added a proper gl_lightmaps rendering path, previously the gl_lightmaps
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "r_shadow.h"
24 #include "polygon.h"
25 #include "image.h"
26
27 mempool_t *r_main_mempool;
28 rtexturepool_t *r_main_texturepool;
29
30 //
31 // screen size info
32 //
33 r_refdef_t r_refdef;
34 r_view_t r_view;
35 r_viewcache_t r_viewcache;
36
37 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
40 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
47 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
48 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64
65 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
66 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
67 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
68 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
69 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
70 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
71 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
72
73 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
74
75 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
76 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
77 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
78 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
79 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
80
81 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
82 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
83 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
84
85 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
86 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
87 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
88 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
89 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
90 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
91 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
92
93 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
94 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
95 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
96 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
97
98 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
99
100 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
101
102 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
103
104 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
105 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
106
107 typedef struct r_glsl_bloomshader_s
108 {
109         int program;
110         int loc_Texture_Bloom;
111 }
112 r_glsl_bloomshader_t;
113
114 static struct r_bloomstate_s
115 {
116         qboolean enabled;
117         qboolean hdr;
118
119         int bloomwidth, bloomheight;
120
121         int screentexturewidth, screentextureheight;
122         rtexture_t *texture_screen;
123
124         int bloomtexturewidth, bloomtextureheight;
125         rtexture_t *texture_bloom;
126
127         r_glsl_bloomshader_t *shader;
128
129         // arrays for rendering the screen passes
130         float screentexcoord2f[8];
131         float bloomtexcoord2f[8];
132         float offsettexcoord2f[8];
133 }
134 r_bloomstate;
135
136 // shadow volume bsp struct with automatically growing nodes buffer
137 svbsp_t r_svbsp;
138
139 rtexture_t *r_texture_blanknormalmap;
140 rtexture_t *r_texture_white;
141 rtexture_t *r_texture_black;
142 rtexture_t *r_texture_notexture;
143 rtexture_t *r_texture_whitecube;
144 rtexture_t *r_texture_normalizationcube;
145 rtexture_t *r_texture_fogattenuation;
146 //rtexture_t *r_texture_fogintensity;
147
148 // information about each possible shader permutation
149 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
150 // currently selected permutation
151 r_glsl_permutation_t *r_glsl_permutation;
152
153 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
154 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
155
156 // vertex coordinates for a quad that covers the screen exactly
157 const static float r_screenvertex3f[12] =
158 {
159         0, 0, 0,
160         1, 0, 0,
161         1, 1, 0,
162         0, 1, 0
163 };
164
165 extern void R_DrawModelShadows(void);
166
167 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
168 {
169         int i;
170         for (i = 0;i < verts;i++)
171         {
172                 out[0] = in[0] * r;
173                 out[1] = in[1] * g;
174                 out[2] = in[2] * b;
175                 out[3] = in[3];
176                 in += 4;
177                 out += 4;
178         }
179 }
180
181 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
182 {
183         int i;
184         for (i = 0;i < verts;i++)
185         {
186                 out[0] = r;
187                 out[1] = g;
188                 out[2] = b;
189                 out[3] = a;
190                 out += 4;
191         }
192 }
193
194 // FIXME: move this to client?
195 void FOG_clear(void)
196 {
197         if (gamemode == GAME_NEHAHRA)
198         {
199                 Cvar_Set("gl_fogenable", "0");
200                 Cvar_Set("gl_fogdensity", "0.2");
201                 Cvar_Set("gl_fogred", "0.3");
202                 Cvar_Set("gl_foggreen", "0.3");
203                 Cvar_Set("gl_fogblue", "0.3");
204         }
205         r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
206 }
207
208 float FogPoint_World(const vec3_t p)
209 {
210         int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
211         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
212 }
213
214 float FogPoint_Model(const vec3_t p)
215 {
216         int fogmasktableindex = (int)(VectorDistance((p), rsurface_modelorg) * r_refdef.fogmasktabledistmultiplier);
217         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
218 }
219
220 static void R_BuildBlankTextures(void)
221 {
222         unsigned char data[4];
223         data[0] = 128; // normal X
224         data[1] = 128; // normal Y
225         data[2] = 255; // normal Z
226         data[3] = 128; // height
227         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
228         data[0] = 255;
229         data[1] = 255;
230         data[2] = 255;
231         data[3] = 255;
232         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
233         data[0] = 0;
234         data[1] = 0;
235         data[2] = 0;
236         data[3] = 255;
237         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
238 }
239
240 static void R_BuildNoTexture(void)
241 {
242         int x, y;
243         unsigned char pix[16][16][4];
244         // this makes a light grey/dark grey checkerboard texture
245         for (y = 0;y < 16;y++)
246         {
247                 for (x = 0;x < 16;x++)
248                 {
249                         if ((y < 8) ^ (x < 8))
250                         {
251                                 pix[y][x][0] = 128;
252                                 pix[y][x][1] = 128;
253                                 pix[y][x][2] = 128;
254                                 pix[y][x][3] = 255;
255                         }
256                         else
257                         {
258                                 pix[y][x][0] = 64;
259                                 pix[y][x][1] = 64;
260                                 pix[y][x][2] = 64;
261                                 pix[y][x][3] = 255;
262                         }
263                 }
264         }
265         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
266 }
267
268 static void R_BuildWhiteCube(void)
269 {
270         unsigned char data[6*1*1*4];
271         data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
272         data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
273         data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
274         data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
275         data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
276         data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
277         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
278 }
279
280 static void R_BuildNormalizationCube(void)
281 {
282         int x, y, side;
283         vec3_t v;
