added bufferobject and bufferoffset parameters to all R_Mesh_*Pointer functions and...
[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
26 mempool_t *r_main_mempool;
27 rtexturepool_t *r_main_texturepool;
28
29 //
30 // screen size info
31 //
32 r_refdef_t r_refdef;
33 r_view_t r_view;
34 r_viewcache_t r_viewcache;
35
36 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
37 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)"};
38 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
39 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
40 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"};
41 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"};
42 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
43 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"};
44 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"};
45 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"};
46 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
47 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
48 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
49 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
50 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
51 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
52 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
53 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
54 cvar_t r_fullbright = {0, "r_fullbright","0", "make everything bright cheat (not allowed in multiplayer)"};
55 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
56 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
57 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
58 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
59 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
60 cvar_t r_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
61
62 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
63 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
64 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
65 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
66 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
67 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
68 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
69
70 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)"};
71
72 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
73 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
74 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
75 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
76 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)"};
77
78 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
79 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
80 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
81
82 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
83 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
84 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
85 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
86 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
87 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
88 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
89
90 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
91 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
92 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
93 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)"};
94
95 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"};
96
97 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"};
98
99 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
100
101 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
102 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
103
104 typedef struct r_glsl_bloomshader_s
105 {
106         int program;
107         int loc_Texture_Bloom;
108 }
109 r_glsl_bloomshader_t;
110
111 static struct r_bloomstate_s
112 {
113         qboolean enabled;
114         qboolean hdr;
115
116         int bloomwidth, bloomheight;
117
118         int screentexturewidth, screentextureheight;
119         rtexture_t *texture_screen;
120
121         int bloomtexturewidth, bloomtextureheight;
122         rtexture_t *texture_bloom;
123
124         r_glsl_bloomshader_t *shader;
125
126         // arrays for rendering the screen passes
127         float screentexcoord2f[8];
128         float bloomtexcoord2f[8];
129         float offsettexcoord2f[8];
130 }
131 r_bloomstate;
132
133 // shadow volume bsp struct with automatically growing nodes buffer
134 svbsp_t r_svbsp;
135
136 rtexture_t *r_texture_blanknormalmap;
137 rtexture_t *r_texture_white;
138 rtexture_t *r_texture_black;
139 rtexture_t *r_texture_notexture;
140 rtexture_t *r_texture_whitecube;
141 rtexture_t *r_texture_normalizationcube;
142 rtexture_t *r_texture_fogattenuation;
143 //rtexture_t *r_texture_fogintensity;
144
145 // information about each possible shader permutation
146 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
147 // currently selected permutation
148 r_glsl_permutation_t *r_glsl_permutation;
149
150 // temporary variable used by a macro
151 int fogtableindex;
152
153 // vertex coordinates for a quad that covers the screen exactly
154 const static float r_screenvertex3f[12] =
155 {
156         0, 0, 0,
157         1, 0, 0,
158         1, 1, 0,
159         0, 1, 0
160 };
161
162 extern void R_DrawModelShadows(void);
163
164 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
165 {
166         int i;
167         for (i = 0;i < verts;i++)
168         {
169                 out[0] = in[0] * r;
170                 out[1] = in[1] * g;
171                 out[2] = in[2] * b;
172                 out[3] = in[3];
173                 in += 4;
174                 out += 4;
175         }
176 }
177
178 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
179 {
180         int i;
181         for (i = 0;i < verts;i++)
182         {
183                 out[0] = r;
184                 out[1] = g;
185                 out[2] = b;
186                 out[3] = a;
187                 out += 4;
188         }
189 }
190
191 // FIXME: move this to client?
192 void FOG_clear(void)
193 {
194         if (gamemode == GAME_NEHAHRA)
195         {
196                 Cvar_Set("gl_fogenable", "0");
197                 Cvar_Set("gl_fogdensity", "0.2");
198                 Cvar_Set("gl_fogred", "0.3");
199                 Cvar_Set("gl_foggreen", "0.3");
200                 Cvar_Set("gl_fogblue", "0.3");
201         }
202         r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
203 }
204
205 // FIXME: move this to client?
206 void FOG_registercvars(void)
207 {
208         int x;
209         double r, alpha;
210
211         if (gamemode == GAME_NEHAHRA)
212         {
213                 Cvar_RegisterVariable (&gl_fogenable);
214                 Cvar_RegisterVariable (&gl_fogdensity);
215                 Cvar_RegisterVariable (&gl_fogred);
216                 Cvar_RegisterVariable (&gl_foggreen);
217                 Cvar_RegisterVariable (&gl_fogblue);
218                 Cvar_RegisterVariable (&gl_fogstart);
219                 Cvar_RegisterVariable (&gl_fogend);
220         }
221
222         r = (-1.0/256.0) * (FOGTABLEWIDTH * FOGTABLEWIDTH);
223         for (x = 0;x < FOGTABLEWIDTH;x++)
224         {
225                 alpha = exp(r / ((double)x*(double)x));
226                 if (x == FOGTABLEWIDTH - 1)
227                         alpha = 1;
228                 r_refdef.fogtable[x] = bound(0, alpha, 1);
229         }
230 }
231
232 static void R_BuildBlankTextures(void)
233 {
234         unsigned char data[4];
235         data[0] = 128; // normal X
236         data[1] = 128; // normal Y
237         data[2] = 255; // normal Z
238         data[3] = 128; // height
239         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
240         data[0] = 255;
241         data[1] = 255;
242         data[2] = 255;
243         data[3] = 255;
244         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
245         data[0] = 0;
246         data[1] = 0;
247         data[2] = 0;
248         data[3] = 255;
249         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
250 }
251
252 static void R_BuildNoTexture(void)
253 {
254         int x, y;
255         unsigned char pix[16][16][4];
256         // this makes a light grey/dark grey checkerboard texture
257         for (y = 0;y < 16;y++)
258         {
259                 for (x = 0;x < 16;x++)
260                 {
261                         if ((y < 8) ^ (x < 8))
262                         {
263                                 pix[y][x][0] = 128;
264                                 pix[y][x][1] = 128;
265                                 pix[y][x][2] = 128;
266                                 pix[y][x][3] = 255;
267                         }
268                         else
269                         {
270                                 pix[y][x][0] = 64;
271                                 pix[y][x][1] = 64;
272                                 pix[y][x][2] = 64;
273                                 pix[y][x][3] = 255;
274                         }
275                 }
276         }
277         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
278 }
279
280 static void R_BuildWhiteCube(void)
281 {
282         unsigned char data[6*1*1*4];
283         data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
284         data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
285         data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
286         data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
287         data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
288         data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
289         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
290 }
291
292 static void R_BuildNormalizationCube(void)
293 {
294         int x, y, side;
295         vec3_t v;
296         vec_t s, t, intensity;
297 #define NORMSIZE 64
298         unsigned char data[6][NORMSIZE][NORMSIZE][4];
299         for (side = 0;side < 6;side++)
300         {
301                 for (y = 0;y < NORMSIZE;y++)
302                 {
303                         for (x = 0;x < NORMSIZE;x++)
304                         {
305                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
306                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
307                                 switch(side)
308                                 {
309                                 default:
310                                 case 0:
311                                         v[0] = 1;
312                                         v[1] = -t;
313                                         v[2] = -s;
314                                         break;
315                                 case 1:
316                                         v[0] = -1;
317                                         v[1] = -t;
318                                         v[2] = s;
319                                         break;
320                                 case 2:
321                                         v[0] = s;
322                                         v[1] = 1;
323                                         v[2] = t;
324                                         break;
325                                 case 3:
326                                         v[0] = s;
327                                         v[1] = -1;
328                                         v[2] = -t;
329                                         break;
330                                 case 4:
331                                         v[0] = s;
332                                         v[1] = -t;
333                                         v[2] = 1;
334                                         break;
335                                 case 5:
336                                         v[0] = -s;
337                                         v[1] = -t;
338                                         v[2] = -1;
339                                         break;
340                                 }
341                                 intensity = 127.0f / sqrt(DotProduct(v, v));
342                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
343                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
344                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
345                                 data[side][y][x][3] = 255;
346                         }
347                 }
348         }
349         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
350 }
351
352 static void R_BuildFogTexture(void)
353 {
354         int x, b;
355         double r, alpha;
356 #define FOGWIDTH 64
357         unsigned char data1[FOGWIDTH][4];
358         //unsigned char data2[FOGWIDTH][4];
359         r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH);
360         for (x = 0;x < FOGWIDTH;x++)
361         {
362                 alpha = exp(r / ((double)x*(double)x));
363                 if (x == FOGWIDTH - 1)
364                         alpha = 1;
365                 b = (int)(256.0 * alpha);
366                 b = bound(0, b, 255);
367                 data1[x][0] = 255 - b;
368                 data1[x][1] = 255 - b;
369                 data1[x][2] = 255 - b;
370                 data1[x][3] = 255;
371                 //data2[x][0] = b;
372                 //data2[x][1] = b;
373                 //data2[x][2] = b;
374                 //data2[x][3] = 255;
375         }
376         r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
377         //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
378 }
379
380 static const char *builtinshaderstring =
381 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
382 "// written by Forest 'LordHavoc' Hale\n"
383 "\n"
384 "// common definitions between vertex shader and fragment shader:\n"
385 "\n"
386 "#ifdef __GLSL_CG_DATA_TYPES\n"
387 "#define myhalf half\n"
388 "#define myhvec2 hvec2\n"
389 "#define myhvec3 hvec3\n"
390 "#define myhvec4 hvec4\n"
391 "#else\n"
392 "#define myhalf float\n"
393 "#define myhvec2 vec2\n"
394 "#define myhvec3 vec3\n"
395 "#define myhvec4 vec4\n"
396 "#endif\n"
397 "\n"
398 "varying vec2 TexCoord;\n"
399 "varying vec2 TexCoordLightmap;\n"
400 "\n"
401 "varying vec3 CubeVector;\n"
402 "varying vec3 LightVector;\n"
403 "varying vec3 EyeVector;\n"
404 "#ifdef USEFOG\n"
405 "varying vec3 EyeVectorModelSpace;\n"
406 "#endif\n"
407 "\n"
408 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
409 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
410 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
411 "\n"
412 "\n"
413 "\n"
414 "\n"
415 "// vertex shader specific:\n"
416 "#ifdef VERTEX_SHADER\n"
417 "\n"
418 "uniform vec3 LightPosition;\n"
419 "uniform vec3 EyePosition;\n"
420 "uniform vec3 LightDir;\n"
421 "\n"
422 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
423 "\n"
424 "void main(void)\n"
425 "{\n"
426 "       gl_FrontColor = gl_Color;\n"
427 "       // copy the surface texcoord\n"
428 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
429 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
430 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
431 "#endif\n"
432 "\n"
433 "#ifdef MODE_LIGHTSOURCE\n"
434 "       // transform vertex position into light attenuation/cubemap space\n"
435 "       // (-1 to +1 across the light box)\n"
436 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
437 "\n"
438 "       // transform unnormalized light direction into tangent space\n"
439 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
440 "       //  normalize it per pixel)\n"
441 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
442 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
443 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
444 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
445 "#endif\n"
446 "\n"
447 "#ifdef MODE_LIGHTDIRECTION\n"
448 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
449 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
450 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
451 "#endif\n"
452 "\n"
453 "       // transform unnormalized eye direction into tangent space\n"
454 "#ifndef USEFOG\n"
455 "       vec3 EyeVectorModelSpace;\n"
456 "#endif\n"
457 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
458 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
459 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
460 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
461 "\n"
462 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
463 "       VectorS = gl_MultiTexCoord1.xyz;\n"
464 "       VectorT = gl_MultiTexCoord2.xyz;\n"
465 "       VectorR = gl_MultiTexCoord3.xyz;\n"
466 "#endif\n"
467 "\n"
468 "       // transform vertex to camera space, using ftransform to match non-VS\n"
469 "       // rendering\n"
470 "       gl_Position = ftransform();\n"
471 "}\n"
472 "\n"
473 "#endif // VERTEX_SHADER\n"
474 "\n"
475 "\n"
476 "\n"
477 "\n"
478 "// fragment shader specific:\n"
479 "#ifdef FRAGMENT_SHADER\n"
480 "\n"
481 "// 11 textures, we can only use up to 16 on DX9-class hardware\n"
482 "uniform sampler2D Texture_Normal;\n"
483 "uniform sampler2D Texture_Color;\n"
484 "uniform sampler2D Texture_Gloss;\n"
485 "uniform samplerCube Texture_Cube;\n"
486 "uniform sampler2D Texture_Attenuation;\n"
487 "uniform sampler2D Texture_FogMask;\n"
488 "uniform sampler2D Texture_Pants;\n"
489 "uniform sampler2D Texture_Shirt;\n"
490 "uniform sampler2D Texture_Lightmap;\n"
491 "uniform sampler2D Texture_Deluxemap;\n"
492 "uniform sampler2D Texture_Glow;\n"
493 "\n"
494 "uniform myhvec3 LightColor;\n"
495 "uniform myhvec3 AmbientColor;\n"
496 "uniform myhvec3 DiffuseColor;\n"
497 "uniform myhvec3 SpecularColor;\n"
498 "uniform myhvec3 Color_Pants;\n"
499 "uniform myhvec3 Color_Shirt;\n"
500 "uniform myhvec3 FogColor;\n"
501 "\n"
502 "uniform myhalf GlowScale;\n"
503 "uniform myhalf SceneBrightness;\n"
504 "\n"
505 "uniform float OffsetMapping_Scale;\n"
506 "uniform float OffsetMapping_Bias;\n"
507 "uniform float FogRangeRecip;\n"
508 "\n"
509 "uniform myhalf AmbientScale;\n"
510 "uniform myhalf DiffuseScale;\n"
511 "uniform myhalf SpecularScale;\n"
512 "uniform myhalf SpecularPower;\n"
513 "\n"
514 "vec2 OffsetMapping(vec2 TexCoord)\n"
515 "{\n"
516 "       vec3 eyedir = vec3(normalize(EyeVector));\n"
517 "       float depthbias = 1.0 - eyedir.z; // should this be a -?\n"
518 "       depthbias = 1.0 - depthbias * depthbias;\n"
519 "\n"
520 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
521 "       // 14 sample relief mapping: linear search and then binary search\n"
522 "       //vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
523 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
524 "       vec3 OffsetVector = vec3(eyedir.xy * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
525 "       vec3 RT = vec3(TexCoord - OffsetVector.xy * 10.0, 1.0) + OffsetVector;\n"
526 "       if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
527 "       if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
528 "       if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
529 "       if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
530 "       if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
531 "       if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
532 "       if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
