
2955         GL_DepthMask(false);
2956         GL_DepthRange(0, depthshort ? 0.0625 : 1);
2957         GL_DepthTest(!depthdisable);
2958
2959         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
2960         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
2961         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
2962         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
2963         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
2964         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
2965         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
2966         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
2967         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
2968         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
2969         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
2970         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
2971
2972         R_Mesh_VertexPointer(vertex3f, 0, 0);
2973         R_Mesh_ColorPointer(NULL, 0, 0);
2974         R_Mesh_ResetTextureState();
2975         R_Mesh_TexBind(0, R_GetTexture(texture));
2976         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
2977         // FIXME: fixed function path can't properly handle r_view.colorscale > 1
2978         GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
2979         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2980
2981         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
2982         {
2983                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
2984                 GL_BlendFunc(blendfunc1, GL_ONE);
2985                 fog = 1 - fog;
2986                 GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
2987                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2988         }
2989 }
2990
2991 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
2992 {
2993         int i;
2994         float *vertex3f;
2995         float v[3];
2996         VectorSet(v, x, y, z);
2997         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
2998                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
2999                         break;
3000         if (i == mesh->numvertices)
3001         {
3002                 if (mesh->numvertices < mesh->maxvertices)
3003                 {
3004                         VectorCopy(v, vertex3f);
3005                         mesh->numvertices++;
3006                 }
3007                 return mesh->numvertices;
3008         }
3009         else
3010                 return i;
3011 }
3012
3013 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3014 {
3015         int i;
3016         int *e, element[3];
3017         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3018         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3019         e = mesh->element3i + mesh->numtriangles * 3;
3020         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3021         {
3022                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3023                 if (mesh->numtriangles < mesh->maxtriangles)
3024                 {
3025                         *e++ = element[0];
3026                         *e++ = element[1];
3027                         *e++ = element[2];
3028                         mesh->numtriangles++;
3029                 }
3030                 element[1] = element[2];
3031         }
3032 }
3033
3034 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3035 {
3036         int i;
3037         int *e, element[3];
3038         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3039         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3040         e = mesh->element3i + mesh->numtriangles * 3;
3041         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3042         {
3043                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3044                 if (mesh->numtriangles < mesh->maxtriangles)
3045                 {
3046                         *e++ = element[0];
3047                         *e++ = element[1];
3048                         *e++ = element[2];
3049                         mesh->numtriangles++;
3050                 }
3051                 element[1] = element[2];
3052         }
3053 }
3054
3055 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3056 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3057 {
3058         int planenum, planenum2;
3059         int w;
3060         int tempnumpoints;
3061         mplane_t *plane, *plane2;
3062         double maxdist;
3063         double temppoints[2][256*3];
3064         // figure out how large a bounding box we need to properly compute this brush
3065         maxdist = 0;
3066         for (w = 0;w < numplanes;w++)
3067                 maxdist = max(maxdist, planes[w].dist);
3068         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3069         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3070         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3071         {
3072                 w = 0;
3073                 tempnumpoints = 4;
3074                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3075                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3076                 {
3077                         if (planenum2 == planenum)
3078                                 continue;
3079                         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);
3080                         w = !w;
3081                 }
3082                 if (tempnumpoints < 3)
3083                         continue;
3084                 // generate elements forming a triangle fan for this polygon
3085                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3086         }
3087 }
3088
3089 static void R_DrawCollisionBrush(const colbrushf_t *brush)
3090 {
3091         int i;
3092         R_Mesh_VertexPointer(brush->points->v, 0, 0);
3093         i = (int)(((size_t)brush) / sizeof(colbrushf_t));
3094         GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
3095         GL_LockArrays(0, brush->numpoints);
3096         R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0);
3097         GL_LockArrays(0, 0);
3098 }
3099
3100 static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
3101 {
3102         int i;
3103         if (!surface->num_collisiontriangles)
3104                 return;
3105         R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
3106         i = (int)(((size_t)surface) / sizeof(msurface_t));
3107         GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
3108         GL_LockArrays(0, surface->num_collisionvertices);
3109         R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
3110         GL_LockArrays(0, 0);
3111 }
3112
3113 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)
3114 {
3115         texturelayer_t *layer;
3116         layer = t->currentlayers + t->currentnumlayers++;
3117         layer->type = type;
3118         layer->depthmask = depthmask;
3119         layer->blendfunc1 = blendfunc1;
3120         layer->blendfunc2 = blendfunc2;
3121         layer->texture = texture;
3122         layer->texmatrix = *matrix;
3123         layer->color[0] = r * r_view.colorscale;
3124         layer->color[1] = g * r_view.colorscale;
3125         layer->color[2] = b * r_view.colorscale;
3126         layer->color[3] = a;
3127 }
3128
3129 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
3130 {
3131         int i;
3132         model_t *model = ent->model;
3133
3134         // switch to an alternate material if this is a q1bsp animated material
3135         {
3136                 texture_t *texture = t;
3137                 int s = ent->skinnum;
3138                 if ((unsigned int)s >= (unsigned int)model->numskins)
3139                         s = 0;
3140                 if (model->skinscenes)
3141                 {
3142                         if (model->skinscenes[s].framecount > 1)
3143                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
3144                         else
3145                                 s = model->skinscenes[s].firstframe;
3146                 }
3147                 if (s > 0)
3148                         t = t + s * model->num_surfaces;
3149                 if (t->animated)
3150                 {
3151                         // use an alternate animation if the entity's frame is not 0,
3152                         // and only if the texture has an alternate animation
3153                         if (ent->frame != 0 && t->anim_total[1])
3154                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
3155                         else
3156                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
3157                 }
3158                 texture->currentframe = t;
3159         }
3160
3161         // update currentskinframe to be a qw skin or animation frame
3162         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
3163         {
3164                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
3165                 {
3166                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
3167                         Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
3168                         r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, developer.integer > 0);
3169                 }
3170                 t->currentskinframe = r_qwskincache_skinframe[i];
3171                 if (t->currentskinframe == NULL)
3172                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3173         }
3174         else if (t->numskinframes >= 2)
3175                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3176         if (t->backgroundnumskinframes >= 2)
3177                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
3178
3179         t->currentmaterialflags = t->basematerialflags;
3180         t->currentalpha = ent->alpha;
3181         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
3182                 t->currentalpha *= r_wateralpha.value;
3183         if (!(ent->flags & RENDER_LIGHT))
3184                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
3185         if (ent->effects & EF_ADDITIVE)
3186                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3187         else if (t->currentalpha < 1)
3188                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3189         if (ent->effects & EF_DOUBLESIDED)
3190                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
3191         if (ent->effects & EF_NODEPTHTEST)
3192                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3193         if (ent->flags & RENDER_VIEWMODEL)
3194                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3195         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
3196                 t->currenttexmatrix = r_waterscrollmatrix;
3197         else
3198                 t->currenttexmatrix = identitymatrix;
3199         if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
3200                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
3201
3202         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
3203         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3204         t->glosstexture = r_texture_white;
3205         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
3206         t->backgroundglosstexture = r_texture_white;
3207         t->specularpower = r_shadow_glossexponent.value;
3208         // TODO: store reference values for these in the texture?
3209         t->specularscale = 0;
3210         if (r_shadow_gloss.integer > 0)
3211         {
3212                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
3213                 {
3214                         if (r_shadow_glossintensity.value > 0)
3215                         {
3216                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black;
3217                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black;
3218                                 t->specularscale = r_shadow_glossintensity.value;
3219                         }
3220                 }
3221                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
3222                         t->specularscale = r_shadow_gloss2intensity.value;
3223         }
3224
3225         t->currentnumlayers = 0;
3226         if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
3227         {
3228                 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
3229                 {
3230                         int blendfunc1, blendfunc2, depthmask;
3231                         if (t->currentmaterialflags & MATERIALFLAG_ADD)
3232                         {
3233                                 blendfunc1 = GL_SRC_ALPHA;
3234                                 blendfunc2 = GL_ONE;
3235                         }
3236                         else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
3237                         {
3238                                 blendfunc1 = GL_SRC_ALPHA;
3239                                 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
3240                         }
3241                         else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
3242                         {
3243                                 blendfunc1 = t->customblendfunc[0];
3244                                 blendfunc2 = t->customblendfunc[1];
3245                         }
3246                         else
3247                         {
3248                                 blendfunc1 = GL_ONE;
3249                                 blendfunc2 = GL_ZERO;
3250                         }
3251                         depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
3252                         if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
3253                         {
3254                                 rtexture_t *currentbasetexture;
3255                                 int layerflags = 0;
3256                                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
3257                                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
3258                                 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3259                                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3260                                 {
3261                                         // fullbright is not affected by r_refdef.lightmapintensity
3262                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
3263                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3264                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
3265                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3266                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
3267                                 }
3268                                 else
3269                                 {
3270                                         float colorscale;
3271                                         colorscale = 2;
3272                                         // q3bsp has no lightmap updates, so the lightstylevalue that
3273                                         // would normally be baked into the lightmap must be
3274                                         // applied to the color
3275                                         if (ent->model->type == mod_brushq3)
3276                                                 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
3277                                         colorscale *= r_refdef.lightmapintensity;
3278                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
3279                                         if (r_ambient.value >= (1.0f/64.0f))
3280                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3281                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3282                                         {
3283                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2]  * ent->colormod[2] * colorscale, t->currentalpha);
3284                                                 if (r_ambient.value >= (1.0f/64.0f))
3285                                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3286                                         }
3287                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3288                                         {
3289                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
3290                                                 if (r_ambient.value >= (1.0f/64.0f))
3291                                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3292                                         }
3293                                 }
3294                                 if (t->currentskinframe->glow != NULL)
3295                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->currentalpha);
3296                                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
3297                                 {
3298                                         // if this is opaque use alpha blend which will darken the earlier
3299                                         // passes cheaply.