284         vec_t s, t, intensity;
285 #define NORMSIZE 64
286         unsigned char data[6][NORMSIZE][NORMSIZE][4];
287         for (side = 0;side < 6;side++)
288         {
289                 for (y = 0;y < NORMSIZE;y++)
290                 {
291                         for (x = 0;x < NORMSIZE;x++)
292                         {
293                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
294                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
295                                 switch(side)
296                                 {
297                                 default:
298                                 case 0:
299                                         v[0] = 1;
300                                         v[1] = -t;
301                                         v[2] = -s;
302                                         break;
303                                 case 1:
304                                         v[0] = -1;
305                                         v[1] = -t;
306                                         v[2] = s;
307                                         break;
308                                 case 2:
309                                         v[0] = s;
310                                         v[1] = 1;
311                                         v[2] = t;
312                                         break;
313                                 case 3:
314                                         v[0] = s;
315                                         v[1] = -1;
316                                         v[2] = -t;
317                                         break;
318                                 case 4:
319                                         v[0] = s;
320                                         v[1] = -t;
321                                         v[2] = 1;
322                                         break;
323                                 case 5:
324                                         v[0] = -s;
325                                         v[1] = -t;
326                                         v[2] = -1;
327                                         break;
328                                 }
329                                 intensity = 127.0f / sqrt(DotProduct(v, v));
330                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
331                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
332                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
333                                 data[side][y][x][3] = 255;
334                         }
335                 }
336         }
337         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
338 }
339
340 static void R_BuildFogTexture(void)
341 {
342         int x, b;
343 #define FOGWIDTH 64
344         unsigned char data1[FOGWIDTH][4];
345         //unsigned char data2[FOGWIDTH][4];
346         for (x = 0;x < FOGWIDTH;x++)
347         {
348                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
349                 data1[x][0] = b;
350                 data1[x][1] = b;
351                 data1[x][2] = b;
352                 data1[x][3] = 255;
353                 //data2[x][0] = 255 - b;
354                 //data2[x][1] = 255 - b;
355                 //data2[x][2] = 255 - b;
356                 //data2[x][3] = 255;
357         }
358         r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
359         //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
360 }
361
362 static const char *builtinshaderstring =
363 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
364 "// written by Forest 'LordHavoc' Hale\n"
365 "\n"
366 "// common definitions between vertex shader and fragment shader:\n"
367 "\n"
368 "#ifdef __GLSL_CG_DATA_TYPES\n"
369 "#define myhalf half\n"
370 "#define myhvec2 hvec2\n"
371 "#define myhvec3 hvec3\n"
372 "#define myhvec4 hvec4\n"
373 "#else\n"
374 "#define myhalf float\n"
375 "#define myhvec2 vec2\n"
376 "#define myhvec3 vec3\n"
377 "#define myhvec4 vec4\n"
378 "#endif\n"
379 "\n"
380 "varying vec2 TexCoord;\n"
381 "varying vec2 TexCoordLightmap;\n"
382 "\n"
383 "varying vec3 CubeVector;\n"
384 "varying vec3 LightVector;\n"
385 "varying vec3 EyeVector;\n"
386 "#ifdef USEFOG\n"
387 "varying vec3 EyeVectorModelSpace;\n"
388 "#endif\n"
389 "\n"
390 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
391 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
392 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
393 "\n"
394 "\n"
395 "\n"
396 "\n"
397 "// vertex shader specific:\n"
398 "#ifdef VERTEX_SHADER\n"
399 "\n"
400 "uniform vec3 LightPosition;\n"
401 "uniform vec3 EyePosition;\n"
402 "uniform vec3 LightDir;\n"
403 "\n"
404 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
405 "\n"
406 "void main(void)\n"
407 "{\n"
408 "       gl_FrontColor = gl_Color;\n"
409 "       // copy the surface texcoord\n"
410 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
411 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
412 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
413 "#endif\n"
414 "\n"
415 "#ifdef MODE_LIGHTSOURCE\n"
416 "       // transform vertex position into light attenuation/cubemap space\n"
417 "       // (-1 to +1 across the light box)\n"
418 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
419 "\n"
420 "       // transform unnormalized light direction into tangent space\n"
421 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
422 "       //  normalize it per pixel)\n"
423 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
424 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
425 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
426 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
427 "#endif\n"
428 "\n"
429 "#ifdef MODE_LIGHTDIRECTION\n"
430 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
431 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
432 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
433 "#endif\n"
434 "\n"
435 "       // transform unnormalized eye direction into tangent space\n"
436 "#ifndef USEFOG\n"
437 "       vec3 EyeVectorModelSpace;\n"
438 "#endif\n"
439 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
440 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
441 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
442 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
443 "\n"
444 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
445 "       VectorS = gl_MultiTexCoord1.xyz;\n"
446 "       VectorT = gl_MultiTexCoord2.xyz;\n"
447 "       VectorR = gl_MultiTexCoord3.xyz;\n"
448 "#endif\n"
449 "\n"
450 "       // transform vertex to camera space, using ftransform to match non-VS\n"
451 "       // rendering\n"
452 "       gl_Position = ftransform();\n"
453 "}\n"
454 "\n"
455 "#endif // VERTEX_SHADER\n"
456 "\n"
457 "\n"
458 "\n"
459 "\n"
460 "// fragment shader specific:\n"
461 "#ifdef FRAGMENT_SHADER\n"
462 "\n"
463 "// 11 textures, we can only use up to 16 on DX9-class hardware\n"
464 "uniform sampler2D Texture_Normal;\n"
465 "uniform sampler2D Texture_Color;\n"
466 "uniform sampler2D Texture_Gloss;\n"
467 "uniform samplerCube Texture_Cube;\n"
468 "uniform sampler2D Texture_Attenuation;\n"
469 "uniform sampler2D Texture_FogMask;\n"
470 "uniform sampler2D Texture_Pants;\n"
471 "uniform sampler2D Texture_Shirt;\n"
472 "uniform sampler2D Texture_Lightmap;\n"
473 "uniform sampler2D Texture_Deluxemap;\n"
474 "uniform sampler2D Texture_Glow;\n"
475 "\n"
476 "uniform myhvec3 LightColor;\n"
477 "uniform myhvec3 AmbientColor;\n"
478 "uniform myhvec3 DiffuseColor;\n"
479 "uniform myhvec3 SpecularColor;\n"
480 "uniform myhvec3 Color_Pants;\n"
481 "uniform myhvec3 Color_Shirt;\n"
482 "uniform myhvec3 FogColor;\n"
483 "\n"
484 "uniform myhalf GlowScale;\n"
485 "uniform myhalf SceneBrightness;\n"
486 "\n"
487 "uniform float OffsetMapping_Scale;\n"
488 "uniform float OffsetMapping_Bias;\n"
489 "uniform float FogRangeRecip;\n"
490 "\n"
491 "uniform myhalf AmbientScale;\n"
492 "uniform myhalf DiffuseScale;\n"
493 "uniform myhalf SpecularScale;\n"
494 "uniform myhalf SpecularPower;\n"
495 "\n"
496 "#ifdef USEOFFSETMAPPING\n"
497 "vec2 OffsetMapping(vec2 TexCoord)\n"