533 "       if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
534 "       if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
535 "       if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
536 "       if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
537 "       if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
538 "       if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
539 "       if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
540 "       TexCoord = RT.xy;\n"
541 "#else\n"
542 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
543 "       //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
544 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
545 "       vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
546 "       //TexCoord += OffsetVector * 3.0;\n"
547 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
548 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
549 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
550 "#endif\n"
551 "       return TexCoord;\n"
552 "}\n"
553 "\n"
554 "void main(void)\n"
555 "{\n"
556 "       // apply offsetmapping\n"
557 "#ifdef USEOFFSETMAPPING\n"
558 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
559 "#define TexCoord TexCoordOffset\n"
560 "#endif\n"
561 "\n"
562 "       // combine the diffuse textures (base, pants, shirt)\n"
563 "       myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
564 "#ifdef USECOLORMAPPING\n"
565 "       color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
566 "#endif\n"
567 "\n"
568 "\n"
569 "\n"
570 "\n"
571 "#ifdef MODE_LIGHTSOURCE\n"
572 "       // light source\n"
573 "\n"
574 "       // calculate surface normal, light normal, and specular normal\n"
575 "       // compute color intensity for the two textures (colormap and glossmap)\n"
576 "       // scale by light color and attenuation as efficiently as possible\n"
577 "       // (do as much scalar math as possible rather than vector math)\n"
578 "#ifdef USESPECULAR\n"
579 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
580 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
581 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
582 "\n"
583 "       // calculate directional shading\n"
584 "       color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, length(CubeVector))) * (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"
585 "#else\n"
586 "#ifdef USEDIFFUSE\n"
587 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
588 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
589 "\n"
590 "       // calculate directional shading\n"
591 "       color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, length(CubeVector))) * color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
592 "#else\n"
593 "       // calculate directionless shading\n"
594 "       color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, length(CubeVector)));\n"
595 "#endif\n"
596 "#endif\n"
597 "\n"
598 "#ifdef USECUBEFILTER\n"
599 "       // apply light cubemap filter\n"
600 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
601 "       color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
602 "#endif\n"
603 "\n"
604 "\n"
605 "\n"
606 "\n"
607 "#elif defined(MODE_LIGHTDIRECTION)\n"
608 "       // directional model lighting\n"
609 "\n"
610 "       // get the surface normal and light normal\n"
611 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
612 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
613 "\n"
614 "       // calculate directional shading\n"
615 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
616 "#ifdef USESPECULAR\n"
617 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
618 "       color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
619 "#endif\n"
620 "\n"
621 "\n"
622 "\n"
623 "\n"
624 "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
625 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
626 "\n"
627 "       // get the surface normal and light normal\n"
628 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
629 "\n"
630 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
631 "       myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
632 "       myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
633 "#else\n"
634 "       myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
635 "#endif\n"
636 "       // calculate directional shading\n"
637 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
638 "#ifdef USESPECULAR\n"
639 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
640 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
641 "#endif\n"
642 "\n"
643 "       // apply lightmap color\n"
644 "       color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
645 "\n"
646 "\n"
647 "#else // MODE none (lightmap)\n"
648 "       // apply lightmap color\n"
649 "       color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
650 "#endif // MODE\n"
651 "\n"
652 "       color *= myhvec4(gl_Color);\n"
653 "\n"
654 "#ifdef USEGLOW\n"
655 "       color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
656 "#endif\n"
657 "\n"
658 "#ifdef USEFOG\n"
659 "       // apply fog\n"
660 "       myhalf fog = myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x);\n"
661 "       color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n"
662 "#endif\n"
663 "\n"
664 "       color.rgb *= SceneBrightness;\n"
665 "\n"
666 "       gl_FragColor = vec4(color);\n"
667 "}\n"
668 "\n"
669 "#endif // FRAGMENT_SHADER\n"
670 ;
671
672 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
673 const char *permutationinfo[][2] =
674 {
675         {"#define MODE_LIGHTSOURCE\n", " lightsource"},
676         {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
677         {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
678         {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
679         {"#define USEGLOW\n", " glow"},
680         {"#define USEFOG\n", " fog"},
681         {"#define USECOLORMAPPING\n", " colormapping"},
682         {"#define USEDIFFUSE\n", " diffuse"},
683         {"#define USESPECULAR\n", " specular"},
684         {"#define USECUBEFILTER\n", " cubefilter"},
685         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
686         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
687         {NULL, NULL}
688 };
689
690 void R_GLSL_CompilePermutation(const char *filename, int permutation)
691 {
692         int i;
693         qboolean shaderfound;
694         r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
695         int vertstrings_count;
696         int geomstrings_count;
697         int fragstrings_count;
698         char *shaderstring;
699         const char *vertstrings_list[32+1];
700         const char *geomstrings_list[32+1];
701         const char *fragstrings_list[32+1];
702         char permutationname[256];
703         if (p->compiled)
704                 return;
705         p->compiled = true;
706         p->program = 0;
707         vertstrings_list[0] = "#define VERTEX_SHADER\n";
708         geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
709         fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
710         vertstrings_count = 1;
711         geomstrings_count = 1;
712         fragstrings_count = 1;
713         permutationname[0] = 0;
714         for (i = 0;permutationinfo[i][0];i++)
715         {
716                 if (permutation & (1<<i))
717                 {
718                         vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
719                         geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
720                         fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
721                         strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
722                 }
723                 else
724                 {
725                         // keep line numbers correct
726                         vertstrings_list[vertstrings_count++] = "\n";
727                         geomstrings_list[geomstrings_count++] = "\n";
728                         fragstrings_list[fragstrings_count++] = "\n";
729                 }
730         }
731         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
732         shaderfound = false;
733         if (shaderstring)
734         {
735                 Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
736                 vertstrings_list[vertstrings_count++] = shaderstring;
737                 geomstrings_list[geomstrings_count++] = shaderstring;
738                 fragstrings_list[fragstrings_count++] = shaderstring;
739                 shaderfound = true;
740         }
741         else if (!strcmp(filename, "glsl/default.glsl"))
742         {
743                 Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
744                 vertstrings_list[vertstrings_count++] = builtinshaderstring;
745                 geomstrings_list[geomstrings_count++] = builtinshaderstring;
746                 fragstrings_list[fragstrings_count++] = builtinshaderstring;
747                 shaderfound = true;
748         }
749         // clear any lists that are not needed by this shader
750         if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
751                 vertstrings_count = 0;
752         if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
753                 geomstrings_count = 0;
754         if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
755                 fragstrings_count = 0;
756         // compile the shader program
757         if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
758                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
759         if (p->program)
760         {
761                 CHECKGLERROR
762                 qglUseProgramObjectARB(p->program);CHECKGLERROR
763                 // look up all the uniform variable names we care about, so we don't
764                 // have to look them up every time we set them
765                 p->loc_Texture_Normal      = qglGetUniformLocationARB(p->program, "Texture_Normal");
766                 p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
767                 p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
768                 p->loc_Texture_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
769                 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
770                 p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
771                 p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
772                 p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
773                 p->loc_Texture_Lightmap    = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
774                 p->loc_Texture_Deluxemap   = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
775                 p->loc_Texture_Glow        = qglGetUniformLocationARB(p->program, "Texture_Glow");
776                 p->loc_FogColor            = qglGetUniformLocationARB(p->program, "FogColor");
777                 p->loc_LightPosition       = qglGetUniformLocationARB(p->program, "LightPosition");
778                 p->loc_EyePosition         = qglGetUniformLocationARB(p->program, "EyePosition");
779                 p->loc_LightColor          = qglGetUniformLocationARB(p->program, "LightColor");
780                 p->loc_Color_Pants         = qglGetUniformLocationARB(p->program, "Color_Pants");
781                 p->loc_Color_Shirt         = qglGetUniformLocationARB(p->program, "Color_Shirt");
782                 p->loc_FogRangeRecip       = qglGetUniformLocationARB(p->program, "FogRangeRecip");
783                 p->loc_AmbientScale        = qglGetUniformLocationARB(p->program, "AmbientScale");
784                 p->loc_DiffuseScale        = qglGetUniformLocationARB(p->program, "DiffuseScale");
785                 p->loc_SpecularPower       = qglGetUniformLocationARB(p->program, "SpecularPower");
786                 p->loc_SpecularScale       = qglGetUniformLocationARB(p->program, "SpecularScale");
787                 p->loc_GlowScale           = qglGetUniformLocationARB(p->program, "GlowScale");
788                 p->loc_SceneBrightness     = qglGetUniformLocationARB(p->program, "SceneBrightness");
789                 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
790                 p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
791                 p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
792                 p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
793                 p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
794                 // initialize the samplers to refer to the texture units we use
795                 if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
796                 if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
797                 if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
798                 if (p->loc_Texture_Cube >= 0)      qglUniform1iARB(p->loc_Texture_Cube, 3);
799                 if (p->loc_Texture_FogMask >= 0)   qglUniform1iARB(p->loc_Texture_FogMask, 4);
800                 if (p->loc_Texture_Pants >= 0)     qglUniform1iARB(p->loc_Texture_Pants, 5);
801                 if (p->loc_Texture_Shirt >= 0)     qglUniform1iARB(p->loc_Texture_Shirt, 6);
802                 if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
803                 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
804                 if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
805                 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
806                 CHECKGLERROR
807                 qglUseProgramObjectARB(0);CHECKGLERROR
808         }
809         else
810                 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
811         if (shaderstring)
812                 Mem_Free(shaderstring);
813 }
814
815 void R_GLSL_Restart_f(void)
816 {
817         int i;
818         for (i = 0;i < SHADERPERMUTATION_MAX;i++)
819                 if (r_glsl_permutations[i].program)
820                         GL_Backend_FreeProgram(r_glsl_permutations[i].program);
821         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
822 }
823
824 extern rtexture_t *r_shadow_attenuationgradienttexture;
825 extern rtexture_t *r_shadow_attenuation2dtexture;
826 extern rtexture_t *r_shadow_attenuation3dtexture;
827 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
828 {
829         // select a permutation of the lighting shader appropriate to this
830         // combination of texture, entity, light source, and fogging, only use the
831         // minimum features necessary to avoid wasting rendering time in the
832         // fragment shader on features that are not being used
833         const char *shaderfilename = NULL;
834         unsigned int permutation = 0;
835         r_glsl_permutation = NULL;
836         // TODO: implement geometry-shader based shadow volumes someday
837         if (r_shadow_rtlight)
838         {
839                 // light source
840                 shaderfilename = "glsl/default.glsl";
841                 permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
842                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
843                         permutation |= SHADERPERMUTATION_CUBEFILTER;
844                 if (diffusescale > 0)
845                         permutation |= SHADERPERMUTATION_DIFFUSE;
846                 if (specularscale > 0)
847                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
848                 if (r_refdef.fogenabled)
849                         permutation |= SHADERPERMUTATION_FOG;
850                 if (rsurface_texture->colormapping)
851                         permutation |= SHADERPERMUTATION_COLORMAPPING;
852                 if (r_glsl_offsetmapping.integer)
853                 {
854                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
855                         if (r_glsl_offsetmapping_reliefmapping.integer)
856                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
857                 }
858         }
859         else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
860         {
861                 // bright unshaded geometry
862                 shaderfilename = "glsl/default.glsl";
863                 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
864                 if (rsurface_texture->currentskinframe->glow)
865                         permutation |= SHADERPERMUTATION_GLOW;
866                 if (r_refdef.fogenabled)
867                         permutation |= SHADERPERMUTATION_FOG;
868                 if (rsurface_texture->colormapping)
869                         permutation |= SHADERPERMUTATION_COLORMAPPING;
870                 if (r_glsl_offsetmapping.integer)
871                 {
872                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
873                         if (r_glsl_offsetmapping_reliefmapping.integer)
874                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
875                 }
876         }
877         else if (modellighting)
878         {
879                 // directional model lighting
880                 shaderfilename = "glsl/default.glsl";
881                 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
882                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
883                 if (rsurface_texture->currentskinframe->glow)
884                         permutation |= SHADERPERMUTATION_GLOW;
885                 if (specularscale > 0)
886                         permutation |= SHADERPERMUTATION_SPECULAR;
887                 if (r_refdef.fogenabled)
888                         permutation |= SHADERPERMUTATION_FOG;
889                 if (rsurface_texture->colormapping)
890                         permutation |= SHADERPERMUTATION_COLORMAPPING;
891                 if (r_glsl_offsetmapping.integer)
892                 {
893                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
894                         if (r_glsl_offsetmapping_reliefmapping.integer)
895                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
896                 }
897         }
898         else
899         {
900                 // lightmapped wall
901                 shaderfilename = "glsl/default.glsl";
902                 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
903                 if (r_glsl_deluxemapping.integer >= 1 && rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
904                 {
905                         // deluxemapping (light direction texture)
906                         if (rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
907                                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
908                         else
909                                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
910                         if (specularscale > 0)
911                                 permutation |= SHADERPERMUTATION_SPECULAR;
912                 }
913                 else if (r_glsl_deluxemapping.integer >= 2)
914                 {
915                         // fake deluxemapping (uniform light direction in tangentspace)
916                         permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
917                         if (specularscale > 0)
918                                 permutation |= SHADERPERMUTATION_SPECULAR;