3300                                         //
3301                                         // if this is an alpha blended material, all the earlier passes
3302                                         // were darkened by fog already, so we only need to add the fog
3303                                         // color ontop through the fog mask texture
3304                                         //
3305                                         // if this is an additive blended material, all the earlier passes
3306                                         // were darkened by fog already, and we should not add fog color
3307                                         // (because the background was not darkened, there is no fog color
3308                                         // that was lost behind it).
3309                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
3310                                 }
3311                         }
3312                 }
3313         }
3314 }
3315
3316 void R_UpdateAllTextureInfo(entity_render_t *ent)
3317 {
3318         int i;
3319         if (ent->model)
3320                 for (i = 0;i < ent->model->num_texturesperskin;i++)
3321                         R_UpdateTextureInfo(ent, ent->model->data_textures + i);
3322 }
3323
3324 int rsurface_array_size = 0;
3325 float *rsurface_array_modelvertex3f = NULL;
3326 float *rsurface_array_modelsvector3f = NULL;
3327 float *rsurface_array_modeltvector3f = NULL;
3328 float *rsurface_array_modelnormal3f = NULL;
3329 float *rsurface_array_deformedvertex3f = NULL;
3330 float *rsurface_array_deformedsvector3f = NULL;
3331 float *rsurface_array_deformedtvector3f = NULL;
3332 float *rsurface_array_deformednormal3f = NULL;
3333 float *rsurface_array_color4f = NULL;
3334 float *rsurface_array_texcoord3f = NULL;
3335
3336 void R_Mesh_ResizeArrays(int newvertices)
3337 {
3338         float *base;
3339         if (rsurface_array_size >= newvertices)
3340                 return;
3341         if (rsurface_array_modelvertex3f)
3342                 Mem_Free(rsurface_array_modelvertex3f);
3343         rsurface_array_size = (newvertices + 1023) & ~1023;
3344         base = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[31]));
3345         rsurface_array_modelvertex3f     = base + rsurface_array_size * 0;
3346         rsurface_array_modelsvector3f    = base + rsurface_array_size * 3;
3347         rsurface_array_modeltvector3f    = base + rsurface_array_size * 6;
3348         rsurface_array_modelnormal3f     = base + rsurface_array_size * 9;
3349         rsurface_array_deformedvertex3f  = base + rsurface_array_size * 12;
3350         rsurface_array_deformedsvector3f = base + rsurface_array_size * 15;
3351         rsurface_array_deformedtvector3f = base + rsurface_array_size * 18;
3352         rsurface_array_deformednormal3f  = base + rsurface_array_size * 21;
3353         rsurface_array_texcoord3f        = base + rsurface_array_size * 24;
3354         rsurface_array_color4f           = base + rsurface_array_size * 27;
3355 }
3356
3357 float *rsurface_modelvertex3f;
3358 int rsurface_modelvertex3f_bufferobject;
3359 size_t rsurface_modelvertex3f_bufferoffset;
3360 float *rsurface_modelsvector3f;
3361 int rsurface_modelsvector3f_bufferobject;
3362 size_t rsurface_modelsvector3f_bufferoffset;
3363 float *rsurface_modeltvector3f;
3364 int rsurface_modeltvector3f_bufferobject;
3365 size_t rsurface_modeltvector3f_bufferoffset;
3366 float *rsurface_modelnormal3f;
3367 int rsurface_modelnormal3f_bufferobject;
3368 size_t rsurface_modelnormal3f_bufferoffset;
3369 float *rsurface_vertex3f;
3370 int rsurface_vertex3f_bufferobject;
3371 size_t rsurface_vertex3f_bufferoffset;
3372 float *rsurface_svector3f;
3373 int rsurface_svector3f_bufferobject;
3374 size_t rsurface_svector3f_bufferoffset;
3375 float *rsurface_tvector3f;
3376 int rsurface_tvector3f_bufferobject;
3377 size_t rsurface_tvector3f_bufferoffset;
3378 float *rsurface_normal3f;
3379 int rsurface_normal3f_bufferobject;
3380 size_t rsurface_normal3f_bufferoffset;
3381 float *rsurface_lightmapcolor4f;
3382 int rsurface_lightmapcolor4f_bufferobject;
3383 size_t rsurface_lightmapcolor4f_bufferoffset;
3384 vec3_t rsurface_modelorg;
3385 qboolean rsurface_generatedvertex;
3386 const entity_render_t *rsurface_entity;
3387 const model_t *rsurface_model;
3388 texture_t *rsurface_texture;
3389 qboolean rsurface_uselightmaptexture;
3390 rsurfmode_t rsurface_mode;
3391 int rsurface_lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model
3392
3393 void RSurf_CleanUp(void)
3394 {
3395         CHECKGLERROR
3396         if (rsurface_mode == RSURFMODE_GLSL)
3397         {
3398                 qglUseProgramObjectARB(0);CHECKGLERROR
3399         }
3400         GL_AlphaTest(false);
3401         rsurface_mode = RSURFMODE_NONE;
3402         rsurface_uselightmaptexture = false;
3403         rsurface_texture = NULL;
3404 }
3405
3406 void RSurf_ActiveWorldEntity(void)
3407 {
3408         RSurf_CleanUp();
3409         rsurface_entity = r_refdef.worldentity;
3410         rsurface_model = r_refdef.worldmodel;
3411         if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
3412                 R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
3413         R_Mesh_Matrix(&identitymatrix);
3414         VectorCopy(r_view.origin, rsurface_modelorg);
3415         rsurface_modelvertex3f  = rsurface_model->surfmesh.data_vertex3f;
3416         rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo;
3417         rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f;
3418         rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
3419         rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo;
3420         rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f;
3421         rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
3422         rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo;
3423         rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f;
3424         rsurface_modelnormal3f  = rsurface_model->surfmesh.data_normal3f;
3425         rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo;
3426         rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f;
3427         rsurface_generatedvertex = false;
3428         rsurface_vertex3f  = rsurface_modelvertex3f;
3429         rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
3430         rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
3431         rsurface_svector3f = rsurface_modelsvector3f;
3432         rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
3433         rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
3434         rsurface_tvector3f = rsurface_modeltvector3f;
3435         rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
3436         rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
3437         rsurface_normal3f  = rsurface_modelnormal3f;
3438         rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
3439         rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
3440 }
3441
3442 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3443 {
3444         RSurf_CleanUp();
3445         rsurface_entity = ent;
3446         rsurface_model = ent->model;
3447         if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
3448                 R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
3449         R_Mesh_Matrix(&ent->matrix);
3450         Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
3451         if (rsurface_model->surfmesh.isanimated && (rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0))
3452         {
3453                 if (wanttangents)
3454                 {
3455                         rsurface_modelvertex3f = rsurface_array_modelvertex3f;
3456                         rsurface_modelsvector3f = rsurface_array_modelsvector3f;
3457                         rsurface_modeltvector3f = rsurface_array_modeltvector3f;
3458                         rsurface_modelnormal3f = rsurface_array_modelnormal3f;
3459                         Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f);
3460                 }
3461                 else if (wantnormals)
3462                 {
3463                         rsurface_modelvertex3f = rsurface_array_modelvertex3f;
3464                         rsurface_modelsvector3f = NULL;
3465                         rsurface_modeltvector3f = NULL;
3466                         rsurface_modelnormal3f = rsurface_array_modelnormal3f;
3467                         Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, NULL, NULL);
3468                 }
3469                 else
3470                 {
3471                         rsurface_modelvertex3f = rsurface_array_modelvertex3f;
3472                         rsurface_modelsvector3f = NULL;
3473                         rsurface_modeltvector3f = NULL;
3474                         rsurface_modelnormal3f = NULL;
3475                         Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL);
3476                 }
3477                 rsurface_modelvertex3f_bufferobject = 0;
3478                 rsurface_modelvertex3f_bufferoffset = 0;
3479                 rsurface_modelsvector3f_bufferobject = 0;
3480                 rsurface_modelsvector3f_bufferoffset = 0;
3481                 rsurface_modeltvector3f_bufferobject = 0;
3482                 rsurface_modeltvector3f_bufferoffset = 0;
3483                 rsurface_modelnormal3f_bufferobject = 0;
3484                 rsurface_modelnormal3f_bufferoffset = 0;
3485                 rsurface_generatedvertex = true;
3486         }
3487         else
3488         {
3489                 rsurface_modelvertex3f  = rsurface_model->surfmesh.data_vertex3f;
3490                 rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo;
3491                 rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f;
3492                 rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
3493                 rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo;
3494                 rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f;
3495                 rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
3496                 rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo;
3497                 rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f;
3498                 rsurface_modelnormal3f  = rsurface_model->surfmesh.data_normal3f;
3499                 rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo;
3500                 rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f;
3501                 rsurface_generatedvertex = false;
3502         }
3503         rsurface_vertex3f  = rsurface_modelvertex3f;
3504         rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
3505         rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
3506         rsurface_svector3f = rsurface_modelsvector3f;
3507         rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
3508         rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
3509         rsurface_tvector3f = rsurface_modeltvector3f;
3510         rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
3511         rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
3512         rsurface_normal3f  = rsurface_modelnormal3f;
3513         rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
3514         rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
3515 }
3516
3517 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
3518 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
3519 {
3520         // 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
3521         if (rsurface_generatedvertex)
3522         {
3523                 if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
3524                         generatetangents = true;
3525                 if (generatetangents)