498 "{\n"
499 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
500 "       // 14 sample relief mapping: linear search and then binary search\n"
501 "       // this basically steps forward a small amount repeatedly until it finds\n"
502 "       // itself inside solid, then jitters forward and back using decreasing\n"
503 "       // amounts to find the impact\n"
504 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
505 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
506 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
507 "       vec3 RT = vec3(TexCoord, 1);\n"
508 "       OffsetVector *= 0.1;\n"
509 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
510 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
511 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
512 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
513 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
514 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
515 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
516 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
517 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
518 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
519 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
520 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
521 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
522 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
523 "       return RT.xy;\n"
524 "#else\n"
525 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
526 "       // this basically moves forward the full distance, and then backs up based\n"
527 "       // on height of samples\n"
528 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
529 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
530 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
531 "       TexCoord += OffsetVector;\n"
532 "       OffsetVector *= 0.333;\n"
533 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
534 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
535 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
536 "       return TexCoord;\n"
537 "#endif\n"
538 "}\n"
539 "#endif\n"
540 "\n"
541 "void main(void)\n"
542 "{\n"
543 "#ifdef USEOFFSETMAPPING\n"
544 "       // apply offsetmapping\n"
545 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
546 "#define TexCoord TexCoordOffset\n"
547 "#endif\n"
548 "\n"
549 "       // combine the diffuse textures (base, pants, shirt)\n"
550 "       myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
551 "#ifdef USECOLORMAPPING\n"
552 "       color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
553 "#endif\n"
554 "\n"
555 "\n"
556 "\n"
557 "\n"
558 "#ifdef MODE_LIGHTSOURCE\n"
559 "       // light source\n"
560 "\n"
561 "       // calculate surface normal, light normal, and specular normal\n"
562 "       // compute color intensity for the two textures (colormap and glossmap)\n"
563 "       // scale by light color and attenuation as efficiently as possible\n"
564 "       // (do as much scalar math as possible rather than vector math)\n"
565 "#ifdef USESPECULAR\n"
566 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
567 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
568 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
569 "\n"
570 "       // calculate directional shading\n"
571 "       color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
572 "#else\n"
573 "#ifdef USEDIFFUSE\n"
574 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
575 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
576 "\n"
577 "       // calculate directional shading\n"
578 "       color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
579 "#else\n"
580 "       // calculate directionless shading\n"
581 "       color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
582 "#endif\n"
583 "#endif\n"
584 "\n"
585 "#ifdef USECUBEFILTER\n"
586 "       // apply light cubemap filter\n"
587 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
588 "       color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
589 "#endif\n"
590 "\n"
591 "\n"
592 "\n"
593 "\n"
594 "#elif defined(MODE_LIGHTDIRECTION)\n"
595 "       // directional model lighting\n"
596 "\n"
597 "       // get the surface normal and light normal\n"
598 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
599 "       myhvec3 diffusenormal = myhvec3(LightVector);\n"
600 "\n"
601 "       // calculate directional shading\n"
602 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
603 "#ifdef USESPECULAR\n"
604 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
605 "       color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
606 "#endif\n"
607 "\n"
608 "\n"
609 "\n"
610 "\n"
611 "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
612 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
613 "\n"
614 "       // get the surface normal and light normal\n"
615 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
616 "\n"
617 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
618 "       myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
619 "       myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
620 "#else\n"
621 "       myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
622 "#endif\n"
623 "       // calculate directional shading\n"
624 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
625 "#ifdef USESPECULAR\n"
626 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
627 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
628 "#endif\n"
629 "\n"
630 "       // apply lightmap color\n"
631 "       color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
632 "\n"
633 "\n"
634 "#else // MODE none (lightmap)\n"
635 "       // apply lightmap color\n"
636 "       color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
637 "#endif // MODE\n"
638 "\n"
639 "       color *= myhvec4(gl_Color);\n"
640 "\n"
641 "#ifdef USEGLOW\n"
642 "       color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
643 "#endif\n"
644 "\n"
645 "#ifdef USEFOG\n"
646 "       // apply fog\n"
647 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
648 "#endif\n"
649 "\n"
650 "       color.rgb *= SceneBrightness;\n"
651 "\n"
652 "       gl_FragColor = vec4(color);\n"
653 "}\n"
654 "\n"
655 "#endif // FRAGMENT_SHADER\n"
656 ;
657
658 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
659 const char *permutationinfo[][2] =
660 {
661         {"#define MODE_LIGHTSOURCE\n", " lightsource"},
662         {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
663         {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
664         {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
665         {"#define USEGLOW\n", " glow"},
666         {"#define USEFOG\n", " fog"},
667         {"#define USECOLORMAPPING\n", " colormapping"},
668         {"#define USEDIFFUSE\n", " diffuse"},
669         {"#define USESPECULAR\n", " specular"},
670         {"#define USECUBEFILTER\n", " cubefilter"},
671         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
672         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
673         {NULL, NULL}
674 };
675
676 void R_GLSL_CompilePermutation(const char *filename, int permutation)
677 {
678         int i;
679         qboolean shaderfound;
680         r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
681         int vertstrings_count;
682         int geomstrings_count;
683         int fragstrings_count;
684         char *shaderstring;
685         const char *vertstrings_list[32+1];
686         const char *geomstrings_list[32+1];
687         const char *fragstrings_list[32+1];
688         char permutationname[256];
689         if (p->compiled)
690                 return;
691         p->compiled = true;
692         p->program = 0;
693         vertstrings_list[0] = "#define VERTEX_SHADER\n";
694         geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
695         fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
696         vertstrings_count = 1;
697         geomstrings_count = 1;
698         fragstrings_count = 1;
699         permutationname[0] = 0;
700         for (i = 0;permutationinfo[i][0];i++)