919                 }
920                 else
921                 {
922                         // ordinary lightmapping
923                         permutation |= 0;
924                 }
925                 if (rsurface_texture->currentskinframe->glow)
926                         permutation |= SHADERPERMUTATION_GLOW;
927                 if (r_refdef.fogenabled)
928                         permutation |= SHADERPERMUTATION_FOG;
929                 if (rsurface_texture->colormapping)
930                         permutation |= SHADERPERMUTATION_COLORMAPPING;
931                 if (r_glsl_offsetmapping.integer)
932                 {
933                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
934                         if (r_glsl_offsetmapping_reliefmapping.integer)
935                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
936                 }
937         }
938         if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
939         {
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                 {
944                         // remove features until we find a valid permutation
945                         unsigned int i;
946                         for (i = SHADERPERMUTATION_MASK;;i>>=1)
947                         {
948                                 if (!i)
949                                         return 0; // utterly failed
950                                 // reduce i more quickly whenever it would not remove any bits
951                                 if (permutation < i)
952                                         continue;
953                                 permutation &= i;
954                                 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
955                                         R_GLSL_CompilePermutation(shaderfilename, permutation);
956                                 if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
957                                         break;
958                         }
959                 }
960         }
961         r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
962         CHECKGLERROR
963         qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
964         R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
965         if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
966         {
967                 if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
968                 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]);
969                 if (permutation & SHADERPERMUTATION_DIFFUSE)
970                 {
971                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
972                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
973                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
974                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
975                 }
976                 else
977                 {
978                         // ambient only is simpler
979                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
980                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
981                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
982                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
983                 }
984         }
985         else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
986         {
987                 if (r_glsl_permutation->loc_AmbientColor >= 0)
988                         qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0] * ambientscale, rsurface_entity->modellight_ambient[1] * ambientscale, rsurface_entity->modellight_ambient[2] * ambientscale);
989                 if (r_glsl_permutation->loc_DiffuseColor >= 0)
990                         qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0] * diffusescale, rsurface_entity->modellight_diffuse[1] * diffusescale, rsurface_entity->modellight_diffuse[2] * diffusescale);
991                 if (r_glsl_permutation->loc_SpecularColor >= 0)
992                         qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * specularscale, rsurface_entity->modellight_diffuse[1] * specularscale, rsurface_entity->modellight_diffuse[2] * specularscale);
993                 if (r_glsl_permutation->loc_LightDir >= 0)
994                         qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]);
995         }
996         else
997         {
998                 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
999                 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
1000                 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
1001         }
1002         if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->currentskinframe->nmap));
1003         if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture));
1004         if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture));
1005         //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
1006         if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
1007         if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
1008         if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->currentskinframe->pants));
1009         if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->currentskinframe->shirt));
1010         //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
1011         //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
1012         if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->currentskinframe->glow));
1013         if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1014         if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1015         if (r_glsl_permutation->loc_FogColor >= 0)
1016         {
1017                 // additive passes are only darkened by fog, not tinted
1018                 if (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD))
1019                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1020                 else
1021                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1022         }
1023         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]);
1024         if (r_glsl_permutation->loc_Color_Pants >= 0)
1025         {
1026                 if (rsurface_texture->currentskinframe->pants)
1027                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]);
1028                 else
1029                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1030         }
1031         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1032         {
1033                 if (rsurface_texture->currentskinframe->shirt)
1034                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]);
1035                 else
1036                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1037         }
1038         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1039         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface_texture->specularpower);
1040         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1041         CHECKGLERROR
1042         return permutation;
1043 }
1044
1045 void R_SwitchSurfaceShader(int permutation)
1046 {
1047         if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
1048         {
1049                 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
1050                 CHECKGLERROR
1051                 qglUseProgramObjectARB(r_glsl_permutation->program);
1052                 CHECKGLERROR
1053         }
1054 }
1055
1056 void gl_main_start(void)
1057 {
1058         r_main_texturepool = R_AllocTexturePool();
1059         R_BuildBlankTextures();
1060         R_BuildNoTexture();
1061         if (gl_texturecubemap)
1062         {
1063                 R_BuildWhiteCube();
1064                 R_BuildNormalizationCube();
1065         }
1066         R_BuildFogTexture();
1067         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1068         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1069         memset(&r_svbsp, 0, sizeof (r_svbsp));
1070 }
1071
1072 void gl_main_shutdown(void)
1073 {
1074         if (r_svbsp.nodes)
1075                 Mem_Free(r_svbsp.nodes);
1076         memset(&r_svbsp, 0, sizeof (r_svbsp));
1077         R_FreeTexturePool(&r_main_texturepool);
1078         r_texture_blanknormalmap = NULL;
1079         r_texture_white = NULL;
1080         r_texture_black = NULL;
1081         r_texture_whitecube = NULL;
1082         r_texture_normalizationcube = NULL;
1083         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1084         R_GLSL_Restart_f();
1085 }
1086
1087 extern void CL_ParseEntityLump(char *entitystring);
1088 void gl_main_newmap(void)
1089 {
1090         // FIXME: move this code to client
1091         int l;
1092         char *entities, entname[MAX_QPATH];
1093         if (cl.worldmodel)
1094         {
1095                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1096                 l = (int)strlen(entname) - 4;
1097                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1098                 {
1099                         memcpy(entname + l, ".ent", 5);
1100                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1101                         {
1102                                 CL_ParseEntityLump(entities);
1103                                 Mem_Free(entities);
1104                                 return;
1105                         }
1106                 }
1107                 if (cl.worldmodel->brush.entities)
1108                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
1109         }
1110 }
1111
1112 void GL_Main_Init(void)
1113 {
1114         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1115
1116         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1117         FOG_registercvars(); // FIXME: move this fog stuff to client?
1118         Cvar_RegisterVariable(&r_nearclip);
1119         Cvar_RegisterVariable(&r_showsurfaces);
1120         Cvar_RegisterVariable(&r_showtris);
1121         Cvar_RegisterVariable(&r_shownormals);
1122         Cvar_RegisterVariable(&r_showlighting);
1123         Cvar_RegisterVariable(&r_showshadowvolumes);
1124         Cvar_RegisterVariable(&r_showcollisionbrushes);
1125         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1126         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1127         Cvar_RegisterVariable(&r_showdisabledepthtest);
1128         Cvar_RegisterVariable(&r_drawportals);
1129         Cvar_RegisterVariable(&r_drawentities);
1130         Cvar_RegisterVariable(&r_cullentities_trace);
1131         Cvar_RegisterVariable(&r_cullentities_trace_samples);
1132         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1133         Cvar_RegisterVariable(&r_cullentities_trace_delay);
1134         Cvar_RegisterVariable(&r_drawviewmodel);
1135         Cvar_RegisterVariable(&r_speeds);
1136         Cvar_RegisterVariable(&r_fullbrights);
1137         Cvar_RegisterVariable(&r_wateralpha);
1138         Cvar_RegisterVariable(&r_dynamic);
1139         Cvar_RegisterVariable(&r_fullbright);
1140         Cvar_RegisterVariable(&r_shadows);
1141         Cvar_RegisterVariable(&r_shadows_throwdistance);
1142         Cvar_RegisterVariable(&r_q1bsp_skymasking);
1143         Cvar_RegisterVariable(&r_textureunits);
1144         Cvar_RegisterVariable(&r_glsl);
1145         Cvar_RegisterVariable(&r_glsl_offsetmapping);
1146         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1147         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1148         Cvar_RegisterVariable(&r_glsl_deluxemapping);
1149         Cvar_RegisterVariable(&r_lerpsprites);
1150         Cvar_RegisterVariable(&r_lerpmodels);
1151         Cvar_RegisterVariable(&r_waterscroll);
1152         Cvar_RegisterVariable(&r_bloom);
1153         Cvar_RegisterVariable(&r_bloom_colorscale);
1154         Cvar_RegisterVariable(&r_bloom_brighten);
1155         Cvar_RegisterVariable(&r_bloom_blur);
1156         Cvar_RegisterVariable(&r_bloom_resolution);
1157         Cvar_RegisterVariable(&r_bloom_colorexponent);
1158         Cvar_RegisterVariable(&r_bloom_colorsubtract);
1159         Cvar_RegisterVariable(&r_hdr);
1160         Cvar_RegisterVariable(&r_hdr_scenebrightness);
1161         Cvar_RegisterVariable(&r_hdr_glowintensity);
1162         Cvar_RegisterVariable(&r_hdr_range);
1163         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1164         Cvar_RegisterVariable(&developer_texturelogging);
1165         Cvar_RegisterVariable(&gl_lightmaps);
1166         Cvar_RegisterVariable(&r_test);
1167         Cvar_RegisterVariable(&r_batchmode);
1168         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1169                 Cvar_SetValue("r_fullbrights", 0);
1170         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1171 }
1172
1173 extern void R_Textures_Init(void);
1174 extern void GL_Draw_Init(void);
1175 extern void GL_Main_Init(void);
1176 extern void R_Shadow_Init(void);
1177 extern void R_Sky_Init(void);
1178 extern void GL_Surf_Init(void);
1179 extern void R_Light_Init(void);
1180 extern void R_Particles_Init(void);
1181 extern void R_Explosion_Init(void);
1182 extern void gl_backend_init(void);
1183 extern void Sbar_Init(void);
1184 extern void R_LightningBeams_Init(void);
1185 extern void Mod_RenderInit(void);
1186
1187 void Render_Init(void)
1188 {
1189         gl_backend_init();
1190         R_Textures_Init();
1191         GL_Main_Init();
1192         GL_Draw_Init();
1193         R_Shadow_Init();
1194         R_Sky_Init();
1195         GL_Surf_Init();
1196         Sbar_Init();
1197         R_Light_Init();
1198         R_Particles_Init();
1199         R_Explosion_Init();
1200         R_LightningBeams_Init();
1201         Mod_RenderInit();
1202 }
1203
1204 /*
1205 ===============
1206 GL_Init
1207 ===============
1208 */
1209 extern char *ENGINE_EXTENSIONS;
1210 void GL_Init (void)
1211 {
1212         VID_CheckExtensions();
1213
1214         // LordHavoc: report supported extensions
1215         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
1216
1217         // clear to black (loading plaque will be seen over this)
1218         CHECKGLERROR
1219         qglClearColor(0,0,0,1);CHECKGLERROR
1220         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1221 }
1222
1223 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1224 {
1225         int i;
1226         mplane_t *p;
1227         for (i = 0;i < 4;i++)
1228         {
1229                 p = r_view.frustum + i;
1230                 switch(p->signbits)
1231                 {
1232                 default:
1233                 case 0:
1234                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1235                                 return true;
1236                         break;
1237                 case 1:
1238                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1239                                 return true;
1240                         break;
1241                 case 2:
1242                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1243                                 return true;
1244                         break;
1245                 case 3:
1246                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1247                                 return true;
1248                         break;
1249                 case 4:
1250                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1251                                 return true;
1252                         break;
1253                 case 5:
1254                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1255                                 return true;
1256                         break;
1257                 case 6:
1258                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1259                                 return true;
1260                         break;
1261                 case 7:
1262                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1263                                 return true;
1264                         break;
1265                 }
1266         }
1267         return false;
1268 }
1269
1270 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
1271 {
1272         int i;
1273         const mplane_t *p;
1274         for (i = 0;i < numplanes;i++)
1275         {
1276                 p = planes + i;
1277                 switch(p->signbits)
1278                 {
1279                 default:
1280                 case 0:
1281                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1282                                 return true;
1283                         break;
1284                 case 1:
1285                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1286                                 return true;
1287                         break;
1288                 case 2:
1289                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1290                                 return true;
1291                         break;
1292                 case 3:
1293                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1294                                 return true;
1295                         break;
1296                 case 4:
1297                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1298                                 return true;
1299                         break;
1300                 case 5:
1301                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1302                                 return true;
1303                         break;
1304                 case 6:
1305                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1306                                 return true;
1307                         break;
1308                 case 7:
1309                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1310                                 return true;
1311                         break;
1312                 }
1313         }
1314         return false;
1315 }
1316
1317 //==================================================================================
1318
1319 static void R_UpdateEntityLighting(entity_render_t *ent)
1320 {
1321         vec3_t tempdiffusenormal;
1322
1323         // fetch the lighting from the worldmodel data
1324         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));
1325         VectorClear(ent->modellight_diffuse);
1326         VectorClear(tempdiffusenormal);
1327         if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1328         {
1329                 vec3_t org;
1330                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
1331                 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1332         }
1333         else // highly rare
1334                 VectorSet(ent->modellight_ambient, 1, 1, 1);
1335
1336         // move the light direction into modelspace coordinates for lighting code
1337         Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1338         VectorNormalize(ent->modellight_lightdir);
1339
1340         // scale ambient and directional light contributions according to rendering variables