3526                         generatenormals = true;
3527                 if (generatenormals && !rsurface_modelnormal3f)
3528                 {
3529                         rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f;
3530                         rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject = 0;
3531                         rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset = 0;
3532                         Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelnormal3f, r_smoothnormals_areaweighting.integer);
3533                 }
3534                 if (generatetangents && !rsurface_modelsvector3f)
3535                 {
3536                         rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f;
3537                         rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject = 0;
3538                         rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset = 0;
3539                         rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f;
3540                         rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject = 0;
3541                         rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset = 0;
3542                         Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_modelnormal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f, r_smoothnormals_areaweighting.integer);
3543                 }
3544         }
3545         // if vertices are deformed (sprite flares and things in maps, possibly water waves, bulges and other deformations), generate them into rsurface_deform* arrays from whatever the rsurface_model* array pointers point to (may be static model data or generated data for an animated model)
3546         if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
3547         {
3548                 int texturesurfaceindex;
3549                 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
3550                 Matrix4x4_Transform3x3(&rsurface_entity->inversematrix, r_view.forward, newforward);
3551                 Matrix4x4_Transform3x3(&rsurface_entity->inversematrix, r_view.right, newright);
3552                 Matrix4x4_Transform3x3(&rsurface_entity->inversematrix, r_view.up, newup);
3553                 VectorNormalize(newforward);
3554                 VectorNormalize(newright);
3555                 VectorNormalize(newup);
3556                 // make deformed versions of only the model vertices used by the specified surfaces
3557                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3558                 {
3559                         int i, j;
3560                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3561                         // a single autosprite surface can contain multiple sprites...
3562                         for (j = 0;j < surface->num_vertices - 3;j += 4)
3563                         {
3564                                 VectorClear(center);
3565                                 for (i = 0;i < 4;i++)
3566                                         VectorAdd(center, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
3567                                 VectorScale(center, 0.25f, center);
3568                                 if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
3569                                 {
3570                                         const float *v1, *v2;
3571                                         float f, l;
3572                                         struct
3573                                         {
3574                                                 float length2;
3575                                                 int quadedge;
3576                                         }
3577                                         shortest[2];
3578                                         shortest[0].quadedge = shortest[1].quadedge = 0;
3579                                         shortest[0].length2 = shortest[1].length2 = 0;
3580                                         // find the two shortest edges, then use them to define the
3581                                         // axis vectors for rotating around the central axis
3582                                         for (i = 0;i < 6;i++)
3583                                         {
3584                                                 v1 = rsurface_modelvertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
3585                                                 v2 = rsurface_modelvertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
3586                                                 l = VectorDistance2(v1, v2);
3587                                                 if (shortest[0].length2 > l || i == 0)
3588                                                 {
3589                                                         shortest[1] = shortest[0];
3590                                                         shortest[0].length2 = l;
3591                                                         shortest[0].quadedge = i;
3592                                                 }
3593                                                 else if (shortest[1].length2 > l || i == 1)
3594                                                 {
3595                                                         shortest[1].length2 = l;
3596                                                         shortest[1].quadedge = i;
3597                                                 }
3598                                         }
3599                                         // this calculates the midpoints *2 (not bothering to average) of the two shortest edges, and subtracts one from the other to get the up vector
3600                                         for (i = 0;i < 3;i++)
3601                                         {
3602                                                 right[i] = rsurface_modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i]
3603                                                          + rsurface_modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i];
3604                                                 up[i] = rsurface_modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i]
3605                                                       + rsurface_modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i]
3606                                                       - rsurface_modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][0]) + i]
3607                                                       - rsurface_modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][1]) + i];
3608                                         }
3609                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
3610                                         VectorSubtract(rsurface_modelorg, center, forward);
3611                                         CrossProduct(up, forward, newright);
3612                                         // normalize the vectors involved
3613                                         VectorNormalize(right);
3614                                         VectorNormalize(newright);
3615                                         // rotate the quad around the up axis vector, this is made
3616                                         // especially easy by the fact we know the quad is flat,
3617                                         // so we only have to subtract the center position and
3618                                         // measure distance along the right vector, and then
3619                                         // multiply that by the newright vector and add back the
3620                                         // center position
3621                                         // we also need to subtract the old position to undo the
3622                                         // displacement from the center, which we do with a
3623                                         // DotProduct, the subtraction/addition of center is also
3624                                         // optimized into DotProducts here
3625                                         l = DotProduct(newright, center) - DotProduct(right, center);
3626                                         for (i = 0;i < 4;i++)
3627                                         {
3628                                                 v1 = rsurface_modelvertex3f + 3 * (surface->num_firstvertex + j + i);
3629                                                 f = DotProduct(right, v1) - DotProduct(newright, v1) + l;
3630                                                 VectorMA(v1, f, newright, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3631                                         }
3632                                 }
3633                                 else
3634                                 {
3635                                         VectorCopy((rsurface_modelnormal3f  + 3 * surface->num_firstvertex) + j*3, forward);
3636                                         VectorCopy((rsurface_modelsvector3f + 3 * surface->num_firstvertex) + j*3, right);
3637                                         VectorCopy((rsurface_modeltvector3f + 3 * surface->num_firstvertex) + j*3, up);
3638                                         for (i = 0;i < 4;i++)
3639                                         {
3640                                                 VectorSubtract((rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
3641                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3642                                         }
3643                                 }
3644                         }
3645                         Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, r_smoothnormals_areaweighting.integer);
3646                         Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
3647                 }
3648                 rsurface_vertex3f = rsurface_array_deformedvertex3f;
3649                 rsurface_vertex3f_bufferobject = 0;
3650                 rsurface_vertex3f_bufferoffset = 0;
3651                 rsurface_svector3f = rsurface_array_deformedsvector3f;
3652                 rsurface_svector3f_bufferobject = 0;
3653                 rsurface_svector3f_bufferoffset = 0;
3654                 rsurface_tvector3f = rsurface_array_deformedtvector3f;
3655                 rsurface_tvector3f_bufferobject = 0;
3656                 rsurface_tvector3f_bufferoffset = 0;
3657                 rsurface_normal3f = rsurface_array_deformednormal3f;
3658                 rsurface_normal3f_bufferobject = 0;
3659                 rsurface_normal3f_bufferoffset = 0;
3660         }
3661         else
3662         {
3663                 rsurface_vertex3f  = rsurface_modelvertex3f;
3664                 rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
3665                 rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
3666                 rsurface_svector3f = rsurface_modelsvector3f;
3667                 rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
3668                 rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
3669                 rsurface_tvector3f = rsurface_modeltvector3f;
3670                 rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
3671                 rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
3672                 rsurface_normal3f  = rsurface_modelnormal3f;
3673                 rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
3674                 rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
3675         }
3676         R_Mesh_VertexPointer(rsurface_vertex3f, rsurface_vertex3f_bufferobject, rsurface_vertex3f_bufferoffset);
3677 }
3678
3679 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
3680 {
3681         int i, j;