701         {
702                 if (permutation & (1<<i))
703                 {
704                         vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
705                         geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
706                         fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
707                         strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
708                 }
709                 else
710                 {
711                         // keep line numbers correct
712                         vertstrings_list[vertstrings_count++] = "\n";
713                         geomstrings_list[geomstrings_count++] = "\n";
714                         fragstrings_list[fragstrings_count++] = "\n";
715                 }
716         }
717         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
718         shaderfound = false;
719         if (shaderstring)
720         {
721                 Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
722                 vertstrings_list[vertstrings_count++] = shaderstring;
723                 geomstrings_list[geomstrings_count++] = shaderstring;
724                 fragstrings_list[fragstrings_count++] = shaderstring;
725                 shaderfound = true;
726         }
727         else if (!strcmp(filename, "glsl/default.glsl"))
728         {
729                 Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
730                 vertstrings_list[vertstrings_count++] = builtinshaderstring;
731                 geomstrings_list[geomstrings_count++] = builtinshaderstring;
732                 fragstrings_list[fragstrings_count++] = builtinshaderstring;
733                 shaderfound = true;
734         }
735         // clear any lists that are not needed by this shader
736         if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
737                 vertstrings_count = 0;
738         if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
739                 geomstrings_count = 0;
740         if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
741                 fragstrings_count = 0;
742         // compile the shader program
743         if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
744                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
745         if (p->program)
746         {
747                 CHECKGLERROR
748                 qglUseProgramObjectARB(p->program);CHECKGLERROR
749                 // look up all the uniform variable names we care about, so we don't
750                 // have to look them up every time we set them
751                 p->loc_Texture_Normal      = qglGetUniformLocationARB(p->program, "Texture_Normal");
752                 p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
753                 p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
754                 p->loc_Texture_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
755                 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
756                 p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
757                 p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
758                 p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
759                 p->loc_Texture_Lightmap    = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
760                 p->loc_Texture_Deluxemap   = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
761                 p->loc_Texture_Glow        = qglGetUniformLocationARB(p->program, "Texture_Glow");
762                 p->loc_FogColor            = qglGetUniformLocationARB(p->program, "FogColor");
763                 p->loc_LightPosition       = qglGetUniformLocationARB(p->program, "LightPosition");
764                 p->loc_EyePosition         = qglGetUniformLocationARB(p->program, "EyePosition");
765                 p->loc_LightColor          = qglGetUniformLocationARB(p->program, "LightColor");
766                 p->loc_Color_Pants         = qglGetUniformLocationARB(p->program, "Color_Pants");
767                 p->loc_Color_Shirt         = qglGetUniformLocationARB(p->program, "Color_Shirt");
768                 p->loc_FogRangeRecip       = qglGetUniformLocationARB(p->program, "FogRangeRecip");
769                 p->loc_AmbientScale        = qglGetUniformLocationARB(p->program, "AmbientScale");
770                 p->loc_DiffuseScale        = qglGetUniformLocationARB(p->program, "DiffuseScale");
771                 p->loc_SpecularPower       = qglGetUniformLocationARB(p->program, "SpecularPower");
772                 p->loc_SpecularScale       = qglGetUniformLocationARB(p->program, "SpecularScale");
773                 p->loc_GlowScale           = qglGetUniformLocationARB(p->program, "GlowScale");
774                 p->loc_SceneBrightness     = qglGetUniformLocationARB(p->program, "SceneBrightness");
775                 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
776                 p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
777                 p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
778                 p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
779                 p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
780                 // initialize the samplers to refer to the texture units we use
781                 if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
782                 if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
783                 if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
784                 if (p->loc_Texture_Cube >= 0)      qglUniform1iARB(p->loc_Texture_Cube, 3);
785                 if (p->loc_Texture_FogMask >= 0)   qglUniform1iARB(p->loc_Texture_FogMask, 4);
786                 if (p->loc_Texture_Pants >= 0)     qglUniform1iARB(p->loc_Texture_Pants, 5);
787                 if (p->loc_Texture_Shirt >= 0)     qglUniform1iARB(p->loc_Texture_Shirt, 6);
788                 if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
789                 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
790                 if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
791                 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
792                 CHECKGLERROR
793                 qglUseProgramObjectARB(0);CHECKGLERROR
794         }
795         else
796                 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
797         if (shaderstring)
798                 Mem_Free(shaderstring);
799 }
800
801 void R_GLSL_Restart_f(void)
802 {
803         int i;
804         for (i = 0;i < SHADERPERMUTATION_MAX;i++)
805                 if (r_glsl_permutations[i].program)
806                         GL_Backend_FreeProgram(r_glsl_permutations[i].program);
807         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
808 }
809
810 extern rtexture_t *r_shadow_attenuationgradienttexture;
811 extern rtexture_t *r_shadow_attenuation2dtexture;
812 extern rtexture_t *r_shadow_attenuation3dtexture;
813 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
814 {
815         // select a permutation of the lighting shader appropriate to this
816         // combination of texture, entity, light source, and fogging, only use the
817         // minimum features necessary to avoid wasting rendering time in the
818         // fragment shader on features that are not being used
819         const char *shaderfilename = NULL;
820         unsigned int permutation = 0;
821         r_glsl_permutation = NULL;
822         // TODO: implement geometry-shader based shadow volumes someday
823         if (r_shadow_rtlight)
824         {
825                 // light source
826                 shaderfilename = "glsl/default.glsl";
827                 permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
828                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
829                         permutation |= SHADERPERMUTATION_CUBEFILTER;
830                 if (diffusescale > 0)
831                         permutation |= SHADERPERMUTATION_DIFFUSE;
832                 if (specularscale > 0)