1341         ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1342         ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1343         ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1344         ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1345         ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1346         ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1347 }
1348
1349 static void R_View_UpdateEntityVisible (void)
1350 {
1351         int i, renderimask;
1352         entity_render_t *ent;
1353
1354         if (!r_drawentities.integer)
1355                 return;
1356
1357         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
1358         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1359         {
1360                 // worldmodel can check visibility
1361                 for (i = 0;i < r_refdef.numentities;i++)
1362                 {
1363                         ent = r_refdef.entities[i];
1364                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
1365                 }
1366                 if(r_cullentities_trace.integer)
1367                 {
1368                         for (i = 0;i < r_refdef.numentities;i++)
1369                         {
1370                                 ent = r_refdef.entities[i];
1371                                 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->model && (ent->model->name[0] == '*')))
1372                                 {
1373                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
1374                                                 ent->last_trace_visibility = realtime;
1375                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
1376                                                 r_viewcache.entityvisible[i] = 0;
1377                                 }
1378                         }
1379                 }
1380         }
1381         else
1382         {
1383                 // no worldmodel or it can't check visibility
1384                 for (i = 0;i < r_refdef.numentities;i++)
1385                 {
1386                         ent = r_refdef.entities[i];
1387                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
1388                 }
1389         }
1390
1391         // update entity lighting (even on hidden entities for r_shadows)
1392         for (i = 0;i < r_refdef.numentities;i++)
1393                 R_UpdateEntityLighting(r_refdef.entities[i]);
1394 }
1395
1396 // only used if skyrendermasked, and normally returns false
1397 int R_DrawBrushModelsSky (void)
1398 {
1399         int i, sky;
1400         entity_render_t *ent;
1401
1402         if (!r_drawentities.integer)
1403                 return false;
1404
1405         sky = false;
1406         for (i = 0;i < r_refdef.numentities;i++)
1407         {
1408                 if (!r_viewcache.entityvisible[i])
1409                         continue;
1410                 ent = r_refdef.entities[i];
1411                 if (!ent->model || !ent->model->DrawSky)
1412                         continue;
1413                 ent->model->DrawSky(ent);
1414                 sky = true;
1415         }
1416         return sky;
1417 }
1418
1419 void R_DrawNoModel(entity_render_t *ent);
1420 void R_DrawModels(void)
1421 {
1422         int i;
1423         entity_render_t *ent;
1424
1425         if (!r_drawentities.integer)
1426                 return;
1427
1428         for (i = 0;i < r_refdef.numentities;i++)
1429         {
1430                 if (!r_viewcache.entityvisible[i])
1431                         continue;
1432                 ent = r_refdef.entities[i];
1433                 r_refdef.stats.entities++;
1434                 if (ent->model && ent->model->Draw != NULL)
1435                         ent->model->Draw(ent);
1436                 else
1437                         R_DrawNoModel(ent);
1438         }
1439 }
1440
1441 static void R_View_SetFrustum(void)
1442 {
1443         double slopex, slopey;
1444
1445         // break apart the view matrix into vectors for various purposes
1446         Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
1447         VectorNegate(r_view.left, r_view.right);
1448
1449 #if 0
1450         r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
1451         r_view.frustum[0].normal[1] = 0 - 0;
1452         r_view.frustum[0].normal[2] = -1 - 0;
1453         r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
1454         r_view.frustum[1].normal[1] = 0 + 0;
1455         r_view.frustum[1].normal[2] = -1 + 0;
1456         r_view.frustum[2].normal[0] = 0 - 0;
1457         r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
1458         r_view.frustum[2].normal[2] = -1 - 0;
1459         r_view.frustum[3].normal[0] = 0 + 0;
1460         r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
1461         r_view.frustum[3].normal[2] = -1 + 0;
1462 #endif
1463
1464 #if 0
1465         zNear = r_refdef.nearclip;
1466         nudge = 1.0 - 1.0 / (1<<23);
1467         r_view.frustum[4].normal[0] = 0 - 0;
1468         r_view.frustum[4].normal[1] = 0 - 0;
1469         r_view.frustum[4].normal[2] = -1 - -nudge;
1470         r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
1471         r_view.frustum[5].normal[0] = 0 + 0;
1472         r_view.frustum[5].normal[1] = 0 + 0;
1473         r_view.frustum[5].normal[2] = -1 + -nudge;
1474         r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
1475 #endif
1476
1477
1478
1479 #if 0
1480         r_view.frustum[0].normal[0] = m[3] - m[0];
1481         r_view.frustum[0].normal[1] = m[7] - m[4];
1482         r_view.frustum[0].normal[2] = m[11] - m[8];
1483         r_view.frustum[0].dist = m[15] - m[12];
1484
1485         r_view.frustum[1].normal[0] = m[3] + m[0];
1486         r_view.frustum[1].normal[1] = m[7] + m[4];
1487         r_view.frustum[1].normal[2] = m[11] + m[8];
1488         r_view.frustum[1].dist = m[15] + m[12];
1489
1490         r_view.frustum[2].normal[0] = m[3] - m[1];
1491         r_view.frustum[2].normal[1] = m[7] - m[5];
1492         r_view.frustum[2].normal[2] = m[11] - m[9];
1493         r_view.frustum[2].dist = m[15] - m[13];
1494
1495         r_view.frustum[3].normal[0] = m[3] + m[1];
1496         r_view.frustum[3].normal[1] = m[7] + m[5];
1497         r_view.frustum[3].normal[2] = m[11] + m[9];
1498         r_view.frustum[3].dist = m[15] + m[13];
1499
1500         r_view.frustum[4].normal[0] = m[3] - m[2];
1501         r_view.frustum[4].normal[1] = m[7] - m[6];
1502         r_view.frustum[4].normal[2] = m[11] - m[10];
1503         r_view.frustum[4].dist = m[15] - m[14];
1504
1505         r_view.frustum[5].normal[0] = m[3] + m[2];
1506         r_view.frustum[5].normal[1] = m[7] + m[6];
1507         r_view.frustum[5].normal[2] = m[11] + m[10];
1508         r_view.frustum[5].dist = m[15] + m[14];
1509 #endif
1510
1511
1512
1513         slopex = 1.0 / r_view.frustum_x;
1514         slopey = 1.0 / r_view.frustum_y;
1515         VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
1516         VectorMA(r_view.forward,  slopex, r_view.left, r_view.frustum[1].normal);
1517         VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
1518         VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
1519         VectorCopy(r_view.forward, r_view.frustum[4].normal);
1520         VectorNormalize(r_view.frustum[0].normal);
1521         VectorNormalize(r_view.frustum[1].normal);
1522         VectorNormalize(r_view.frustum[2].normal);
1523         VectorNormalize(r_view.frustum[3].normal);
1524         r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
1525         r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
1526         r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
1527         r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
1528         r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1529         PlaneClassify(&r_view.frustum[0]);
1530         PlaneClassify(&r_view.frustum[1]);
1531         PlaneClassify(&r_view.frustum[2]);
1532         PlaneClassify(&r_view.frustum[3]);
1533         PlaneClassify(&r_view.frustum[4]);
1534
1535         // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
1536         VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
1537         VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
1538         VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[2]);
1539         VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[3]);
1540
1541         // LordHavoc: note to all quake engine coders, Quake had a special case
1542         // for 90 degrees which assumed a square view (wrong), so I removed it,
1543         // Quake2 has it disabled as well.
1544
1545         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
1546         //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
1547         //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
1548         //PlaneClassify(&frustum[0]);
1549
1550         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
1551         //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
1552         //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
1553         //PlaneClassify(&frustum[1]);
1554
1555         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
1556         //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
1557         //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
1558         //PlaneClassify(&frustum[2]);
1559
1560         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
1561         //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
1562         //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
1563         //PlaneClassify(&frustum[3]);
1564
1565         // nearclip plane
1566         //VectorCopy(r_view.forward, r_view.frustum[4].normal);
1567         //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
1568         //PlaneClassify(&frustum[4]);
1569 }
1570
1571 void R_View_Update(void)
1572 {
1573         R_View_SetFrustum();
1574         R_View_WorldVisibility();
1575         R_View_UpdateEntityVisible();
1576 }
1577
1578 void R_SetupView(const matrix4x4_t *matrix)
1579 {
1580         if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
1581                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
1582         else
1583                 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
1584
1585         GL_SetupView_Orientation_FromEntity(matrix);
1586 }
1587
1588 void R_ResetViewRendering2D(void)
1589 {
1590         if (gl_support_fragment_shader)
1591         {
1592                 qglUseProgramObjectARB(0);CHECKGLERROR
1593         }
1594
1595         DrawQ_Finish();
1596
1597         // GL is weird because it's bottom to top, r_view.y is top to bottom
1598         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1599         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
1600         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1601         GL_Color(1, 1, 1, 1);
1602         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1603         GL_BlendFunc(GL_ONE, GL_ZERO);
1604         GL_AlphaTest(false);
1605         GL_ScissorTest(false);
1606         GL_DepthMask(false);
1607         GL_DepthTest(false);
1608         R_Mesh_Matrix(&identitymatrix);
1609         R_Mesh_ResetTextureState();
1610         qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1611         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1612         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1613         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1614         qglStencilMask(~0);CHECKGLERROR
1615         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1616         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1617         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
1618 }
1619
1620 void R_ResetViewRendering3D(void)
1621 {
1622         if (gl_support_fragment_shader)
1623         {
1624                 qglUseProgramObjectARB(0);CHECKGLERROR
1625         }
1626
1627         DrawQ_Finish();
1628
1629         // GL is weird because it's bottom to top, r_view.y is top to bottom
1630         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1631         R_SetupView(&r_view.matrix);
1632         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1633         GL_Color(1, 1, 1, 1);
1634         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1635         GL_BlendFunc(GL_ONE, GL_ZERO);
1636         GL_AlphaTest(false);
1637         GL_ScissorTest(true);
1638         GL_DepthMask(true);
1639         GL_DepthTest(true);
1640         R_Mesh_Matrix(&identitymatrix);
1641         R_Mesh_ResetTextureState();
1642         qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1643         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1644         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1645         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1646         qglStencilMask(~0);CHECKGLERROR
1647         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1648         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1649         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
1650 }
1651
1652 /*
1653         R_Bloom_SetupShader(
1654 "// bloom shader\n"
1655 "// written by Forest 'LordHavoc' Hale\n"
1656 "\n"
1657 "// common definitions between vertex shader and fragment shader:\n"
1658 "\n"
1659 "#ifdef __GLSL_CG_DATA_TYPES\n"
1660 "#define myhalf half\n"
1661 "#define myhvec2 hvec2\n"
1662 "#define myhvec3 hvec3\n"
1663 "#define myhvec4 hvec4\n"
1664 "#else\n"
1665 "#define myhalf float\n"
1666 "#define myhvec2 vec2\n"
1667 "#define myhvec3 vec3\n"
1668 "#define myhvec4 vec4\n"
1669 "#endif\n"
1670 "\n"
1671 "varying vec2 ScreenTexCoord;\n"
1672 "varying vec2 BloomTexCoord;\n"
1673 "\n"
1674 "\n"
1675 "\n"
1676 "\n"
1677 "// vertex shader specific:\n"
1678 "#ifdef VERTEX_SHADER\n"
1679 "\n"
1680 "void main(void)\n"
1681 "{\n"
1682 "       ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
1683 "       BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
1684 "       // transform vertex to camera space, using ftransform to match non-VS\n"
1685 "       // rendering\n"
1686 "       gl_Position = ftransform();\n"
1687 "}\n"
1688 "\n"
1689 "#endif // VERTEX_SHADER\n"
1690 "\n"
1691 "\n"
1692 "\n"
1693 "\n"
1694 "// fragment shader specific:\n"
1695 "#ifdef FRAGMENT_SHADER\n"
1696 "\n"
1697 "void main(void)\n"
1698 "{\n"
1699 "       int x, y;
1700 "       myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
1701 "       for (x = -BLUR_X;x <= BLUR_X;x++)
1702 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
1703 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
1704 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
1705 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
1706
1707 "       gl_FragColor = vec4(color);\n"
1708 "}\n"
1709 "\n"
1710 "#endif // FRAGMENT_SHADER\n"
1711 */
1712
1713 void R_RenderScene(void);
1714
1715 void R_Bloom_StartFrame(void)
1716 {
1717         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
1718
1719         // set bloomwidth and bloomheight to the bloom resolution that will be
1720         // used (often less than the screen resolution for faster rendering)
1721         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
1722         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
1723         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
1724
1725         // calculate desired texture sizes
1726         if (gl_support_arb_texture_non_power_of_two)
1727         {
1728                 screentexturewidth = r_view.width;
1729                 screentextureheight = r_view.height;
1730                 bloomtexturewidth = r_bloomstate.bloomwidth;
1731                 bloomtextureheight = r_bloomstate.bloomheight;
1732         }
1733         else
1734         {
1735                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
1736                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
1737                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
1738                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
1739         }
1740
1741         if (r_hdr.integer)
1742         {
1743                 screentexturewidth = screentextureheight = 0;
1744         }
1745         else if (r_bloom.integer)
1746         {
1747         }
1748         else
1749         {
1750                 screentexturewidth = screentextureheight = 0;
1751                 bloomtexturewidth = bloomtextureheight = 0;
1752         }
1753
1754         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)
1755         {
1756                 // can't use bloom if the parameters are too weird
1757                 // can't use bloom if the card does not support the texture size
1758                 if (r_bloomstate.texture_screen)
1759                         R_FreeTexture(r_bloomstate.texture_screen);
1760                 if (r_bloomstate.texture_bloom)
1761                         R_FreeTexture(r_bloomstate.texture_bloom);
1762                 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1763                 return;
1764         }
1765
1766         r_bloomstate.enabled = true;
1767         r_bloomstate.hdr = r_hdr.integer != 0;
1768
1769         // allocate textures as needed
1770         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
1771         {
1772                 if (r_bloomstate.texture_screen)
1773                         R_FreeTexture(r_bloomstate.texture_screen);
1774                 r_bloomstate.texture_screen = NULL;
1775                 r_bloomstate.screentexturewidth = screentexturewidth;
1776                 r_bloomstate.screentextureheight = screentextureheight;
1777                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
1778                         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);
1779         }
1780         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
1781         {
1782                 if (r_bloomstate.texture_bloom)
1783                         R_FreeTexture(r_bloomstate.texture_bloom);
1784                 r_bloomstate.texture_bloom = NULL;
1785                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
1786                 r_bloomstate.bloomtextureheight = bloomtextureheight;
1787                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
1788                         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);
1789         }
1790
1791         // set up a texcoord array for the full resolution screen image
1792         // (we have to keep this around to copy back during final render)
1793         r_bloomstate.screentexcoord2f[0] = 0;
1794         r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
1795         r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
1796         r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
1797         r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
1798         r_bloomstate.screentexcoord2f[5] = 0;
1799         r_bloomstate.screentexcoord2f[6] = 0;
1800         r_bloomstate.screentexcoord2f[7] = 0;
1801
1802         // set up a texcoord array for the reduced resolution bloom image
1803         // (which will be additive blended over the screen image)
1804         r_bloomstate.bloomtexcoord2f[0] = 0;
1805         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
1806         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
1807         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
1808         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