3682         const msurface_t *surface = texturesurfacelist[0];
3683         const msurface_t *surface2;
3684         int firstvertex;
3685         int endvertex;
3686         int numvertices;
3687         int numtriangles;
3688         // TODO: lock all array ranges before render, rather than on each surface
3689         if (texturenumsurfaces == 1)
3690         {
3691                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3692                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3693         }
3694         else if (r_batchmode.integer == 2)
3695         {
3696                 #define MAXBATCHTRIANGLES 4096
3697                 int batchtriangles = 0;
3698                 int batchelements[MAXBATCHTRIANGLES*3];
3699                 for (i = 0;i < texturenumsurfaces;i = j)
3700                 {
3701                         surface = texturesurfacelist[i];
3702                         j = i + 1;
3703                         if (surface->num_triangles > MAXBATCHTRIANGLES)
3704                         {
3705                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3706                                 continue;
3707                         }
3708                         memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
3709                         batchtriangles = surface->num_triangles;
3710                         firstvertex = surface->num_firstvertex;
3711                         endvertex = surface->num_firstvertex + surface->num_vertices;
3712                         for (;j < texturenumsurfaces;j++)
3713                         {
3714                                 surface2 = texturesurfacelist[j];
3715                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
3716                                         break;
3717                                 memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
3718                                 batchtriangles += surface2->num_triangles;
3719                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
3720                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
3721                         }
3722                         surface2 = texturesurfacelist[j-1];
3723                         numvertices = endvertex - firstvertex;
3724                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
3725                 }
3726         }
3727         else if (r_batchmode.integer == 1)
3728         {
3729                 for (i = 0;i < texturenumsurfaces;i = j)
3730                 {
3731                         surface = texturesurfacelist[i];
3732                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
3733                                 if (texturesurfacelist[j] != surface2)
3734                                         break;
3735                         surface2 = texturesurfacelist[j-1];
3736                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
3737                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
3738                         GL_LockArrays(surface->num_firstvertex, numvertices);
3739                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3740                 }
3741         }
3742         else
3743         {
3744                 for (i = 0;i < texturenumsurfaces;i++)
3745                 {
3746                         surface = texturesurfacelist[i];
3747                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3748                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3749                 }
3750         }
3751 }
3752
3753 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
3754 {
3755         int i;
3756         int j;
3757         const msurface_t *surface = texturesurfacelist[0];
3758         const msurface_t *surface2;
3759         int firstvertex;
3760         int endvertex;
3761         int numvertices;
3762         int numtriangles;
3763         // TODO: lock all array ranges before render, rather than on each surface
3764         if (texturenumsurfaces == 1)
3765         {
3766                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3767                 if (deluxemaptexunit >= 0)
3768                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3769                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3770                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3771         }
3772         else if (r_batchmode.integer == 2)
3773         {
3774                 #define MAXBATCHTRIANGLES 4096
3775                 int batchtriangles = 0;
3776                 int batchelements[MAXBATCHTRIANGLES*3];
3777                 for (i = 0;i < texturenumsurfaces;i = j)
3778                 {
3779                         surface = texturesurfacelist[i];
3780                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3781                         if (deluxemaptexunit >= 0)
3782                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3783                         j = i + 1;
3784                         if (surface->num_triangles > MAXBATCHTRIANGLES)
3785                         {
3786                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3787                                 continue;
3788                         }
3789                         memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
3790                         batchtriangles = surface->num_triangles;
3791                         firstvertex = surface->num_firstvertex;
3792                         endvertex = surface->num_firstvertex + surface->num_vertices;
3793                         for (;j < texturenumsurfaces;j++)
3794                         {
3795                                 surface2 = texturesurfacelist[j];
3796                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
3797                                         break;
3798                                 memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
3799                                 batchtriangles += surface2->num_triangles;
3800                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
3801                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
3802                         }
3803                         surface2 = texturesurfacelist[j-1];
3804                         numvertices = endvertex - firstvertex;
3805                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
3806                 }
3807         }
3808         else if (r_batchmode.integer == 1)
3809         {
3810 #if 0
3811                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface_texture->name);
3812                 for (i = 0;i < texturenumsurfaces;i = j)
3813                 {
3814                         surface = texturesurfacelist[i];
3815                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
3816                                 if (texturesurfacelist[j] != surface2)
3817                                         break;
3818                         Con_Printf(" %i", j - i);
3819                 }
3820                 Con_Printf("\n");
3821                 Con_Printf("%s batch sizes honoring lightmap:", rsurface_texture->name);
3822 #endif
3823                 for (i = 0;i < texturenumsurfaces;i = j)
3824                 {
3825                         surface = texturesurfacelist[i];
3826                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3827                         if (deluxemaptexunit >= 0)
3828                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3829                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
3830                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
3831                                         break;
3832 #if 0
3833                         Con_Printf(" %i", j - i);
3834 #endif
3835                         surface2 = texturesurfacelist[j-1];
3836                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
3837                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
3838                         GL_LockArrays(surface->num_firstvertex, numvertices);
3839                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3840                 }
3841 #if 0
3842                 Con_Printf("\n");
3843 #endif
3844         }
3845         else
3846         {
3847                 for (i = 0;i < texturenumsurfaces;i++)
3848                 {
3849                         surface = texturesurfacelist[i];
3850                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3851                         if (deluxemaptexunit >= 0)
3852                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3853                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3854                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3855                 }
3856         }
3857 }
3858
3859 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
3860 {
3861         int j;
3862         int texturesurfaceindex;
3863         if (r_showsurfaces.integer == 2)
3864         {
3865                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3866                 {
3867                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3868                         for (j = 0;j < surface->num_triangles;j++)
3869                         {
3870                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
3871                                 GL_Color(f, f, f, 1);
3872                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface_model->surfmesh.data_element3i + 3 * (j + surface->num_firsttriangle)), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
3873                         }
3874                 }
3875         }
3876         else
3877         {
3878                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3879                 {
3880                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3881                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
3882                         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);
3883                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3884                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3885                 }
3886         }
3887 }
3888
3889 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
3890 {
3891         int texturesurfaceindex;
3892         int i;
3893         float f;
3894         float *v, *c, *c2;
3895         if (rsurface_lightmapcolor4f)
3896         {
3897                 // generate color arrays for the surfaces in this list
3898                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3899                 {
3900                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3901                         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)
3902                         {
3903                                 f = FogPoint_Model(v);
3904                                 c2[0] = c[0] * f;
3905                                 c2[1] = c[1] * f;
3906                                 c2[2] = c[2] * f;
3907                                 c2[3] = c[3];
3908                         }
3909                 }
3910         }
3911         else
3912         {
3913                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3914                 {
3915                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3916                         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)
3917                         {
3918                                 f = FogPoint_Model(v);
3919                                 c2[0] = f;
3920                                 c2[1] = f;
3921                                 c2[2] = f;
3922                                 c2[3] = 1;