833                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
834                 if (r_refdef.fogenabled)
835                         permutation |= SHADERPERMUTATION_FOG;
836                 if (rsurface_texture->colormapping)
837                         permutation |= SHADERPERMUTATION_COLORMAPPING;
838                 if (r_glsl_offsetmapping.integer)
839                 {
840                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
841                         if (r_glsl_offsetmapping_reliefmapping.integer)
842                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
843                 }
844         }
845         else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
846         {
847                 // bright unshaded geometry
848                 shaderfilename = "glsl/default.glsl";
849                 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
850                 if (rsurface_texture->currentskinframe->glow)
851                         permutation |= SHADERPERMUTATION_GLOW;
852                 if (r_refdef.fogenabled)
853                         permutation |= SHADERPERMUTATION_FOG;
854                 if (rsurface_texture->colormapping)
855                         permutation |= SHADERPERMUTATION_COLORMAPPING;
856                 if (r_glsl_offsetmapping.integer)
857                 {
858                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
859                         if (r_glsl_offsetmapping_reliefmapping.integer)
860                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
861                 }
862         }
863         else if (modellighting)
864         {
865                 // directional model lighting
866                 shaderfilename = "glsl/default.glsl";
867                 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
868                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
869                 if (rsurface_texture->currentskinframe->glow)
870                         permutation |= SHADERPERMUTATION_GLOW;
871                 if (specularscale > 0)
872                         permutation |= SHADERPERMUTATION_SPECULAR;
873                 if (r_refdef.fogenabled)
874                         permutation |= SHADERPERMUTATION_FOG;
875                 if (rsurface_texture->colormapping)
876                         permutation |= SHADERPERMUTATION_COLORMAPPING;
877                 if (r_glsl_offsetmapping.integer)
878                 {
879                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
880                         if (r_glsl_offsetmapping_reliefmapping.integer)
881                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
882                 }
883         }
884         else
885         {
886                 // lightmapped wall
887                 shaderfilename = "glsl/default.glsl";
888                 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
889                 if (r_glsl_deluxemapping.integer >= 1 && rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
890                 {
891                         // deluxemapping (light direction texture)
892                         if (rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
893                                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
894                         else
895                                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
896                         if (specularscale > 0)
897                                 permutation |= SHADERPERMUTATION_SPECULAR;
898                 }
899                 else if (r_glsl_deluxemapping.integer >= 2)
900                 {
901                         // fake deluxemapping (uniform light direction in tangentspace)
902                         permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
903                         if (specularscale > 0)
904                                 permutation |= SHADERPERMUTATION_SPECULAR;
905                 }
906                 else
907                 {
908                         // ordinary lightmapping
909                         permutation |= 0;
910                 }
911                 if (rsurface_texture->currentskinframe->glow)
912                         permutation |= SHADERPERMUTATION_GLOW;
913                 if (r_refdef.fogenabled)
914                         permutation |= SHADERPERMUTATION_FOG;
915                 if (rsurface_texture->colormapping)
916                         permutation |= SHADERPERMUTATION_COLORMAPPING;
917                 if (r_glsl_offsetmapping.integer)
918                 {
919                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
920                         if (r_glsl_offsetmapping_reliefmapping.integer)
921                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
922                 }
923         }
924         if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
925         {
926                 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
927                         R_GLSL_CompilePermutation(shaderfilename, permutation);
928                 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
929                 {
930                         // remove features until we find a valid permutation
931                         unsigned int i;
932                         for (i = SHADERPERMUTATION_MASK;;i>>=1)
933                         {
934                                 if (!i)
935                                         return 0; // utterly failed
936                                 // reduce i more quickly whenever it would not remove any bits
937                                 if (permutation < i)
938                                         continue;
939                                 permutation &= i;
940                                 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
941                                         R_GLSL_CompilePermutation(shaderfilename, permutation);
942                                 if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
943                                         break;
944                         }
945                 }
946         }
947         r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
948         CHECKGLERROR
949         qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
950         R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
951         if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
952         {
953                 if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
954                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);
955                 if (permutation & SHADERPERMUTATION_DIFFUSE)
956                 {
957                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
958                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
959                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
960                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
961                 }
962                 else
963                 {
964                         // ambient only is simpler
965                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
966                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
967                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
968                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
969                 }
970         }
971         else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
972         {
973                 if (r_glsl_permutation->loc_AmbientColor >= 0)
974                         qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0] * ambientscale, rsurface_entity->modellight_ambient[1] * ambientscale, rsurface_entity->modellight_ambient[2] * ambientscale);
975                 if (r_glsl_permutation->loc_DiffuseColor >= 0)
976                         qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0] * diffusescale, rsurface_entity->modellight_diffuse[1] * diffusescale, rsurface_entity->modellight_diffuse[2] * diffusescale);