1809         r_bloomstate.bloomtexcoord2f[5] = 0;
1810         r_bloomstate.bloomtexcoord2f[6] = 0;
1811         r_bloomstate.bloomtexcoord2f[7] = 0;
1812 }
1813
1814 void R_Bloom_CopyScreenTexture(float colorscale)
1815 {
1816         r_refdef.stats.bloom++;
1817
1818         R_ResetViewRendering2D();
1819         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
1820         R_Mesh_ColorPointer(NULL, 0, 0);
1821         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
1822         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
1823
1824         // copy view into the screen texture
1825         GL_ActiveTexture(0);
1826         CHECKGLERROR
1827         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
1828         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
1829
1830         // now scale it down to the bloom texture size
1831         CHECKGLERROR
1832         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
1833         GL_BlendFunc(GL_ONE, GL_ZERO);
1834         GL_Color(colorscale, colorscale, colorscale, 1);
1835         // TODO: optimize with multitexture or GLSL
1836         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
1837         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1838
1839         // we now have a bloom image in the framebuffer
1840         // copy it into the bloom image texture for later processing
1841         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1842         GL_ActiveTexture(0);
1843         CHECKGLERROR
1844         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
1845         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1846 }
1847
1848 void R_Bloom_CopyHDRTexture(void)
1849 {
1850         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1851         GL_ActiveTexture(0);
1852         CHECKGLERROR
1853         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
1854         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
1855 }
1856
1857 void R_Bloom_MakeTexture(void)
1858 {
1859         int x, range, dir;
1860         float xoffset, yoffset, r, brighten;
1861
1862         r_refdef.stats.bloom++;
1863
1864         R_ResetViewRendering2D();
1865         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
1866         R_Mesh_ColorPointer(NULL, 0, 0);
1867
1868         // we have a bloom image in the framebuffer
1869         CHECKGLERROR
1870         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
1871
1872         for (x = 1;x < r_bloom_colorexponent.value;)
1873         {
1874                 x *= 2;
1875                 r = bound(0, r_bloom_colorexponent.value / x, 1);
1876                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
1877                 GL_Color(r, r, r, 1);
1878                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1879                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
1880                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
1881                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1882
1883                 // copy the vertically blurred bloom view to a texture
1884                 GL_ActiveTexture(0);
1885                 CHECKGLERROR
1886                 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
1887                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1888         }
1889
1890         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
1891         brighten = r_bloom_brighten.value;
1892         if (r_hdr.integer)
1893                 brighten *= r_hdr_range.value;
1894         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1895         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
1896
1897         for (dir = 0;dir < 2;dir++)
1898         {
1899                 // blend on at multiple vertical offsets to achieve a vertical blur
1900                 // TODO: do offset blends using GLSL
1901                 GL_BlendFunc(GL_ONE, GL_ZERO);
1902                 for (x = -range;x <= range;x++)
1903                 {
1904                         if (!dir){xoffset = 0;yoffset = x;}
1905                         else {xoffset = x;yoffset = 0;}
1906                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
1907                         yoffset /= (float)r_bloomstate.bloomtextureheight;
1908                         // compute a texcoord array with the specified x and y offset
1909                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
1910                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
1911                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
1912                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
1913                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
1914                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
1915                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
1916                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
1917                         // this r value looks like a 'dot' particle, fading sharply to
1918                         // black at the edges
1919                         // (probably not realistic but looks good enough)
1920                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
1921                         //r = (dir ? 1.0f : brighten)/(range*2+1);
1922                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
1923                         GL_Color(r, r, r, 1);
1924                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
1925                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1926                         GL_BlendFunc(GL_ONE, GL_ONE);
1927                 }
1928
1929                 // copy the vertically blurred bloom view to a texture
1930                 GL_ActiveTexture(0);
1931                 CHECKGLERROR
1932                 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
1933                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1934         }
1935
1936         // apply subtract last
1937         // (just like it would be in a GLSL shader)
1938         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
1939         {
1940                 GL_BlendFunc(GL_ONE, GL_ZERO);
1941                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1942                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
1943                 GL_Color(1, 1, 1, 1);
1944                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
1945                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1946
1947                 GL_BlendFunc(GL_ONE, GL_ONE);
1948                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
1949                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
1950                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
1951                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
1952                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
1953                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1954                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
1955
1956                 // copy the darkened bloom view to a texture
1957                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
1958                 GL_ActiveTexture(0);
1959                 CHECKGLERROR
1960                 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
1961                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
1962         }
1963 }
1964
1965 void R_HDR_RenderBloomTexture(void)
1966 {
1967         int oldwidth, oldheight;
1968
1969         oldwidth = r_view.width;
1970         oldheight = r_view.height;
1971         r_view.width = r_bloomstate.bloomwidth;
1972         r_view.height = r_bloomstate.bloomheight;
1973
1974         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
1975         // TODO: add exposure compensation features
1976         // TODO: add fp16 framebuffer support
1977
1978         r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
1979         if (r_hdr.integer)
1980                 r_view.colorscale /= r_hdr_range.value;
1981         R_RenderScene();
1982
1983         R_ResetViewRendering2D();
1984
1985         R_Bloom_CopyHDRTexture();
1986         R_Bloom_MakeTexture();
1987
1988         R_ResetViewRendering3D();
1989
1990         R_ClearScreen();
1991         if (r_timereport_active)
1992                 R_TimeReport("clear");
1993
1994
1995         // restore the view settings
1996         r_view.width = oldwidth;
1997         r_view.height = oldheight;
1998 }
1999
2000 static void R_BlendView(void)
2001 {
2002         if (r_bloomstate.enabled && r_bloomstate.hdr)
2003         {
2004                 // render high dynamic range bloom effect
2005                 // the bloom texture was made earlier this render, so we just need to
2006                 // blend it onto the screen...
2007                 R_ResetViewRendering2D();
2008                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2009                 R_Mesh_ColorPointer(NULL, 0, 0);
2010                 GL_Color(1, 1, 1, 1);
2011                 GL_BlendFunc(GL_ONE, GL_ONE);
2012                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2013                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2014                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2015                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2016         }
2017         else if (r_bloomstate.enabled)
2018         {
2019                 // render simple bloom effect
2020                 // copy the screen and shrink it and darken it for the bloom process
2021                 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
2022                 // make the bloom texture
2023                 R_Bloom_MakeTexture();
2024                 // put the original screen image back in place and blend the bloom
2025                 // texture on it
2026                 R_ResetViewRendering2D();
2027                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2028                 R_Mesh_ColorPointer(NULL, 0, 0);
2029                 GL_Color(1, 1, 1, 1);
2030                 GL_BlendFunc(GL_ONE, GL_ZERO);
2031                 // do both in one pass if possible
2032                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2033                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2034                 if (r_textureunits.integer >= 2 && gl_combine.integer)
2035                 {
2036                         R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
2037                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
2038                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
2039                 }
2040                 else
2041                 {
2042                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2043                         r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2044                         // now blend on the bloom texture
2045                         GL_BlendFunc(GL_ONE, GL_ONE);
2046                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2047                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2048                 }
2049                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2050                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2051         }
2052         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
2053         {
2054                 // apply a color tint to the whole view
2055                 R_ResetViewRendering2D();
2056                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2057                 R_Mesh_ColorPointer(NULL, 0, 0);
2058                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2059                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
2060                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2061         }
2062 }
2063
2064 void R_RenderScene(void);
2065
2066 matrix4x4_t r_waterscrollmatrix;
2067
2068 void R_UpdateVariables(void)
2069 {
2070         R_Textures_Frame();
2071
2072         r_refdef.farclip = 4096;
2073         if (r_refdef.worldmodel)
2074                 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
2075         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
2076
2077         r_refdef.polygonfactor = 0;
2078         r_refdef.polygonoffset = 0;
2079         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_shadow_polygonfactor.value;
2080         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_shadow_polygonoffset.value;
2081
2082         r_refdef.rtworld = r_shadow_realtime_world.integer;
2083         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
2084         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
2085         r_refdef.rtdlightshadows = r_refdef.rtdlight && (r_refdef.rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
2086         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
2087         if (r_showsurfaces.integer)
2088         {
2089                 r_refdef.rtworld = false;
2090                 r_refdef.rtworldshadows = false;
2091                 r_refdef.rtdlight = false;
2092                 r_refdef.rtdlightshadows = false;
2093                 r_refdef.lightmapintensity = 0;
2094         }
2095
2096         if (gamemode == GAME_NEHAHRA)
2097         {
2098                 if (gl_fogenable.integer)
2099                 {
2100                         r_refdef.oldgl_fogenable = true;
2101                         r_refdef.fog_density = gl_fogdensity.value;
2102                         r_refdef.fog_red = gl_fogred.value;
2103                         r_refdef.fog_green = gl_foggreen.value;
2104                         r_refdef.fog_blue = gl_fogblue.value;
2105                 }
2106                 else if (r_refdef.oldgl_fogenable)
2107                 {
2108                         r_refdef.oldgl_fogenable = false;
2109                         r_refdef.fog_density = 0;
2110                         r_refdef.fog_red = 0;
2111                         r_refdef.fog_green = 0;
2112                         r_refdef.fog_blue = 0;
2113                 }
2114         }
2115         if (r_refdef.fog_density)
2116         {
2117                 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red  , 1.0f);
2118                 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
2119                 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
2120         }
2121         if (r_refdef.fog_density)
2122         {
2123                 r_refdef.fogenabled = true;
2124                 // this is the point where the fog reaches 0.9986 alpha, which we
2125                 // consider a good enough cutoff point for the texture
2126                 // (0.9986 * 256 == 255.6)
2127                 r_refdef.fogrange = 400 / r_refdef.fog_density;
2128                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
2129                 r_refdef.fogtabledistmultiplier = FOGTABLEWIDTH * r_refdef.fograngerecip;
2130                 // fog color was already set
2131         }
2132         else
2133                 r_refdef.fogenabled = false;
2134 }
2135
2136 /*
2137 ================
2138 R_RenderView
2139 ================
2140 */
2141 void R_RenderView(void)
2142 {
2143         if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
2144                 return; //Host_Error ("R_RenderView: NULL worldmodel");
2145
2146         R_Shadow_UpdateWorldLightSelection();
2147
2148         CHECKGLERROR
2149         if (r_timereport_active)
2150                 R_TimeReport("setup");
2151
2152         R_View_Update();
2153         if (r_timereport_active)
2154                 R_TimeReport("visibility");
2155
2156         R_ResetViewRendering3D();
2157
2158         R_ClearScreen();
2159         if (r_timereport_active)
2160                 R_TimeReport("clear");
2161
2162         R_Bloom_StartFrame();
2163
2164         // this produces a bloom texture to be used in R_BlendView() later
2165         if (r_hdr.integer)
2166                 R_HDR_RenderBloomTexture();
2167
2168         r_view.colorscale = r_hdr_scenebrightness.value;
2169         R_RenderScene();
2170
2171         R_BlendView();
2172         if (r_timereport_active)
2173                 R_TimeReport("blendview");
2174
2175         GL_Scissor(0, 0, vid.width, vid.height);
2176         GL_ScissorTest(false);
2177         CHECKGLERROR
2178 }
2179
2180 extern void R_DrawLightningBeams (void);
2181 extern void VM_CL_AddPolygonsToMeshQueue (void);
2182 extern void R_DrawPortals (void);
2183 extern cvar_t cl_locs_show;
2184 static void R_DrawLocs(void);
2185 void R_RenderScene(void)
2186 {
2187         // don't let sound skip if going slow
2188         if (r_refdef.extraupdate)
2189                 S_ExtraUpdate ();
2190
2191         R_ResetViewRendering3D();
2192
2193         R_MeshQueue_BeginScene();
2194
2195         R_SkyStartFrame();
2196
2197         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);
2198
2199         if (cl.csqc_vidvars.drawworld)
2200         {
2201                 // don't let sound skip if going slow
2202                 if (r_refdef.extraupdate)
2203                         S_ExtraUpdate ();
2204
2205                 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
2206                 {
2207                         r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
2208                         if (r_timereport_active)
2209                                 R_TimeReport("worldsky");
2210                 }
2211
2212                 if (R_DrawBrushModelsSky() && r_timereport_active)
2213                         R_TimeReport("bmodelsky");
2214
2215                 if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
2216                 {
2217                         r_refdef.worldmodel->Draw(r_refdef.worldentity);
2218                         if (r_timereport_active)
2219                                 R_TimeReport("world");
2220                 }
2221         }
2222
2223         // don't let sound skip if going slow
2224         if (r_refdef.extraupdate)
2225                 S_ExtraUpdate ();
2226
2227         R_DrawModels();
2228         if (r_timereport_active)
2229                 R_TimeReport("models");
2230
2231         // don't let sound skip if going slow
2232         if (r_refdef.extraupdate)
2233                 S_ExtraUpdate ();
2234
2235         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
2236         {
2237                 R_DrawModelShadows();
2238
2239                 R_ResetViewRendering3D();
2240
2241                 // don't let sound skip if going slow
2242                 if (r_refdef.extraupdate)
2243                         S_ExtraUpdate ();
2244         }
2245
2246         R_ShadowVolumeLighting(false);
2247         if (r_timereport_active)
2248                 R_TimeReport("rtlights");
2249
2250         // don't let sound skip if going slow
2251         if (r_refdef.extraupdate)
2252                 S_ExtraUpdate ();
2253
2254         if (cl.csqc_vidvars.drawworld)
2255         {
2256                 R_DrawLightningBeams();
2257                 if (r_timereport_active)
2258                         R_TimeReport("lightning");
2259
2260                 R_DrawParticles();