3923                         }
3924                 }
3925         }
3926         rsurface_lightmapcolor4f = rsurface_array_color4f;
3927         rsurface_lightmapcolor4f_bufferobject = 0;
3928         rsurface_lightmapcolor4f_bufferoffset = 0;
3929 }
3930
3931 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
3932 {
3933         int texturesurfaceindex;
3934         int i;
3935         float *c, *c2;
3936         if (!rsurface_lightmapcolor4f)
3937                 return;
3938         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3939         {
3940                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3941                 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)
3942                 {
3943                         c2[0] = c[0] * r;
3944                         c2[1] = c[1] * g;
3945                         c2[2] = c[2] * b;
3946                         c2[3] = c[3] * a;
3947                 }
3948         }
3949         rsurface_lightmapcolor4f = rsurface_array_color4f;
3950         rsurface_lightmapcolor4f_bufferobject = 0;
3951         rsurface_lightmapcolor4f_bufferoffset = 0;
3952 }
3953
3954 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3955 {
3956         // TODO: optimize
3957         rsurface_lightmapcolor4f = NULL;
3958         rsurface_lightmapcolor4f_bufferobject = 0;
3959         rsurface_lightmapcolor4f_bufferoffset = 0;
3960         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3961         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3962         R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
3963         GL_Color(r, g, b, a);
3964         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
3965 }
3966
3967 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3968 {
3969         // TODO: optimize applyfog && applycolor case
3970         // just apply fog if necessary, and tint the fog color array if necessary
3971         rsurface_lightmapcolor4f = NULL;
3972         rsurface_lightmapcolor4f_bufferobject = 0;
3973         rsurface_lightmapcolor4f_bufferoffset = 0;
3974         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3975         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3976         R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
3977         GL_Color(r, g, b, a);
3978         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3979 }
3980
3981 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3982 {
3983         int texturesurfaceindex;
3984         int i;
3985         float *c;
3986         // TODO: optimize
3987         if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
3988         {
3989                 // generate color arrays for the surfaces in this list
3990                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3991                 {
3992                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3993                         for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
3994                         {
3995                                 if (surface->lightmapinfo->samples)
3996                                 {
3997                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
3998                                         float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
3999                                         VectorScale(lm, scale, c);
4000                                         if (surface->lightmapinfo->styles[1] != 255)
4001                                         {
4002                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
4003                                                 lm += size3;
4004                                                 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
4005                                                 VectorMA(c, scale, lm, c);
4006                                                 if (surface->lightmapinfo->styles[2] != 255)
4007                                                 {
4008                                                         lm += size3;
4009                                                         scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
4010                                                         VectorMA(c, scale, lm, c);
4011                                                         if (surface->lightmapinfo->styles[3] != 255)
4012                                                         {
4013                                                                 lm += size3;
4014                                                                 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
4015                                                                 VectorMA(c, scale, lm, c);
4016                                                         }
4017                                                 }
4018                                         }
4019                                 }
4020                                 else
4021                                         VectorClear(c);
4022                                 c[3] = 1;
4023                         }
4024                 }
4025                 rsurface_lightmapcolor4f = rsurface_array_color4f;
4026                 rsurface_lightmapcolor4f_bufferobject = 0;
4027                 rsurface_lightmapcolor4f_bufferoffset = 0;
4028         }
4029         else
4030         {
4031                 rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
4032                 rsurface_lightmapcolor4f_bufferobject = rsurface_model->surfmesh.vbo;
4033                 rsurface_lightmapcolor4f_bufferoffset = rsurface_model->surfmesh.vbooffset_lightmapcolor4f;
4034         }
4035         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4036         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4037         R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
4038         GL_Color(r, g, b, a);
4039         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4040 }
4041
4042 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4043 {
4044         int texturesurfaceindex;
4045         int i;
4046         float f;
4047         float *v, *c, *c2;
4048         vec3_t ambientcolor;
4049         vec3_t diffusecolor;
4050         vec3_t lightdir;
4051         // TODO: optimize
4052         // model lighting
4053         VectorCopy(rsurface_entity->modellight_lightdir, lightdir);
4054         ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f;
4055         ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f;
4056         ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f;
4057         diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f;
4058         diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f;
4059         diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
4060         if (VectorLength2(diffusecolor) > 0)
4061         {
4062                 // generate color arrays for the surfaces in this list
4063                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4064                 {
4065                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4066                         int numverts = surface->num_vertices;
4067                         v = rsurface_vertex3f + 3 * surface->num_firstvertex;
4068                         c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
4069                         c = rsurface_array_color4f + 4 * surface->num_firstvertex;
4070                         // q3-style directional shading
4071                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
4072                         {
4073                                 if ((f = DotProduct(c2, lightdir)) > 0)
4074                                         VectorMA(ambientcolor, f, diffusecolor, c);
4075                                 else
4076                                         VectorCopy(ambientcolor, c);
4077                                 c[3] = a;
4078                         }
4079                 }
4080                 r = 1;
4081                 g = 1;
4082                 b = 1;
4083                 a = 1;
4084                 applycolor = false;
4085                 rsurface_lightmapcolor4f = rsurface_array_color4f;
4086                 rsurface_lightmapcolor4f_bufferobject = 0;
4087                 rsurface_lightmapcolor4f_bufferoffset = 0;
4088         }
4089         else
4090         {
4091                 r = ambientcolor[0];
4092                 g = ambientcolor[1];
4093                 b = ambientcolor[2];
4094                 rsurface_lightmapcolor4f = NULL;
4095                 rsurface_lightmapcolor4f_bufferobject = 0;
4096                 rsurface_lightmapcolor4f_bufferoffset = 0;
4097         }
4098         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4099         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4100         R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
4101         GL_Color(r, g, b, a);
4102         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4103 }
4104
4105 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
4106 {
4107         GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4108         GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4109         GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4110         if (rsurface_mode != RSURFMODE_SHOWSURFACES)
4111         {
4112                 rsurface_mode = RSURFMODE_SHOWSURFACES;
4113                 GL_DepthMask(true);
4114                 GL_BlendFunc(GL_ONE, GL_ZERO);
4115                 R_Mesh_ColorPointer(NULL, 0, 0);
4116                 R_Mesh_ResetTextureState();
4117         }
4118         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4119         RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
4120 }
4121
4122 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
4123 {
4124         // transparent sky would be ridiculous
4125         if ((rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4126                 return;
4127         if (rsurface_mode != RSURFMODE_SKY)
4128         {
4129                 if (rsurface_mode == RSURFMODE_GLSL)
4130                 {
4131                         qglUseProgramObjectARB(0);CHECKGLERROR
4132                 }
4133                 rsurface_mode = RSURFMODE_SKY;
4134         }
4135         if (skyrendernow)
4136         {
4137                 skyrendernow = false;
4138                 R_Sky();
4139                 // restore entity matrix
4140                 R_Mesh_Matrix(&rsurface_entity->matrix);
4141         }
4142         GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4143         GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4144         GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4145         GL_DepthMask(true);
4146         // LordHavoc: HalfLife maps have freaky skypolys so don't use
4147         // skymasking on them, and Quake3 never did sky masking (unlike
4148         // software Quake and software Quake2), so disable the sky masking
4149         // in Quake3 maps as it causes problems with q3map2 sky tricks,
4150         // and skymasking also looks very bad when noclipping outside the
4151         // level, so don't use it then either.
4152         if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
4153         {
4154                 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
4155                 R_Mesh_ColorPointer(NULL, 0, 0);
4156                 R_Mesh_ResetTextureState();
4157                 if (skyrendermasked)
4158                 {
4159                         // depth-only (masking)
4160                         GL_ColorMask(0,0,0,0);
4161                         // just to make sure that braindead drivers don't draw
4162                         // anything despite that colormask...