977                 if (r_glsl_permutation->loc_SpecularColor >= 0)
978                         qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * specularscale, rsurface_entity->modellight_diffuse[1] * specularscale, rsurface_entity->modellight_diffuse[2] * specularscale);
979                 if (r_glsl_permutation->loc_LightDir >= 0)
980                         qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]);
981         }
982         else
983         {
984                 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
985                 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
986                 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
987         }
988         if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->currentskinframe->nmap));
989         if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture));
990         if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture));
991         //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
992         if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
993         if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
994         if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->currentskinframe->pants));
995         if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->currentskinframe->shirt));
996         //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
997         //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
998         if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->currentskinframe->glow));
999         if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1000         if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1001         if (r_glsl_permutation->loc_FogColor >= 0)
1002         {
1003                 // additive passes are only darkened by fog, not tinted
1004                 if (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD))
1005                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1006                 else
1007                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1008         }
1009         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]);
1010         if (r_glsl_permutation->loc_Color_Pants >= 0)
1011         {
1012                 if (rsurface_texture->currentskinframe->pants)
1013                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]);
1014                 else
1015                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1016         }
1017         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1018         {
1019                 if (rsurface_texture->currentskinframe->shirt)
1020                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]);
1021                 else
1022                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1023         }
1024         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1025         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface_texture->specularpower);
1026         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1027         CHECKGLERROR
1028         return permutation;
1029 }
1030
1031 void R_SwitchSurfaceShader(int permutation)
1032 {
1033         if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
1034         {
1035                 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
1036                 CHECKGLERROR
1037                 qglUseProgramObjectARB(r_glsl_permutation->program);
1038                 CHECKGLERROR
1039         }
1040 }
1041
1042 #define SKINFRAME_HASH 1024
1043
1044 struct
1045 {
1046         int loadsequence; // incremented each level change
1047         memexpandablearray_t array;
1048         skinframe_t *hash[SKINFRAME_HASH];
1049 }
1050 r_skinframe;
1051
1052 void R_SkinFrame_PrepareForPurge(void)
1053 {
1054         r_skinframe.loadsequence++;
1055         // wrap it without hitting zero
1056         if (r_skinframe.loadsequence >= 200)
1057                 r_skinframe.loadsequence = 1;
1058 }
1059
1060 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1061 {
1062         if (!skinframe)
1063                 return;
1064         // mark the skinframe as used for the purging code
1065         skinframe->loadsequence = r_skinframe.loadsequence;
1066 }
1067
1068 void R_SkinFrame_Purge(void)
1069 {
1070         int i;
1071         skinframe_t *s;
1072         for (i = 0;i < SKINFRAME_HASH;i++)
1073         {
1074                 for (s = r_skinframe.hash[i];s;s = s->next)
1075                 {
1076                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1077                         {
1078                                 if (s->base == r_texture_notexture)     s->base   = NULL;
1079                                 if (s->nmap == r_texture_blanknormalmap)s->nmap   = NULL;
1080                                 if (s->merged == s->base)               s->merged = NULL;
1081                                 if (s->stain ) R_FreeTexture(s->stain );s->stain  = NULL;
1082                                 if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
1083                                 if (s->base  ) R_FreeTexture(s->base  );s->base   = NULL;
1084                                 if (s->pants ) R_FreeTexture(s->pants );s->pants  = NULL;
1085                                 if (s->shirt ) R_FreeTexture(s->shirt );s->shirt  = NULL;
1086                                 if (s->nmap  ) R_FreeTexture(s->nmap  );s->nmap   = NULL;
1087                                 if (s->gloss ) R_FreeTexture(s->gloss );s->gloss  = NULL;
1088                                 if (s->glow  ) R_FreeTexture(s->glow  );s->glow   = NULL;
1089                                 if (s->fog   ) R_FreeTexture(s->fog   );s->fog    = NULL;
1090                                 s->loadsequence = 0;
1091                         }
1092                 }
1093         }
1094 }
1095
1096 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1097 {
1098         skinframe_t *item;
1099         int hashindex;
1100         char basename[MAX_QPATH];
1101
1102         Image_StripImageExtension(name, basename, sizeof(basename));
1103
1104         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1105         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1106                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1107                         break;
1108         if (!item)
1109         {
1110                 if (!add)
1111                         return NULL;
1112                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1113                 memset(item, 0, sizeof(*item));
1114                 strlcpy(item->basename, basename, sizeof(item->basename));
1115                 item->textureflags = textureflags;
1116                 item->comparewidth = comparewidth;
1117                 item->compareheight = compareheight;
1118                 item->comparecrc = comparecrc;
1119                 item->next = r_skinframe.hash[hashindex];
1120                 r_skinframe.hash[hashindex] = item;
1121         }
1122         R_SkinFrame_MarkUsed(item);
1123         return item;
1124 }
1125
1126 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1127 {
1128         // FIXME: it should be possible to disable loading various layers using
1129         // cvars, to prevent wasted loading time and memory usage if the user does
1130         // not want them
1131         qboolean loadnormalmap = true;
1132         qboolean loadgloss = true;
1133         qboolean loadpantsandshirt = true;
1134         qboolean loadglow = true;
1135         int j;
1136         unsigned char *pixels;
1137         unsigned char *bumppixels;
1138         unsigned char *basepixels = NULL;
1139         int basepixels_width;
1140         int basepixels_height;
1141         skinframe_t *skinframe;
1142
1143         if (cls.state == ca_dedicated)
1144                 return NULL;
1145
1146         // return an existing skinframe if already loaded
1147         // if loading of the first image fails, don't make a new skinframe as it
1148         // would cause all future lookups of this to be missing