2261                 if (r_timereport_active)
2262                         R_TimeReport("particles");
2263
2264                 R_DrawExplosions();
2265                 if (r_timereport_active)
2266                         R_TimeReport("explosions");
2267         }
2268
2269         if (gl_support_fragment_shader)
2270         {
2271                 qglUseProgramObjectARB(0);CHECKGLERROR
2272         }
2273         VM_CL_AddPolygonsToMeshQueue();
2274
2275         if (cl_locs_show.integer)
2276         {
2277                 R_DrawLocs();
2278                 if (r_timereport_active)
2279                         R_TimeReport("showlocs");
2280         }
2281
2282         if (r_drawportals.integer)
2283         {
2284                 R_DrawPortals();
2285                 if (r_timereport_active)
2286                         R_TimeReport("portals");
2287         }
2288
2289         if (gl_support_fragment_shader)
2290         {
2291                 qglUseProgramObjectARB(0);CHECKGLERROR
2292         }
2293         R_MeshQueue_RenderTransparent();
2294         if (r_timereport_active)
2295                 R_TimeReport("drawtrans");
2296
2297         if (gl_support_fragment_shader)
2298         {
2299                 qglUseProgramObjectARB(0);CHECKGLERROR
2300         }
2301
2302         if (cl.csqc_vidvars.drawworld)
2303         {
2304                 R_DrawCoronas();
2305                 if (r_timereport_active)
2306                         R_TimeReport("coronas");
2307         }
2308
2309         // don't let sound skip if going slow
2310         if (r_refdef.extraupdate)
2311                 S_ExtraUpdate ();
2312
2313         R_ResetViewRendering2D();
2314 }
2315
2316 /*
2317 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
2318 {
2319         int i;
2320         float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
2321         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2322         GL_DepthMask(false);
2323         GL_DepthTest(true);
2324         R_Mesh_Matrix(&identitymatrix);
2325
2326         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
2327         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
2328         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
2329         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
2330         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
2331         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
2332         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
2333         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
2334         R_FillColors(color, 8, cr, cg, cb, ca);
2335         if (r_refdef.fogenabled)
2336         {
2337                 for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
2338                 {
2339                         f2 = VERTEXFOGTABLE(VectorDistance(v, r_view.origin));
2340                         f1 = 1 - f2;
2341                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
2342                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
2343                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
2344                 }
2345         }
2346         R_Mesh_VertexPointer(vertex3f, 0, 0);
2347         R_Mesh_ColorPointer(color, 0, 0);
2348         R_Mesh_ResetTextureState();
2349         R_Mesh_Draw(8, 12, 0, 0);
2350 }
2351 */
2352
2353 int nomodelelements[24] =
2354 {
2355         5, 2, 0,
2356         5, 1, 2,
2357         5, 0, 3,
2358         5, 3, 1,
2359         0, 2, 4,
2360         2, 1, 4,
2361         3, 0, 4,
2362         1, 3, 4
2363 };
2364
2365 float nomodelvertex3f[6*3] =
2366 {
2367         -16,   0,   0,
2368          16,   0,   0,
2369           0, -16,   0,
2370           0,  16,   0,
2371           0,   0, -16,
2372           0,   0,  16
2373 };
2374
2375 float nomodelcolor4f[6*4] =
2376 {
2377         0.0f, 0.0f, 0.5f, 1.0f,
2378         0.0f, 0.0f, 0.5f, 1.0f,
2379         0.0f, 0.5f, 0.0f, 1.0f,
2380         0.0f, 0.5f, 0.0f, 1.0f,
2381         0.5f, 0.0f, 0.0f, 1.0f,
2382         0.5f, 0.0f, 0.0f, 1.0f
2383 };
2384
2385 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2386 {
2387         int i;
2388         float f1, f2, *c;
2389         float color4f[6*4];
2390         // this is only called once per entity so numsurfaces is always 1, and
2391         // surfacelist is always {0}, so this code does not handle batches
2392         R_Mesh_Matrix(&ent->matrix);
2393
2394         if (ent->flags & EF_ADDITIVE)
2395         {
2396                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2397                 GL_DepthMask(false);
2398         }
2399         else if (ent->alpha < 1)
2400         {
2401                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2402                 GL_DepthMask(false);
2403         }
2404         else
2405         {
2406                 GL_BlendFunc(GL_ONE, GL_ZERO);
2407                 GL_DepthMask(true);
2408         }
2409         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2410         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
2411         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
2412         if (r_refdef.fogenabled)
2413         {
2414                 vec3_t org;
2415                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2416                 R_Mesh_ColorPointer(color4f, 0, 0);
2417                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2418                 f2 = VERTEXFOGTABLE(VectorDistance(org, r_view.origin));
2419                 f1 = 1 - f2;
2420                 for (i = 0, c = color4f;i < 6;i++, c += 4)
2421                 {
2422                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
2423                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
2424                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
2425                         c[3] *= ent->alpha;
2426                 }
2427         }
2428         else if (ent->alpha != 1)
2429         {
2430                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2431                 R_Mesh_ColorPointer(color4f, 0, 0);
2432                 for (i = 0, c = color4f;i < 6;i++, c += 4)
2433                         c[3] *= ent->alpha;
2434         }
2435         else
2436                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
2437         R_Mesh_ResetTextureState();
2438         R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
2439 }
2440
2441 void R_DrawNoModel(entity_render_t *ent)
2442 {
2443         vec3_t org;
2444         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2445         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
2446                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
2447         //else
2448         //      R_DrawNoModelCallback(ent, 0);
2449 }
2450
2451 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
2452 {
2453         vec3_t right1, right2, diff, normal;
2454
2455         VectorSubtract (org2, org1, normal);
2456
2457         // calculate 'right' vector for start
2458         VectorSubtract (r_view.origin, org1, diff);
2459         CrossProduct (normal, diff, right1);
2460         VectorNormalize (right1);
2461
2462         // calculate 'right' vector for end
2463         VectorSubtract (r_view.origin, org2, diff);
2464         CrossProduct (normal, diff, right2);
2465         VectorNormalize (right2);
2466
2467         vert[ 0] = org1[0] + width * right1[0];
2468         vert[ 1] = org1[1] + width * right1[1];
2469         vert[ 2] = org1[2] + width * right1[2];
2470         vert[ 3] = org1[0] - width * right1[0];
2471         vert[ 4] = org1[1] - width * right1[1];
2472         vert[ 5] = org1[2] - width * right1[2];
2473         vert[ 6] = org2[0] - width * right2[0];
2474         vert[ 7] = org2[1] - width * right2[1];
2475         vert[ 8] = org2[2] - width * right2[2];
2476         vert[ 9] = org2[0] + width * right2[0];
2477         vert[10] = org2[1] + width * right2[1];
2478         vert[11] = org2[2] + width * right2[2];
2479 }
2480
2481 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
2482
2483 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, int depthdisable, 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)
2484 {
2485         float fog = 0.0f, ifog;
2486         float vertex3f[12];
2487
2488         if (r_refdef.fogenabled)
2489                 fog = VERTEXFOGTABLE(VectorDistance(origin, r_view.origin));
2490         ifog = 1 - fog;
2491
2492         R_Mesh_Matrix(&identitymatrix);
2493         GL_BlendFunc(blendfunc1, blendfunc2);
2494         GL_DepthMask(false);
2495         GL_DepthTest(!depthdisable);
2496
2497         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
2498         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
2499         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
2500         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
2501         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
2502         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
2503         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
2504         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
2505         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
2506         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
2507         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
2508         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
2509
2510         R_Mesh_VertexPointer(vertex3f, 0, 0);
2511         R_Mesh_ColorPointer(NULL, 0, 0);
2512         R_Mesh_ResetTextureState();
2513         R_Mesh_TexBind(0, R_GetTexture(texture));
2514         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
2515         // FIXME: fixed function path can't properly handle r_view.colorscale > 1
2516         GL_Color(cr * ifog * r_view.colorscale, cg * ifog * r_view.colorscale, cb * ifog * r_view.colorscale, ca);
2517         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2518
2519         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
2520         {
2521                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
2522                 GL_BlendFunc(blendfunc1, GL_ONE);
2523                 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);
2524                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2525         }
2526 }
2527
2528 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
2529 {
2530         int i;
2531         float *vertex3f;
2532         float v[3];
2533         VectorSet(v, x, y, z);
2534         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
2535                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
2536                         break;
2537         if (i == mesh->numvertices)
2538         {
2539                 if (mesh->numvertices < mesh->maxvertices)
2540                 {
2541                         VectorCopy(v, vertex3f);
2542                         mesh->numvertices++;
2543                 }
2544                 return mesh->numvertices;
2545         }
2546         else
2547                 return i;
2548 }
2549
2550 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
2551 {
2552         int i;
2553         int *e, element[3];
2554         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
2555         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
2556         e = mesh->element3i + mesh->numtriangles * 3;
2557         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
2558         {
2559                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
2560                 if (mesh->numtriangles < mesh->maxtriangles)
2561                 {
2562                         *e++ = element[0];
2563                         *e++ = element[1];
2564                         *e++ = element[2];
2565                         mesh->numtriangles++;
2566                 }
2567                 element[1] = element[2];
2568         }
2569 }
2570
2571 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
2572 {
2573         int i;
2574         int *e, element[3];
2575         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
2576         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
2577         e = mesh->element3i + mesh->numtriangles * 3;
2578         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
2579         {
2580                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
2581                 if (mesh->numtriangles < mesh->maxtriangles)
2582                 {
2583                         *e++ = element[0];
2584                         *e++ = element[1];
2585                         *e++ = element[2];
2586                         mesh->numtriangles++;
2587                 }
2588                 element[1] = element[2];
2589         }
2590 }
2591
2592 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
2593 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
2594 {
2595         int planenum, planenum2;
2596         int w;
2597         int tempnumpoints;
2598         mplane_t *plane, *plane2;
2599         double maxdist;
2600         double temppoints[2][256*3];
2601         // figure out how large a bounding box we need to properly compute this brush
2602         maxdist = 0;
2603         for (w = 0;w < numplanes;w++)
2604                 maxdist = max(maxdist, planes[w].dist);
2605         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
2606         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
2607         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
2608         {
2609                 w = 0;
2610                 tempnumpoints = 4;
2611                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
2612                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
2613                 {
2614                         if (planenum2 == planenum)
2615                                 continue;
2616                         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);
2617                         w = !w;
2618                 }
2619                 if (tempnumpoints < 3)
2620                         continue;
2621                 // generate elements forming a triangle fan for this polygon
2622                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
2623         }
2624 }
2625
2626 static void R_DrawCollisionBrush(const colbrushf_t *brush)
2627 {
2628         int i;
2629         R_Mesh_VertexPointer(brush->points->v, 0, 0);
2630         i = (int)(((size_t)brush) / sizeof(colbrushf_t));
2631         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);
2632         GL_LockArrays(0, brush->numpoints);
2633         R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0);
2634         GL_LockArrays(0, 0);
2635 }
2636
2637 static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
2638 {
2639         int i;
2640         if (!surface->num_collisiontriangles)
2641                 return;
2642         R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
2643         i = (int)(((size_t)surface) / sizeof(msurface_t));
2644         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);
2645         GL_LockArrays(0, surface->num_collisionvertices);
2646         R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
2647         GL_LockArrays(0, 0);
2648 }
2649
2650 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)
2651 {
2652         texturelayer_t *layer;
2653         layer = t->currentlayers + t->currentnumlayers++;
2654         layer->type = type;
2655         layer->depthmask = depthmask;
2656         layer->blendfunc1 = blendfunc1;
2657         layer->blendfunc2 = blendfunc2;
2658         layer->texture = texture;
2659         layer->texmatrix = *matrix;
2660         layer->color[0] = r * r_view.colorscale;
2661         layer->color[1] = g * r_view.colorscale;
2662         layer->color[2] = b * r_view.colorscale;
2663         layer->color[3] = a;
2664 }
2665
2666 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
2667 {
2668         model_t *model = ent->model;
2669
2670         // switch to an alternate material if this is a q1bsp animated material
2671         {
2672                 texture_t *texture = t;
2673                 int s = ent->skinnum;
2674                 if ((unsigned int)s >= (unsigned int)model->numskins)
2675                         s = 0;
2676                 if (model->skinscenes)
2677                 {
2678                         if (model->skinscenes[s].framecount > 1)
2679                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
2680                         else
2681                                 s = model->skinscenes[s].firstframe;
2682                 }
2683                 if (s > 0)
2684                         t = t + s * model->num_surfaces;
2685                 if (t->animated)
2686                 {
2687                         // use an alternate animation if the entity's frame is not 0,
2688                         // and only if the texture has an alternate animation
2689                         if (ent->frame != 0 && t->anim_total[1])
2690                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
2691                         else
2692                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
2693                 }
2694                 texture->currentframe = t;
2695         }
2696
2697         // pick a new currentskinframe if the material is animated
2698         if (t->numskinframes >= 2)
2699                 t->currentskinframe = t->skinframes + ((int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes);
2700         if (t->backgroundnumskinframes >= 2)
2701                 t->backgroundcurrentskinframe = t->backgroundskinframes + ((int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes);
2702
2703         t->currentmaterialflags = t->basematerialflags;
2704         t->currentalpha = ent->alpha;
2705         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
2706                 t->currentalpha *= r_wateralpha.value;
2707         if (!(ent->flags & RENDER_LIGHT))
2708                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
2709         if (ent->effects & EF_ADDITIVE)
2710                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
2711         else if (t->currentalpha < 1)
2712                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
2713         if (ent->effects & EF_DOUBLESIDED)
2714                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2715         if (ent->effects & EF_NODEPTHTEST)
2716                 t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_NOSHADOW;
2717         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
2718                 t->currenttexmatrix = r_waterscrollmatrix;
2719         else
2720                 t->currenttexmatrix = identitymatrix;
2721         if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
2722                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
2723
2724         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
2725         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
2726         t->glosstexture = r_texture_white;
2727         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
2728         t->backgroundglosstexture = r_texture_white;
2729         t->specularpower = r_shadow_glossexponent.value;
2730         // TODO: store reference values for these in the texture?