4163                         GL_BlendFunc(GL_ZERO, GL_ONE);
4164                 }
4165                 else
4166                 {
4167                         // fog sky
4168                         GL_BlendFunc(GL_ONE, GL_ZERO);
4169                 }
4170                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4171                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4172                 if (skyrendermasked)
4173                         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
4174         }
4175 }
4176
4177 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
4178 {
4179         if (rsurface_mode != RSURFMODE_GLSL)
4180         {
4181                 rsurface_mode = RSURFMODE_GLSL;
4182                 R_Mesh_ResetTextureState();
4183         }
4184
4185         R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2, 1, 1, rsurface_texture->specularscale);
4186         if (!r_glsl_permutation)
4187                 return;
4188
4189         if (rsurface_lightmode == 2)
4190                 RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
4191         else
4192                 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
4193         R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordtexture2f);
4194         R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, rsurface_svector3f_bufferobject, rsurface_svector3f_bufferoffset);
4195         R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, rsurface_tvector3f_bufferobject, rsurface_tvector3f_bufferoffset);
4196         R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, rsurface_normal3f_bufferobject, rsurface_normal3f_bufferoffset);
4197         R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordlightmap2f);
4198
4199         if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4200         {
4201                 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
4202                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4203                         R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
4204                 R_Mesh_ColorPointer(NULL, 0, 0);
4205         }
4206         else if (rsurface_uselightmaptexture)
4207         {
4208                 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
4209                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4210                         R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
4211                 R_Mesh_ColorPointer(NULL, 0, 0);
4212         }
4213         else
4214         {
4215                 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
4216                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4217                         R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
4218                 R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_lightmapcolor4f);
4219         }
4220
4221         if (rsurface_uselightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
4222                 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
4223         else
4224                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4225         if (rsurface_texture->backgroundnumskinframes && !(rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4226         {
4227         }
4228 }
4229
4230 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
4231 {
4232         // OpenGL 1.3 path - anything not completely ancient
4233         int texturesurfaceindex;
4234         qboolean applycolor;
4235         qboolean applyfog;
4236         rmeshstate_t m;
4237         int layerindex;
4238         const texturelayer_t *layer;
4239         if (rsurface_mode != RSURFMODE_MULTIPASS)
4240                 rsurface_mode = RSURFMODE_MULTIPASS;
4241         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
4242         for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
4243         {
4244                 vec4_t layercolor;
4245                 int layertexrgbscale;
4246                 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4247                 {
4248                         if (layerindex == 0)
4249                                 GL_AlphaTest(true);
4250                         else
4251                         {
4252                                 GL_AlphaTest(false);
4253                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
4254                         }
4255                 }
4256                 GL_DepthMask(layer->depthmask);
4257                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
4258                 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
4259                 {
4260                         layertexrgbscale = 4;
4261                         VectorScale(layer->color, 0.25f, layercolor);
4262                 }
4263                 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
4264                 {
4265                         layertexrgbscale = 2;
4266                         VectorScale(layer->color, 0.5f, layercolor);
4267                 }
4268                 else
4269                 {
4270                         layertexrgbscale = 1;
4271                         VectorScale(layer->color, 1.0f, layercolor);
4272                 }
4273                 layercolor[3] = layer->color[3];
4274                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
4275                 R_Mesh_ColorPointer(NULL, 0, 0);
4276                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
4277                 switch (layer->type)
4278                 {
4279                 case TEXTURELAYERTYPE_LITTEXTURE:
4280                         memset(&m, 0, sizeof(m));
4281                         m.tex[0] = R_GetTexture(r_texture_white);
4282                         m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
4283                         m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4284                         m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f;
4285                         m.tex[1] = R_GetTexture(layer->texture);
4286                         m.texmatrix[1] = layer->texmatrix;
4287                         m.texrgbscale[1] = layertexrgbscale;
4288                         m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
4289                         m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo;
4290                         m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
4291                         R_Mesh_TextureState(&m);
4292                         if (rsurface_lightmode == 2)
4293                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4294                         else if (rsurface_uselightmaptexture)
4295                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4296                         else
4297                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4298                         break;
4299                 case TEXTURELAYERTYPE_TEXTURE:
4300                         memset(&m, 0, sizeof(m));
4301                         m.tex[0] = R_GetTexture(layer->texture);
4302                         m.texmatrix[0] = layer->texmatrix;
4303                         m.texrgbscale[0] = layertexrgbscale;
4304                         m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
4305                         m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4306                         m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
4307                         R_Mesh_TextureState(&m);
4308                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4309                         break;
4310                 case TEXTURELAYERTYPE_FOG:
4311                         memset(&m, 0, sizeof(m));
4312                         m.texrgbscale[0] = layertexrgbscale;
4313                         if (layer->texture)
4314                         {
4315                                 m.tex[0] = R_GetTexture(layer->texture);
4316                                 m.texmatrix[0] = layer->texmatrix;
4317                                 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
4318                                 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4319                                 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
4320                         }
4321                         R_Mesh_TextureState(&m);
4322                         // generate a color array for the fog pass
4323                         R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
4324                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4325                         {
4326                                 int i;
4327                                 float f, *v, *c;
4328                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4329                                 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)
4330                                 {
4331                                         f = 1 - FogPoint_Model(v);
4332                                         c[0] = layercolor[0];
4333                                         c[1] = layercolor[1];
4334                                         c[2] = layercolor[2];
4335                                         c[3] = f * layercolor[3];
4336                                 }
4337                         }
4338                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4339                         break;
4340                 default:
4341                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
4342                 }
4343                 GL_LockArrays(0, 0);
4344         }
4345         CHECKGLERROR
4346         if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4347         {
4348                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4349                 GL_AlphaTest(false);
4350         }
4351 }
4352
4353 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
4354 {
4355         // OpenGL 1.1 - crusty old voodoo path
4356         int texturesurfaceindex;
4357         qboolean applyfog;
4358         rmeshstate_t m;
4359         int layerindex;
4360         const texturelayer_t *layer;
4361         if (rsurface_mode != RSURFMODE_MULTIPASS)
4362                 rsurface_mode = RSURFMODE_MULTIPASS;
4363         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
4364         for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
4365         {
4366                 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4367                 {
4368                         if (layerindex == 0)
4369                                 GL_AlphaTest(true);
4370                         else
4371                         {
4372                                 GL_AlphaTest(false);
4373                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
4374                         }
4375                 }
4376                 GL_DepthMask(layer->depthmask);
4377                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
4378                 R_Mesh_ColorPointer(NULL, 0, 0);
4379                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
4380                 switch (layer->type)
4381                 {
4382                 case TEXTURELAYERTYPE_LITTEXTURE:
4383                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
4384                         {
4385                                 // two-pass lit texture with 2x rgbscale
4386                                 // first the lightmap pass
4387                                 memset(&m, 0, sizeof(m));
4388                                 m.tex[0] = R_GetTexture(r_texture_white);
4389                                 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
4390                                 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4391                                 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f;
4392                                 R_Mesh_TextureState(&m);
4393                                 if (rsurface_lightmode == 2)
4394                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4395                                 else if (rsurface_uselightmaptexture)
4396                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4397                                 else
4398                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4399                                 GL_LockArrays(0, 0);
4400                                 // then apply the texture to it
4401                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4402                                 memset(&m, 0, sizeof(m));
4403                                 m.tex[0] = R_GetTexture(layer->texture);
4404                                 m.texmatrix[0] = layer->texmatrix;
4405                                 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
4406                                 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4407                                 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
4408                                 R_Mesh_TextureState(&m);
4409                                 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);
4410                         }
4411                         else
4412                         {
4413                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
4414                                 memset(&m, 0, sizeof(m));
4415                                 m.tex[0] = R_GetTexture(layer->texture);
4416                                 m.texmatrix[0] = layer->texmatrix;
4417                                 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
4418                                 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4419                                 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
4420                                 R_Mesh_TextureState(&m);
4421                                 if (rsurface_lightmode == 2)
4422                                         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);
4423                                 else
4424                                         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);
4425                         }
4426                         break;
4427                 case TEXTURELAYERTYPE_TEXTURE:
4428                         // singletexture unlit texture with transparency support
4429                         memset(&m, 0, sizeof(m));
4430                         m.tex[0] = R_GetTexture(layer->texture);
4431                         m.texmatrix[0] = layer->texmatrix;
4432                         m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