1149         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1150         if (skinframe && skinframe->base)
1151                 return skinframe;
1152
1153         basepixels = loadimagepixels(name, complain, 0, 0);
1154         if (basepixels == NULL)
1155                 return NULL;
1156
1157         // we've got some pixels to store, so really allocate this new texture now
1158         if (!skinframe)
1159                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1160         skinframe->stain = NULL;
1161         skinframe->merged = NULL;
1162         skinframe->base = r_texture_notexture;
1163         skinframe->pants = NULL;
1164         skinframe->shirt = NULL;
1165         skinframe->nmap = r_texture_blanknormalmap;
1166         skinframe->gloss = NULL;
1167         skinframe->glow = NULL;
1168         skinframe->fog = NULL;
1169
1170         basepixels_width = image_width;
1171         basepixels_height = image_height;
1172         skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1173
1174         if (textureflags & TEXF_ALPHA)
1175         {
1176                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1177                         if (basepixels[j] < 255)
1178                                 break;
1179                 if (j < basepixels_width * basepixels_height * 4)
1180                 {
1181                         // has transparent pixels
1182                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1183                         for (j = 0;j < image_width * image_height * 4;j += 4)
1184                         {
1185                                 pixels[j+0] = 255;
1186                                 pixels[j+1] = 255;
1187                                 pixels[j+2] = 255;
1188                                 pixels[j+3] = basepixels[j+3];
1189                         }
1190                         skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1191                         Mem_Free(pixels);
1192                 }
1193         }
1194
1195         // _norm is the name used by tenebrae and has been adopted as standard
1196         if (loadnormalmap)
1197         {
1198                 if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
1199                 {
1200                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1201                         Mem_Free(pixels);
1202                         pixels = NULL;
1203                 }
1204                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
1205                 {
1206                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1207                         Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1208                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1209                         Mem_Free(pixels);
1210                         Mem_Free(bumppixels);
1211                 }
1212                 else if (r_shadow_bumpscale_basetexture.value > 0)
1213                 {
1214                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1215                         Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1216                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1217                         Mem_Free(pixels);
1218                 }
1219         }
1220         // _luma is supported for tenebrae compatibility
1221         // (I think it's a very stupid name, but oh well)
1222         // _glow is the preferred name
1223         if (loadglow          && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1224         if (loadgloss         && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1225         if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1226         if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1227
1228         if (basepixels)
1229                 Mem_Free(basepixels);
1230
1231         return skinframe;
1232 }
1233
1234 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
1235 {
1236         int i;
1237         if (!force)
1238         {
1239                 for (i = 0;i < width*height;i++)
1240                         if (((unsigned char *)&palette[in[i]])[3] > 0)
1241                                 break;
1242                 if (i == width*height)
1243                         return NULL;
1244         }
1245         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1246 }
1247
1248 skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
1249 {
1250         int i;
1251         unsigned char *temp1, *temp2;
1252         skinframe_t *skinframe;
1253
1254         if (cls.state == ca_dedicated)
1255                 return NULL;
1256
1257         // if already loaded just return it, otherwise make a new skinframe
1258         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
1259         if (skinframe && skinframe->base)
1260                 return skinframe;
1261
1262         skinframe->stain = NULL;
1263         skinframe->merged = NULL;
1264         skinframe->base = r_texture_notexture;
1265         skinframe->pants = NULL;
1266         skinframe->shirt = NULL;
1267         skinframe->nmap = r_texture_blanknormalmap;
1268         skinframe->gloss = NULL;
1269         skinframe->glow = NULL;
1270         skinframe->fog = NULL;
1271
1272         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1273         if (!skindata)
1274                 return NULL;
1275
1276         if (bitsperpixel == 32)
1277         {
1278                 if (r_shadow_bumpscale_basetexture.value > 0)
1279                 {
1280                         temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1281                         temp2 = temp1 + width * height * 4;
1282                         Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1283                         skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1284                         Mem_Free(temp1);
1285                 }
1286                 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
1287                 if (textureflags & TEXF_ALPHA)
1288                 {
1289                         for (i = 3;i < width * height * 4;i += 4)
1290                                 if (skindata[i] < 255)
1291                                         break;
1292                         if (i < width * height * 4)
1293                         {
1294                                 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1295                                 memcpy(fogpixels, skindata, width * height * 4);
1296                                 for (i = 0;i < width * height * 4;i += 4)
1297                                         fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1298                                 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
1299                                 Mem_Free(fogpixels);
1300                         }
1301                 }
1302         }
1303         else if (bitsperpixel == 8)
1304         {
1305                 if (r_shadow_bumpscale_basetexture.value > 0)
1306                 {
1307                         temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1308                         temp2 = temp1 + width * height * 4;
1309                         if (bitsperpixel == 32)
1310                                 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1311                         else
1312                         {
1313                                 // use either a custom palette or the quake palette
1314                                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1315                                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1316                         }
1317                         skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1318                         Mem_Free(temp1);
1319                 }
1320                 // use either a custom palette, or the quake palette
1321                 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags, true); // all
1322                 if (!palette && loadglowtexture)
1323                         skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, textureflags, false); // glow