2731         t->specularscale = 0;
2732         if (r_shadow_gloss.integer > 0)
2733         {
2734                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
2735                 {
2736                         if (r_shadow_glossintensity.value > 0)
2737                         {
2738                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black;
2739                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black;
2740                                 t->specularscale = r_shadow_glossintensity.value;
2741                         }
2742                 }
2743                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
2744                         t->specularscale = r_shadow_gloss2intensity.value;
2745         }
2746
2747         t->currentnumlayers = 0;
2748         if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
2749         {
2750                 if (gl_lightmaps.integer)
2751                         R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE, r_texture_white, &identitymatrix, 1, 1, 1, 1);
2752                 else if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
2753                 {
2754                         int blendfunc1, blendfunc2, depthmask;
2755                         if (t->currentmaterialflags & MATERIALFLAG_ADD)
2756                         {
2757                                 blendfunc1 = GL_SRC_ALPHA;
2758                                 blendfunc2 = GL_ONE;
2759                         }
2760                         else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
2761                         {
2762                                 blendfunc1 = GL_SRC_ALPHA;
2763                                 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
2764                         }
2765                         else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
2766                         {
2767                                 blendfunc1 = t->customblendfunc[0];
2768                                 blendfunc2 = t->customblendfunc[1];
2769                         }
2770                         else
2771                         {
2772                                 blendfunc1 = GL_ONE;
2773                                 blendfunc2 = GL_ZERO;
2774                         }
2775                         depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
2776                         if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
2777                         {
2778                                 rtexture_t *currentbasetexture;
2779                                 int layerflags = 0;
2780                                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
2781                                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
2782                                 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
2783                                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2784                                 {
2785                                         // fullbright is not affected by r_refdef.lightmapintensity
2786                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
2787                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
2788                                                 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);
2789                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
2790                                                 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);
2791                                 }
2792                                 else
2793                                 {
2794                                         float colorscale;
2795                                         colorscale = 2;
2796                                         // q3bsp has no lightmap updates, so the lightstylevalue that
2797                                         // would normally be baked into the lightmap must be
2798                                         // applied to the color
2799                                         if (ent->model->type == mod_brushq3)
2800                                                 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
2801                                         colorscale *= r_refdef.lightmapintensity;
2802                                         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);
2803                                         if (r_ambient.value >= (1.0f/64.0f))
2804                                                 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);
2805                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
2806                                         {
2807                                                 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);
2808                                                 if (r_ambient.value >= (1.0f/64.0f))
2809                                                         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);
2810                                         }
2811                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
2812                                         {
2813                                                 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);
2814                                                 if (r_ambient.value >= (1.0f/64.0f))
2815                                                         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);
2816                                         }
2817                                 }
2818                                 if (t->currentskinframe->glow != NULL)
2819                                         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);
2820                                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
2821                                 {
2822                                         // if this is opaque use alpha blend which will darken the earlier
2823                                         // passes cheaply.
2824                                         //
2825                                         // if this is an alpha blended material, all the earlier passes
2826                                         // were darkened by fog already, so we only need to add the fog
2827                                         // color ontop through the fog mask texture
2828                                         //
2829                                         // if this is an additive blended material, all the earlier passes
2830                                         // were darkened by fog already, and we should not add fog color
2831                                         // (because the background was not darkened, there is no fog color
2832                                         // that was lost behind it).
2833                                         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);
2834                                 }
2835                         }
2836                 }
2837         }
2838 }
2839
2840 void R_UpdateAllTextureInfo(entity_render_t *ent)
2841 {
2842         int i;
2843         if (ent->model)
2844                 for (i = 0;i < ent->model->num_textures;i++)
2845                         R_UpdateTextureInfo(ent, ent->model->data_textures + i);
2846 }
2847
2848 int rsurface_array_size = 0;
2849 float *rsurface_array_modelvertex3f = NULL;
2850 float *rsurface_array_modelsvector3f = NULL;
2851 float *rsurface_array_modeltvector3f = NULL;
2852 float *rsurface_array_modelnormal3f = NULL;
2853 float *rsurface_array_deformedvertex3f = NULL;
2854 float *rsurface_array_deformedsvector3f = NULL;
2855 float *rsurface_array_deformedtvector3f = NULL;
2856 float *rsurface_array_deformednormal3f = NULL;
2857 float *rsurface_array_color4f = NULL;
2858 float *rsurface_array_texcoord3f = NULL;
2859
2860 void R_Mesh_ResizeArrays(int newvertices)
2861 {
2862         float *base;
2863         if (rsurface_array_size >= newvertices)
2864                 return;
2865         if (rsurface_array_modelvertex3f)
2866                 Mem_Free(rsurface_array_modelvertex3f);
2867         rsurface_array_size = (newvertices + 1023) & ~1023;
2868         base = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[31]));
2869         rsurface_array_modelvertex3f     = base + rsurface_array_size * 0;
2870         rsurface_array_modelsvector3f    = base + rsurface_array_size * 3;
2871         rsurface_array_modeltvector3f    = base + rsurface_array_size * 6;
2872         rsurface_array_modelnormal3f     = base + rsurface_array_size * 9;
2873         rsurface_array_deformedvertex3f  = base + rsurface_array_size * 12;
2874         rsurface_array_deformedsvector3f = base + rsurface_array_size * 15;
2875         rsurface_array_deformedtvector3f = base + rsurface_array_size * 18;
2876         rsurface_array_deformednormal3f  = base + rsurface_array_size * 21;
2877         rsurface_array_texcoord3f        = base + rsurface_array_size * 24;
2878         rsurface_array_color4f           = base + rsurface_array_size * 27;
2879 }
2880
2881 float *rsurface_modelvertex3f;
2882 float *rsurface_modelsvector3f;
2883 float *rsurface_modeltvector3f;
2884 float *rsurface_modelnormal3f;
2885 float *rsurface_vertex3f;
2886 float *rsurface_svector3f;
2887 float *rsurface_tvector3f;
2888 float *rsurface_normal3f;
2889 float *rsurface_lightmapcolor4f;
2890 vec3_t rsurface_modelorg;
2891 qboolean rsurface_generatedvertex;
2892 const entity_render_t *rsurface_entity;
2893 const model_t *rsurface_model;
2894 texture_t *rsurface_texture;
2895 qboolean rsurface_uselightmaptexture;
2896 rsurfmode_t rsurface_mode;
2897 int rsurface_lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model
2898
2899 void RSurf_CleanUp(void)
2900 {
2901         CHECKGLERROR
2902         if (rsurface_mode == RSURFMODE_GLSL)
2903         {
2904                 qglUseProgramObjectARB(0);CHECKGLERROR
2905         }
2906         GL_AlphaTest(false);
2907         rsurface_mode = RSURFMODE_NONE;
2908         rsurface_uselightmaptexture = false;
2909         rsurface_texture = NULL;
2910 }
2911
2912 void RSurf_ActiveWorldEntity(void)
2913 {
2914         RSurf_CleanUp();
2915         rsurface_entity = r_refdef.worldentity;
2916         rsurface_model = r_refdef.worldmodel;
2917         if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
2918                 R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
2919         R_Mesh_Matrix(&identitymatrix);
2920         VectorCopy(r_view.origin, rsurface_modelorg);
2921         rsurface_modelvertex3f  = rsurface_model->surfmesh.data_vertex3f;
2922         rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
2923         rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
2924         rsurface_modelnormal3f  = rsurface_model->surfmesh.data_normal3f;
2925         rsurface_generatedvertex = false;
2926         rsurface_vertex3f  = rsurface_modelvertex3f;
2927         rsurface_svector3f = rsurface_modelsvector3f;
2928         rsurface_tvector3f = rsurface_modeltvector3f;
2929         rsurface_normal3f  = rsurface_modelnormal3f;
2930 }
2931
2932 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
2933 {
2934         RSurf_CleanUp();
2935         rsurface_entity = ent;
2936         rsurface_model = ent->model;
2937         if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
2938                 R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
2939         R_Mesh_Matrix(&ent->matrix);
2940         Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
2941         if (rsurface_model->surfmesh.isanimated && (rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0))
2942         {
2943                 if (wanttangents)
2944                 {
2945                         rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2946                         rsurface_modelsvector3f = rsurface_array_modelsvector3f;
2947                         rsurface_modeltvector3f = rsurface_array_modeltvector3f;
2948                         rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2949                         Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f);
2950                 }
2951                 else if (wantnormals)
2952                 {
2953                         rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2954                         rsurface_modelsvector3f = NULL;
2955                         rsurface_modeltvector3f = NULL;
2956                         rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2957                         Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, NULL, NULL);
2958                 }
2959                 else
2960                 {
2961                         rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2962                         rsurface_modelsvector3f = NULL;
2963                         rsurface_modeltvector3f = NULL;
2964                         rsurface_modelnormal3f = NULL;
2965                         Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL);
2966                 }
2967                 rsurface_generatedvertex = true;
2968         }
2969         else
2970         {
2971                 rsurface_modelvertex3f  = rsurface_model->surfmesh.data_vertex3f;
2972                 rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
2973                 rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
2974                 rsurface_modelnormal3f  = rsurface_model->surfmesh.data_normal3f;
2975                 rsurface_generatedvertex = false;
2976         }
2977         rsurface_vertex3f  = rsurface_modelvertex3f;
2978         rsurface_svector3f = rsurface_modelsvector3f;
2979         rsurface_tvector3f = rsurface_modeltvector3f;
2980         rsurface_normal3f  = rsurface_modelnormal3f;
2981 }
2982
2983 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
2984 {
2985         // 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
2986         if (rsurface_generatedvertex)
2987         {
2988                 if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
2989                         generatetangents = true;
2990                 if (generatetangents)
2991                         generatenormals = true;
2992                 if (generatenormals && !rsurface_modelnormal3f)
2993                 {
2994                         rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2995                         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);
2996                 }
2997                 if (generatetangents && !rsurface_modelsvector3f)
2998                 {
2999                         rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f;
3000                         rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f;
3001                         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);
3002                 }
3003         }
3004         // 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)
3005         if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
3006         {
3007                 int texturesurfaceindex;
3008                 float center[3], forward[3], right[3], up[3], v[4][3];
3009                 matrix4x4_t matrix1, imatrix1;
3010                 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.forward, forward);
3011                 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.right, right);
3012                 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.up, up);
3013                 // make deformed versions of only the model vertices used by the specified surfaces
3014                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3015                 {
3016                         int i, j;
3017                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3018                         // a single autosprite surface can contain multiple sprites...