4433                         m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4434                         m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
4435                         R_Mesh_TextureState(&m);
4436                         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);
4437                         break;
4438                 case TEXTURELAYERTYPE_FOG:
4439                         // singletexture fogging
4440                         R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
4441                         if (layer->texture)
4442                         {
4443                                 memset(&m, 0, sizeof(m));
4444                                 m.tex[0] = R_GetTexture(layer->texture);
4445                                 m.texmatrix[0] = layer->texmatrix;
4446                                 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
4447                                 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4448                                 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
4449                                 R_Mesh_TextureState(&m);
4450                         }
4451                         else
4452                                 R_Mesh_ResetTextureState();
4453                         // generate a color array for the fog pass
4454                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4455                         {
4456                                 int i;
4457                                 float f, *v, *c;
4458                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4459                                 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)
4460                                 {
4461                                         f = 1 - FogPoint_Model(v);
4462                                         c[0] = layer->color[0];
4463                                         c[1] = layer->color[1];
4464                                         c[2] = layer->color[2];
4465                                         c[3] = f * layer->color[3];
4466                                 }
4467                         }
4468                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4469                         break;
4470                 default:
4471                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
4472                 }
4473                 GL_LockArrays(0, 0);
4474         }
4475         CHECKGLERROR
4476         if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4477         {
4478                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4479                 GL_AlphaTest(false);
4480         }
4481 }
4482
4483 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
4484 {
4485         if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW)
4486                 return;
4487         r_shadow_rtlight = NULL;
4488         CHECKGLERROR
4489         if (depthonly)
4490         {
4491                 if ((rsurface_texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
4492                         return;
4493                 if (rsurface_mode != RSURFMODE_MULTIPASS)
4494                         rsurface_mode = RSURFMODE_MULTIPASS;
4495                 if (r_depthfirst.integer == 3)
4496                 {
4497                         int i = (int)(texturesurfacelist[0] - rsurface_model->data_surfaces);
4498                         GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
4499                 }
4500                 else
4501                 {
4502                         GL_ColorMask(0,0,0,0);
4503                         GL_Color(1,1,1,1);
4504                 }
4505                 GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4506                 GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4507                 GL_DepthTest(true);
4508                 GL_BlendFunc(GL_ONE, GL_ZERO);
4509                 GL_DepthMask(true);
4510                 GL_AlphaTest(false);
4511                 R_Mesh_ColorPointer(NULL, 0, 0);
4512                 R_Mesh_ResetTextureState();
4513                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4514                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4515                 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
4516                 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4517         }
4518         else if (r_depthfirst.integer == 3)
4519                 return;
4520         else if (r_showsurfaces.integer)
4521         {
4522                 if (rsurface_mode != RSURFMODE_MULTIPASS)
4523                         rsurface_mode = RSURFMODE_MULTIPASS;
4524                 GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4525                 GL_DepthTest(true);
4526                 GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4527                 GL_BlendFunc(GL_ONE, GL_ZERO);
4528                 GL_DepthMask(writedepth);
4529                 GL_Color(1,1,1,1);
4530                 GL_AlphaTest(false);
4531                 R_Mesh_ColorPointer(NULL, 0, 0);
4532                 R_Mesh_ResetTextureState();
4533                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4534                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
4535                 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4536         }
4537         else if (gl_lightmaps.integer)
4538         {
4539                 rmeshstate_t m;
4540                 if (rsurface_mode != RSURFMODE_MULTIPASS)
4541                         rsurface_mode = RSURFMODE_MULTIPASS;
4542                 GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4543                 GL_DepthTest(true);
4544                 GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4545                 GL_BlendFunc(GL_ONE, GL_ZERO);
4546                 GL_DepthMask(writedepth);
4547                 GL_Color(1,1,1,1);
4548                 GL_AlphaTest(false);
4549                 R_Mesh_ColorPointer(NULL, 0, 0);
4550                 memset(&m, 0, sizeof(m));
4551                 m.tex[0] = R_GetTexture(r_texture_white);
4552                 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
4553                 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4554                 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f;
4555                 R_Mesh_TextureState(&m);
4556                 RSurf_PrepareVerticesForBatch(rsurface_lightmode == 2, false, texturenumsurfaces, texturesurfacelist);
4557                 if (rsurface_lightmode == 2)
4558                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4559                 else if (rsurface_uselightmaptexture)
4560                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4561                 else
4562                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4563                 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4564         }
4565         else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
4566         {
4567                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
4568                 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4569         }
4570         else if (rsurface_texture->currentnumlayers)
4571         {
4572                 // write depth for anything we skipped on the depth-only pass earlier
4573                 if (!writedepth && (rsurface_texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
4574                         writedepth = true;
4575                 GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4576                 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4577                 GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4578                 GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
4579                 GL_DepthMask(writedepth && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
4580                 GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
4581                 GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4582                 // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
4583                 rsurface_lightmode = ((rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
4584                 if (r_glsl.integer && gl_support_fragment_shader)
4585                         R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
4586                 else if (gl_combine.integer && r_textureunits.integer >= 2)
4587                         R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
4588                 else
4589                         R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
4590                 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4591         }
4592         CHECKGLERROR
4593         GL_LockArrays(0, 0);
4594 }
4595
4596 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4597 {
4598         int i, j;
4599         int texturenumsurfaces, endsurface;
4600         texture_t *texture;
4601         msurface_t *surface;
4602         msurface_t *texturesurfacelist[1024];
4603
4604         // if the model is static it doesn't matter what value we give for
4605         // wantnormals and wanttangents, so this logic uses only rules applicable
4606         // to a model, knowing that they are meaningless otherwise
4607         if (ent == r_refdef.worldentity)
4608                 RSurf_ActiveWorldEntity();
4609         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
4610                 RSurf_ActiveModelEntity(ent, false, false);
4611         else
4612                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
4613
4614         for (i = 0;i < numsurfaces;i = j)
4615         {
4616                 j = i + 1;
4617                 surface = rsurface_model->data_surfaces + surfacelist[i];
4618                 texture = surface->texture;
4619                 R_UpdateTextureInfo(ent, texture);
4620                 rsurface_texture = texture->currentframe;
4621                 rsurface_uselightmaptexture = surface->lightmaptexture != NULL;
4622                 // scan ahead until we find a different texture
4623                 endsurface = min(i + 1024, numsurfaces);
4624                 texturenumsurfaces = 0;
4625                 texturesurfacelist[texturenumsurfaces++] = surface;
4626                 for (;j < endsurface;j++)
4627                 {
4628                         surface = rsurface_model->data_surfaces + surfacelist[j];
4629                         if (texture != surface->texture || rsurface_uselightmaptexture != (surface->lightmaptexture != NULL))
4630                                 break;
4631                         texturesurfacelist[texturenumsurfaces++] = surface;
4632                 }
4633                 // render the range of surfaces
4634                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
4635         }
4636
4637         RSurf_CleanUp();
4638 }
4639
4640 void R_QueueSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
4641 {
4642         int i, j;
4643         vec3_t tempcenter, center;
4644         texture_t *texture;
4645         // break the surface list down into batches by texture and use of lightmapping
4646         for (i = 0;i < numsurfaces;i = j)
4647         {
4648                 j = i + 1;
4649                 // texture is the base texture pointer, rsurface_texture is the
4650                 // current frame/skin the texture is directing us to use (for example
4651                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
4652                 // use skin 1 instead)
4653                 texture = surfacelist[i]->texture;
4654                 rsurface_texture = texture->currentframe;
4655                 rsurface_uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
4656                 if (!(rsurface_texture->currentmaterialflags & flagsmask))
4657                 {
4658                         // if this texture is not the kind we want, skip ahead to the next one
4659                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
4660                                 ;
4661                         continue;
4662                 }
4663                 if (rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
4664                 {
4665                         // transparent surfaces get pushed off into the transparent queue
4666                         const msurface_t *surface = surfacelist[i];
4667                         if (depthonly)
4668                                 continue;
4669                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
4670                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
4671                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
4672                         Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
4673                         R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight);
4674                 }
4675                 else
4676                 {
4677                         // simply scan ahead until we find a different texture or lightmap state
4678                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface_uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
4679                                 ;
4680                         // render the range of surfaces
4681                         R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
4682                 }
4683         }
4684 }
4685
4686 float locboxvertex3f[6*4*3] =
4687 {
4688         1,0,1, 1,0,0, 1,1,0, 1,1,1,
4689         0,1,1, 0,1,0, 0,0,0, 0,0,1,
4690         1,1,1, 1,1,0, 0,1,0, 0,1,1,
4691         0,0,1, 0,0,0, 1,0,0, 1,0,1,
4692         0,0,1, 1,0,1, 1,1,1, 0,1,1,
4693         1,0,0, 0,0,0, 0,1,0, 1,1,0
4694 };
4695
4696 int locboxelement3i[6*2*3] =
4697 {
4698          0, 1, 2, 0, 2, 3,
4699          4, 5, 6, 4, 6, 7,
4700          8, 9,10, 8,10,11,
4701         12,13,14, 12,14,15,
4702         16,17,18, 16,18,19,
4703         20,21,22, 20,22,23
4704 };
4705
4706 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4707 {
4708         int i, j;
4709         cl_locnode_t *loc = (cl_locnode_t *)ent;
4710         vec3_t mins, size;
4711         float vertex3f[6*4*3];
4712         CHECKGLERROR
4713         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4714         GL_DepthMask(false);
4715         GL_DepthRange(0, 1);
4716         GL_DepthTest(true);
4717         GL_CullFace(GL_NONE);
4718         R_Mesh_Matrix(&identitymatrix);
4719
4720         R_Mesh_VertexPointer(vertex3f, 0, 0);
4721         R_Mesh_ColorPointer(NULL, 0, 0);
4722         R_Mesh_ResetTextureState();
4723
4724         i = surfacelist[0];