3019                         for (j = 0;j < surface->num_vertices - 3;j += 4)
3020                         {
3021                                 VectorClear(center);
3022                                 for (i = 0;i < 4;i++)
3023                                         VectorAdd(center, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
3024                                 VectorScale(center, 0.25f, center);
3025                                 if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
3026                                 {
3027                                         forward[0] = rsurface_modelorg[0] - center[0];
3028                                         forward[1] = rsurface_modelorg[1] - center[1];
3029                                         forward[2] = 0;
3030                                         VectorNormalize(forward);
3031                                         right[0] = forward[1];
3032                                         right[1] = -forward[0];
3033                                         right[2] = 0;
3034                                         VectorSet(up, 0, 0, 1);
3035                                 }
3036                                 // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
3037                                 Matrix4x4_FromVectors(&matrix1, (rsurface_modelnormal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modelsvector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modeltvector3f + 3 * surface->num_firstvertex) + j*3, center);
3038                                 Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
3039                                 for (i = 0;i < 4;i++)
3040                                         Matrix4x4_Transform(&imatrix1, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
3041                                 for (i = 0;i < 4;i++)
3042                                         VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3043                         }
3044                         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);
3045                         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);
3046                 }
3047                 rsurface_vertex3f = rsurface_array_deformedvertex3f;
3048                 rsurface_svector3f = rsurface_array_deformedsvector3f;
3049                 rsurface_tvector3f = rsurface_array_deformedtvector3f;
3050                 rsurface_normal3f = rsurface_array_deformednormal3f;
3051         }
3052         else
3053         {
3054                 rsurface_vertex3f = rsurface_modelvertex3f;
3055                 rsurface_svector3f = rsurface_modelsvector3f;
3056                 rsurface_tvector3f = rsurface_modeltvector3f;
3057                 rsurface_normal3f = rsurface_modelnormal3f;
3058         }
3059         R_Mesh_VertexPointer(rsurface_vertex3f, 0, 0);
3060 }
3061
3062 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
3063 {
3064         int i, j;
3065         const msurface_t *surface = texturesurfacelist[0];
3066         const msurface_t *surface2;
3067         int firstvertex;
3068         int endvertex;
3069         int numvertices;
3070         int numtriangles;
3071         // TODO: lock all array ranges before render, rather than on each surface
3072         if (texturenumsurfaces == 1)
3073         {
3074                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3075                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), 0, 0);
3076         }
3077         else if (r_batchmode.integer == 2)
3078         {
3079                 #define MAXBATCHTRIANGLES 4096
3080                 int batchtriangles = 0;
3081                 int batchelements[MAXBATCHTRIANGLES*3];
3082                 for (i = 0;i < texturenumsurfaces;i = j)
3083                 {
3084                         surface = texturesurfacelist[i];
3085                         j = i + 1;
3086                         if (surface->num_triangles > MAXBATCHTRIANGLES)
3087                         {
3088                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), 0, 0);
3089                                 continue;
3090                         }
3091                         memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
3092                         batchtriangles = surface->num_triangles;
3093                         firstvertex = surface->num_firstvertex;
3094                         endvertex = surface->num_firstvertex + surface->num_vertices;
3095                         for (;j < texturenumsurfaces;j++)
3096                         {
3097                                 surface2 = texturesurfacelist[j];
3098                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
3099                                         break;
3100                                 memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
3101                                 batchtriangles += surface2->num_triangles;
3102                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
3103                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
3104                         }
3105                         surface2 = texturesurfacelist[j-1];
3106                         numvertices = endvertex - firstvertex;
3107                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
3108                 }
3109         }
3110         else if (r_batchmode.integer == 1)
3111         {
3112                 for (i = 0;i < texturenumsurfaces;i = j)
3113                 {
3114                         surface = texturesurfacelist[i];
3115                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
3116                                 if (texturesurfacelist[j] != surface2)
3117                                         break;
3118                         surface2 = texturesurfacelist[j-1];
3119                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
3120                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
3121                         GL_LockArrays(surface->num_firstvertex, numvertices);
3122                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), 0, 0);
3123                 }
3124         }
3125         else
3126         {
3127                 for (i = 0;i < texturenumsurfaces;i++)
3128                 {
3129                         surface = texturesurfacelist[i];
3130                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3131                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), 0, 0);
3132                 }
3133         }
3134 }
3135
3136 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
3137 {
3138         int i;
3139         int j;
3140         const msurface_t *surface = texturesurfacelist[0];
3141         const msurface_t *surface2;
3142         int firstvertex;
3143         int endvertex;
3144         int numvertices;
3145         int numtriangles;
3146         // TODO: lock all array ranges before render, rather than on each surface
3147         if (texturenumsurfaces == 1)
3148         {
3149                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3150                 if (deluxemaptexunit >= 0)
3151                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3152                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3153                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), 0, 0);
3154         }
3155         else if (r_batchmode.integer == 2)
3156         {
3157                 #define MAXBATCHTRIANGLES 4096
3158                 int batchtriangles = 0;
3159                 int batchelements[MAXBATCHTRIANGLES*3];
3160                 for (i = 0;i < texturenumsurfaces;i = j)
3161                 {
3162                         surface = texturesurfacelist[i];
3163                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3164                         if (deluxemaptexunit >= 0)
3165                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3166                         j = i + 1;
3167                         if (surface->num_triangles > MAXBATCHTRIANGLES)
3168                         {
3169                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), 0, 0);
3170                                 continue;
3171                         }
3172                         memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
3173                         batchtriangles = surface->num_triangles;
3174                         firstvertex = surface->num_firstvertex;
3175                         endvertex = surface->num_firstvertex + surface->num_vertices;
3176                         for (;j < texturenumsurfaces;j++)
3177                         {
3178                                 surface2 = texturesurfacelist[j];
3179                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
3180                                         break;
3181                                 memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
3182                                 batchtriangles += surface2->num_triangles;
3183                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
3184                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
3185                         }
3186                         surface2 = texturesurfacelist[j-1];
3187                         numvertices = endvertex - firstvertex;
3188                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
3189                 }
3190         }
3191         else if (r_batchmode.integer == 1)
3192         {
3193 #if 0
3194                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface_texture->name);
3195                 for (i = 0;i < texturenumsurfaces;i = j)
3196                 {
3197                         surface = texturesurfacelist[i];
3198                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
3199                                 if (texturesurfacelist[j] != surface2)
3200                                         break;
3201                         Con_Printf(" %i", j - i);
3202                 }
3203                 Con_Printf("\n");
3204                 Con_Printf("%s batch sizes honoring lightmap:", rsurface_texture->name);
3205 #endif
3206                 for (i = 0;i < texturenumsurfaces;i = j)
3207                 {
3208                         surface = texturesurfacelist[i];
3209                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3210                         if (deluxemaptexunit >= 0)
3211                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3212                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
3213                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
3214                                         break;
3215 #if 0
3216                         Con_Printf(" %i", j - i);
3217 #endif
3218                         surface2 = texturesurfacelist[j-1];
3219                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
3220                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
3221                         GL_LockArrays(surface->num_firstvertex, numvertices);
3222                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), 0, 0);
3223                 }
3224 #if 0
3225                 Con_Printf("\n");
3226 #endif
3227         }
3228         else
3229         {
3230                 for (i = 0;i < texturenumsurfaces;i++)
3231                 {
3232                         surface = texturesurfacelist[i];
3233                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3234                         if (deluxemaptexunit >= 0)
3235                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3236                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3237                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), 0, 0);
3238                 }
3239         }
3240 }
3241
3242 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
3243 {
3244         int j;
3245         int texturesurfaceindex;
3246         if (r_showsurfaces.integer == 2)
3247         {
3248                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3249                 {
3250                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3251                         for (j = 0;j < surface->num_triangles;j++)
3252                         {
3253                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
3254                                 GL_Color(f, f, f, 1);
3255                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface_model->surfmesh.data_element3i + 3 * (j + surface->num_firsttriangle)), 0, 0);
3256                         }
3257                 }
3258         }
3259         else
3260         {
3261                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3262                 {
3263                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3264                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
3265                         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);
3266                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3267                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), 0, 0);
3268                 }
3269         }
3270 }
3271
3272 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
3273 {
3274         int texturesurfaceindex;
3275         int i;
3276         float f;
3277         float *v, *c, *c2;
3278         if (rsurface_lightmapcolor4f)
3279         {
3280                 // generate color arrays for the surfaces in this list
3281                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3282                 {
3283                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3284                         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)
3285                         {
3286                                 f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3287                                 c2[0] = c[0] * f;
3288                                 c2[1] = c[1] * f;
3289                                 c2[2] = c[2] * f;
3290                                 c2[3] = c[3];
3291                         }
3292                 }
3293         }
3294         else
3295         {
3296                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3297                 {
3298                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3299                         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)
3300                         {
3301                                 f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3302                                 c2[0] = f;
3303                                 c2[1] = f;
3304                                 c2[2] = f;
3305                                 c2[3] = 1;
3306                         }
3307                 }
3308         }
3309         rsurface_lightmapcolor4f = rsurface_array_color4f;
3310 }
3311
3312 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
3313 {
3314         int texturesurfaceindex;
3315         int i;
3316         float *c, *c2;
3317         if (!rsurface_lightmapcolor4f)
3318                 return;
3319         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3320         {
3321                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3322                 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)
3323                 {
3324                         c2[0] = c[0] * r;
3325                         c2[1] = c[1] * g;
3326                         c2[2] = c[2] * b;
3327                         c2[3] = c[3] * a;
3328                 }
3329         }
3330         rsurface_lightmapcolor4f = rsurface_array_color4f;
3331 }
3332
3333 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3334 {
3335         // TODO: optimize
3336         rsurface_lightmapcolor4f = NULL;
3337         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3338         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3339         R_Mesh_ColorPointer(rsurface_lightmapcolor4f, 0, 0);
3340         GL_Color(r, g, b, a);
3341         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
3342 }
3343
3344 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3345 {
3346         // TODO: optimize applyfog && applycolor case
3347         // just apply fog if necessary, and tint the fog color array if necessary
3348         rsurface_lightmapcolor4f = NULL;
3349         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3350         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3351         R_Mesh_ColorPointer(rsurface_lightmapcolor4f, 0, 0);
3352         GL_Color(r, g, b, a);
3353         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3354 }
3355
3356 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3357 {
3358         int texturesurfaceindex;
3359         int i;
3360         float *c;
3361         // TODO: optimize
3362         if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
3363         {
3364                 // generate color arrays for the surfaces in this list
3365                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3366                 {
3367                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3368                         for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
3369                         {
3370                                 if (surface->lightmapinfo->samples)
3371                                 {
3372                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
3373                                         float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
3374                                         VectorScale(lm, scale, c);
3375                                         if (surface->lightmapinfo->styles[1] != 255)
3376                                         {
3377                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
3378                                                 lm += size3;
3379                                                 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
3380                                                 VectorMA(c, scale, lm, c);
3381                                                 if (surface->lightmapinfo->styles[2] != 255)
3382                                                 {
3383                                                         lm += size3;
3384                                                         scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
3385                                                         VectorMA(c, scale, lm, c);
3386                                                         if (surface->lightmapinfo->styles[3] != 255)
3387                                                         {
3388                                                                 lm += size3;
3389                                                                 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
3390                                                                 VectorMA(c, scale, lm, c);
3391                                                         }
3392                                                 }
3393                                         }
3394                                 }
3395                                 else
3396                                         VectorClear(c);
3397                                 c[3] = 1;
3398                         }
3399                 }
3400                 rsurface_lightmapcolor4f = rsurface_array_color4f;
3401         }
3402         else
3403                 rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
3404         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3405         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3406         R_Mesh_ColorPointer(rsurface_lightmapcolor4f, 0, 0);
3407         GL_Color(r, g, b, a);
3408         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3409 }
3410
3411 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3412 {
3413         int texturesurfaceindex;
3414         int i;
3415         float f;
3416         float *v, *c, *c2;
3417         vec3_t ambientcolor;
3418         vec3_t diffusecolor;
3419         vec3_t lightdir;
3420         // TODO: optimize
3421         // model lighting
3422         VectorCopy(rsurface_entity->modellight_lightdir, lightdir);
3423         ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f;
3424         ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f;
3425         ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f;
3426         diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f;
3427         diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f;
3428         diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
3429         if (VectorLength2(diffusecolor) > 0)
3430         {
3431                 // generate color arrays for the surfaces in this list
3432                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3433                 {
3434                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3435                         int numverts = surface->num_vertices;
3436                         v = rsurface_vertex3f + 3 * surface->num_firstvertex;
3437                         c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
3438                         c = rsurface_array_color4f + 4 * surface->num_firstvertex;
3439                         // q3-style directional shading
3440                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
3441                         {
3442                                 if ((f = DotProduct(c2, lightdir)) > 0)
3443                                         VectorMA(ambientcolor, f, diffusecolor, c);
3444                                 else
3445                                         VectorCopy(ambientcolor, c);
3446                                 c[3] = a;
3447                         }
3448                 }
3449                 r = 1;
3450                 g = 1;
3451                 b = 1;
3452                 a = 1;
3453                 applycolor = false;
3454                 rsurface_lightmapcolor4f = rsurface_array_color4f;
3455         }
3456         else
3457         {
3458                 r = ambientcolor[0];
3459                 g = ambientcolor[1];
3460                 b = ambientcolor[2];
3461                 rsurface_lightmapcolor4f = NULL;
3462         }
3463         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3464         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3465         R_Mesh_ColorPointer(rsurface_lightmapcolor4f, 0, 0);
3466         GL_Color(r, g, b, a);
3467         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3468 }
3469
3470 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
3471 {
3472         GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
3473         GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
3474         if (rsurface_mode != RSURFMODE_SHOWSURFACES)
3475         {
3476                 rsurface_mode = RSURFMODE_SHOWSURFACES;
3477                 GL_DepthMask(true);
3478                 GL_BlendFunc(GL_ONE, GL_ZERO);
3479                 R_Mesh_ColorPointer(NULL, 0, 0);
3480                 R_Mesh_ResetTextureState();
3481         }
3482         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
3483         RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
3484 }
3485
3486 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
3487 {
3488         // transparent sky would be ridiculous
3489         if ((rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
3490                 return;
3491         if (rsurface_mode != RSURFMODE_SKY)
3492         {
3493                 if (rsurface_mode == RSURFMODE_GLSL)
3494                 {
3495                         qglUseProgramObjectARB(0);CHECKGLERROR
3496                 }
3497                 rsurface_mode = RSURFMODE_SKY;
3498         }
3499         if (skyrendernow)
3500         {
3501                 skyrendernow = false;
3502                 R_Sky();
3503                 // restore entity matrix
3504                 R_Mesh_Matrix(&rsurface_entity->matrix);
3505         }
3506         GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
3507         GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
3508         GL_DepthMask(true);
3509         // LordHavoc: HalfLife maps have freaky skypolys so don't use
3510         // skymasking on them, and Quake3 never did sky masking (unlike
3511         // software Quake and software Quake2), so disable the sky masking
3512         // in Quake3 maps as it causes problems with q3map2 sky tricks,
3513         // and skymasking also looks very bad when noclipping outside the
3514         // level, so don't use it then either.
3515         if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
3516         {
3517                 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
3518                 R_Mesh_ColorPointer(NULL, 0, 0);
3519                 R_Mesh_ResetTextureState();
3520                 if (skyrendermasked)
3521                 {
3522                         // depth-only (masking)
3523                         GL_ColorMask(0,0,0,0);
3524                         // just to make sure that braindead drivers don't draw
3525                         // anything despite that colormask...
3526                         GL_BlendFunc(GL_ZERO, GL_ONE);
3527                 }
3528                 else
3529                 {
3530                         // fog sky
3531                         GL_BlendFunc(GL_ONE, GL_ZERO);
3532                 }
3533                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
3534                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3535                 if (skyrendermasked)
3536                         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
3537         }
3538 }
3539
3540 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
3541 {
3542         if (rsurface_mode != RSURFMODE_GLSL)
3543         {
3544                 rsurface_mode = RSURFMODE_GLSL;
3545                 R_Mesh_ResetTextureState();
3546         }
3547
3548         R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2, 1, 1, rsurface_texture->specularscale);
3549         if (!r_glsl_permutation)
3550                 return;
3551
3552         if (rsurface_lightmode == 2)
3553                 RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal, texturenumsurfaces, texturesurfacelist);
3554         else
3555                 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal, r_glsl_permutation->loc_Texture_Normal, texturenumsurfaces, texturesurfacelist);
3556         R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, 0, 0);
3557         R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, 0, 0);
3558         R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, 0, 0);
3559         R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, 0, 0);
3560         R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f, 0, 0);
3561
3562         if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3563         {
3564                 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
3565                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3566                         R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
3567                 R_Mesh_ColorPointer(NULL, 0, 0);
3568         }
3569         else if (rsurface_uselightmaptexture)
3570         {
3571                 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
3572                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3573                         R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
3574                 R_Mesh_ColorPointer(NULL, 0, 0);
3575         }
3576         else
3577         {
3578                 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
3579                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3580                         R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
3581                 R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f, 0, 0);
3582         }
3583
3584         if (rsurface_uselightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
3585                 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
3586         else
3587                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3588         if (rsurface_texture->backgroundnumskinframes && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
3589         {