4725         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
4726                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
4727                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
4728                         surfacelist[0] < 0 ? 0.5f : 0.125f);
4729
4730         if (VectorCompare(loc->mins, loc->maxs))
4731         {
4732                 VectorSet(size, 2, 2, 2);
4733                 VectorMA(loc->mins, -0.5f, size, mins);
4734         }
4735         else
4736         {
4737                 VectorCopy(loc->mins, mins);
4738                 VectorSubtract(loc->maxs, loc->mins, size);
4739         }
4740
4741         for (i = 0;i < 6*4*3;)
4742                 for (j = 0;j < 3;j++, i++)
4743                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
4744
4745         R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
4746 }
4747
4748 void R_DrawLocs(void)
4749 {
4750         int index;
4751         cl_locnode_t *loc, *nearestloc;
4752         vec3_t center;
4753         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
4754         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
4755         {
4756                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
4757                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
4758         }
4759 }
4760
4761 void R_DrawCollisionBrushes(entity_render_t *ent)
4762 {
4763         int i;
4764         q3mbrush_t *brush;
4765         msurface_t *surface;
4766         model_t *model = ent->model;
4767         if (!model->brush.num_brushes)
4768                 return;
4769         CHECKGLERROR
4770         R_Mesh_ColorPointer(NULL, 0, 0);
4771         R_Mesh_ResetTextureState();
4772         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4773         GL_DepthMask(false);
4774         GL_DepthRange(0, 1);
4775         GL_DepthTest(!r_showdisabledepthtest.integer);
4776         qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
4777         for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
4778                 if (brush->colbrushf && brush->colbrushf->numtriangles)
4779                         R_DrawCollisionBrush(brush->colbrushf);
4780         for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
4781                 if (surface->num_collisiontriangles)
4782                         R_DrawCollisionSurface(ent, surface);
4783         qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
4784 }
4785
4786 void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean drawnormals, int flagsmask)
4787 {
4788         int i, j, k, l;
4789         const int *elements;
4790         msurface_t *surface;
4791         model_t *model = ent->model;
4792         vec3_t v;
4793         CHECKGLERROR
4794         GL_DepthRange(0, 1);
4795         GL_DepthTest(!r_showdisabledepthtest.integer);
4796         GL_DepthMask(true);
4797         GL_BlendFunc(GL_ONE, GL_ZERO);
4798         R_Mesh_ColorPointer(NULL, 0, 0);
4799         R_Mesh_ResetTextureState();
4800         for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
4801         {
4802                 if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
4803                         continue;
4804                 rsurface_texture = surface->texture->currentframe;
4805                 if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles)
4806                 {
4807                         RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
4808                         if (drawtris)
4809                         {
4810                                 if (!rsurface_texture->currentlayers->depthmask)
4811                                         GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
4812                                 else if (ent == r_refdef.worldentity)
4813                                         GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
4814                                 else
4815                                         GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
4816                                 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
4817                                 CHECKGLERROR
4818                                 qglBegin(GL_LINES);
4819                                 for (k = 0;k < surface->num_triangles;k++, elements += 3)
4820                                 {
4821 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface_vertex3f[elements[n]*3+0], rsurface_vertex3f[elements[n]*3+1], rsurface_vertex3f[elements[n]*3+2])
4822                                         GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
4823                                         GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
4824                                         GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
4825                                 }
4826                                 qglEnd();
4827                                 CHECKGLERROR
4828                         }
4829                         if (drawnormals)
4830                         {
4831                                 GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
4832                                 qglBegin(GL_LINES);
4833                                 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
4834                                 {
4835                                         VectorCopy(rsurface_vertex3f + l * 3, v);
4836                                         qglVertex3f(v[0], v[1], v[2]);
4837                                         VectorMA(v, 8, rsurface_svector3f + l * 3, v);
4838                                         qglVertex3f(v[0], v[1], v[2]);
4839                                 }
4840                                 qglEnd();
4841                                 CHECKGLERROR
4842                                 GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
4843                                 qglBegin(GL_LINES);
4844                                 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
4845                                 {
4846                                         VectorCopy(rsurface_vertex3f + l * 3, v);
4847                                         qglVertex3f(v[0], v[1], v[2]);
4848                                         VectorMA(v, 8, rsurface_tvector3f + l * 3, v);
4849                                         qglVertex3f(v[0], v[1], v[2]);
4850                                 }
4851                                 qglEnd();
4852                                 CHECKGLERROR
4853                                 GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
4854                                 qglBegin(GL_LINES);
4855                                 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
4856                                 {
4857                                         VectorCopy(rsurface_vertex3f + l * 3, v);
4858                                         qglVertex3f(v[0], v[1], v[2]);
4859                                         VectorMA(v, 8, rsurface_normal3f + l * 3, v);
4860                                         qglVertex3f(v[0], v[1], v[2]);
4861                                 }
4862                                 qglEnd();
4863                                 CHECKGLERROR
4864                         }
4865                 }
4866         }
4867         rsurface_texture = NULL;
4868 }
4869
4870 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
4871 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
4872 {
4873         int i, j, endj, f, flagsmask;
4874         int counttriangles = 0;
4875         msurface_t *surface, **surfacechain;
4876         texture_t *t;
4877         model_t *model = r_refdef.worldmodel;
4878         const int maxsurfacelist = 1024;
4879         int numsurfacelist = 0;
4880         msurface_t *surfacelist[1024];
4881         if (model == NULL)
4882                 return;
4883
4884         RSurf_ActiveWorldEntity();
4885
4886         // update light styles
4887         if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
4888         {
4889                 for (i = 0;i < model->brushq1.light_styles;i++)
4890                 {
4891                         if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
4892                         {
4893                                 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
4894                                 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
4895                                         for (;(surface = *surfacechain);surfacechain++)
4896                                                 surface->cached_dlight = true;
4897                         }
4898                 }
4899         }
4900
4901         R_UpdateAllTextureInfo(r_refdef.worldentity);
4902         flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
4903         f = 0;
4904         t = NULL;
4905         rsurface_uselightmaptexture = false;
4906         rsurface_texture = NULL;
4907         numsurfacelist = 0;
4908         j = model->firstmodelsurface;
4909         endj = j + model->nummodelsurfaces;
4910         while (j < endj)
4911         {
4912                 // quickly skip over non-visible surfaces
4913                 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
4914                         ;
4915                 // quickly iterate over visible surfaces
4916                 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
4917                 {
4918                         // process this surface
4919                         surface = model->data_surfaces + j;
4920                         // if this surface fits the criteria, add it to the list
4921                         if (surface->num_triangles)
4922                         {
4923                                 // if lightmap parameters changed, rebuild lightmap texture
4924                                 if (surface->cached_dlight)
4925                                         R_BuildLightMap(r_refdef.worldentity, surface);
4926                                 // add face to draw list
4927                                 surfacelist[numsurfacelist++] = surface;
4928                                 counttriangles += surface->num_triangles;
4929                                 if (numsurfacelist >= maxsurfacelist)
4930                                 {
4931                                         R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
4932                                         numsurfacelist = 0;
4933                                 }
4934                         }
4935                 }
4936         }
4937         if (numsurfacelist)
4938                 R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
4939         r_refdef.stats.entities_triangles += counttriangles;
4940         RSurf_CleanUp();
4941
4942         if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
4943                 R_DrawCollisionBrushes(r_refdef.worldentity);
4944
4945         if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
4946                 R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask);
4947 }
4948
4949 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
4950 {
4951         int i, f, flagsmask;
4952         int counttriangles = 0;
4953         msurface_t *surface, *endsurface, **surfacechain;
4954         texture_t *t;
4955         model_t *model = ent->model;
4956         const int maxsurfacelist = 1024;
4957         int numsurfacelist = 0;
4958         msurface_t *surfacelist[1024];
4959         if (model == NULL)
4960                 return;
4961
4962         // if the model is static it doesn't matter what value we give for
4963         // wantnormals and wanttangents, so this logic uses only rules applicable
4964         // to a model, knowing that they are meaningless otherwise
4965         if (ent == r_refdef.worldentity)
4966                 RSurf_ActiveWorldEntity();
4967         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
4968                 RSurf_ActiveModelEntity(ent, false, false);
4969         else
4970                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
4971
4972         // update light styles
4973         if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
4974         {
4975                 for (i = 0;i < model->brushq1.light_styles;i++)
4976                 {
4977                         if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
4978                         {
4979                                 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
4980                                 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
4981                                         for (;(surface = *surfacechain);surfacechain++)
4982                                                 surface->cached_dlight = true;
4983                         }
4984                 }
4985         }
4986
4987         R_UpdateAllTextureInfo(ent);
4988         flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
4989         f = 0;
4990         t = NULL;
4991         rsurface_uselightmaptexture = false;
4992         rsurface_texture = NULL;
4993         numsurfacelist = 0;
4994         surface = model->data_surfaces + model->firstmodelsurface;
4995         endsurface = surface + model->nummodelsurfaces;
4996         for (;surface < endsurface;surface++)
4997         {
4998                 // if this surface fits the criteria, add it to the list
4999                 if (surface->num_triangles)
5000                 {
5001                         // if lightmap parameters changed, rebuild lightmap texture
5002                         if (surface->cached_dlight)
5003                                 R_BuildLightMap(ent, surface);
5004                         // add face to draw list
5005                         surfacelist[numsurfacelist++] = surface;
5006                         counttriangles += surface->num_triangles;
5007                         if (numsurfacelist >= maxsurfacelist)
5008                         {
5009                                 R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5010                                 numsurfacelist = 0;
5011                         }
5012                 }
5013         }
5014         if (numsurfacelist)
5015                 R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5016         r_refdef.stats.entities_triangles += counttriangles;
5017         RSurf_CleanUp();
5018
5019         if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
5020                 R_DrawCollisionBrushes(ent);
5021
5022         if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
5023                 R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask);
5024 }