1324                 if (!palette && loadpantsandshirt)
1325                 {
1326                         skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, textureflags, false); // pants
1327                         skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, textureflags, false); // shirt
1328                 }
1329                 if (skinframe->pants || skinframe->shirt)
1330                         skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
1331                 if (textureflags & TEXF_ALPHA)
1332                 {
1333                         // if not using a custom alphapalette, use the quake one
1334                         if (!alphapalette)
1335                                 alphapalette = palette_alpha;
1336                         for (i = 0;i < width * height;i++)
1337                                 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1338                                         break;
1339                         if (i < width * height)
1340                                 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, textureflags, true); // fog mask
1341                 }
1342         }
1343
1344         return skinframe;
1345 }
1346
1347 skinframe_t *R_SkinFrame_LoadMissing(void)
1348 {
1349         skinframe_t *skinframe;
1350
1351         if (cls.state == ca_dedicated)
1352                 return NULL;
1353
1354         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1355         skinframe->stain = NULL;
1356         skinframe->merged = NULL;
1357         skinframe->base = r_texture_notexture;
1358         skinframe->pants = NULL;
1359         skinframe->shirt = NULL;
1360         skinframe->nmap = r_texture_blanknormalmap;
1361         skinframe->gloss = NULL;
1362         skinframe->glow = NULL;
1363         skinframe->fog = NULL;
1364
1365         return skinframe;
1366 }
1367
1368 void gl_main_start(void)
1369 {
1370         int x;
1371         double r, alpha;
1372
1373         r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1374         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1375         {
1376                 alpha = 1 - exp(r / ((double)x*(double)x));
1377                 if (x == FOGMASKTABLEWIDTH - 1)
1378                         alpha = 0;
1379                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1380         }
1381
1382         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1383         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1384
1385         // set up r_skinframe loading system for textures
1386         memset(&r_skinframe, 0, sizeof(r_skinframe));
1387         r_skinframe.loadsequence = 1;
1388         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1389
1390         r_main_texturepool = R_AllocTexturePool();
1391         R_BuildBlankTextures();
1392         R_BuildNoTexture();
1393         if (gl_texturecubemap)
1394         {
1395                 R_BuildWhiteCube();
1396                 R_BuildNormalizationCube();
1397         }
1398         R_BuildFogTexture();
1399         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1400         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1401         memset(&r_svbsp, 0, sizeof (r_svbsp));
1402 }
1403
1404 void gl_main_shutdown(void)
1405 {
1406         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1407         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1408
1409         // clear out the r_skinframe state
1410         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1411         memset(&r_skinframe, 0, sizeof(r_skinframe));
1412
1413         if (r_svbsp.nodes)
1414                 Mem_Free(r_svbsp.nodes);
1415         memset(&r_svbsp, 0, sizeof (r_svbsp));
1416         R_FreeTexturePool(&r_main_texturepool);
1417         r_texture_blanknormalmap = NULL;
1418         r_texture_white = NULL;
1419         r_texture_black = NULL;
1420         r_texture_whitecube = NULL;
1421         r_texture_normalizationcube = NULL;
1422         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1423         R_GLSL_Restart_f();
1424 }
1425
1426 extern void CL_ParseEntityLump(char *entitystring);
1427 void gl_main_newmap(void)
1428 {
1429         // FIXME: move this code to client
1430         int l;
1431         char *entities, entname[MAX_QPATH];
1432         if (cl.worldmodel)
1433         {
1434                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1435                 l = (int)strlen(entname) - 4;
1436                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1437                 {
1438                         memcpy(entname + l, ".ent", 5);
1439                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1440                         {
1441                                 CL_ParseEntityLump(entities);
1442                                 Mem_Free(entities);
1443                                 return;
1444                         }
1445                 }
1446                 if (cl.worldmodel->brush.entities)
1447                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
1448         }
1449 }
1450
1451 void GL_Main_Init(void)
1452 {
1453         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1454
1455         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1456         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1457         if (gamemode == GAME_NEHAHRA)
1458         {
1459                 Cvar_RegisterVariable (&gl_fogenable);
1460                 Cvar_RegisterVariable (&gl_fogdensity);
1461                 Cvar_RegisterVariable (&gl_fogred);
1462                 Cvar_RegisterVariable (&gl_foggreen);
1463                 Cvar_RegisterVariable (&gl_fogblue);
1464                 Cvar_RegisterVariable (&gl_fogstart);
1465                 Cvar_RegisterVariable (&gl_fogend);
1466         }
1467         Cvar_RegisterVariable(&r_depthfirst);
1468         Cvar_RegisterVariable(&r_nearclip);
1469         Cvar_RegisterVariable(&r_showbboxes);
1470         Cvar_RegisterVariable(&r_showsurfaces);
1471         Cvar_RegisterVariable(&r_showtris);
1472         Cvar_RegisterVariable(&r_shownormals);
1473         Cvar_RegisterVariable(&r_showlighting);
1474         Cvar_RegisterVariable(&r_showshadowvolumes);
1475         Cvar_RegisterVariable(&r_showcollisionbrushes);
1476         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1477         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1478         Cvar_RegisterVariable(&r_showdisabledepthtest);
1479         Cvar_RegisterVariable(&r_drawportals);
1480         Cvar_RegisterVariable(&r_drawentities);
1481         Cvar_RegisterVariable(&r_cullentities_trace);
1482         Cvar_RegisterVariable(&r_cullentities_trace_samples);
1483         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1484         Cvar_RegisterVariable(&r_cullentities_trace_delay);
1485         Cvar_RegisterVariable(&r_drawviewmodel);
1486         Cvar_RegisterVariable(&r_speeds);
1487         Cvar_RegisterVariable(&r_fullbrights);
1488         Cvar_RegisterVariable(&r_wateralpha);
1489         Cvar_RegisterVariable(&r_dynamic);
1490         Cvar_RegisterVariable(&r_fullbright);
1491         Cvar_RegisterVariable(&r_shadows);
1492         Cvar_RegisterVariable(&r_shadows_throwdistance);
1493         Cvar_RegisterVariable(&r_q1bsp_skymasking);
1494         Cvar_RegisterVariable(&r_textureunits);
1495         Cvar_RegisterVariable(&r_glsl);
1496         Cvar_RegisterVariable(&r_glsl_offsetmapping);
1497         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1498         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1499         Cvar_RegisterVariable(&r_glsl_deluxemapping);
1500         Cvar_RegisterVariable(&r_lerpsprites);
1501         Cvar_RegisterVariable(&r_lerpmodels);
1502         Cvar_RegisterVariable(&r_waterscroll);
1503         Cvar_RegisterVariable(&r_bloom);
1504         Cvar_RegisterVariable(&r_bloom_colorscale);
1505         Cvar_RegisterVariable(&r_bloom_brighten);
1506         Cvar_RegisterVariable(&r_bloom_blur);
1507         Cvar_RegisterVariable(&r_bloom_resolution);
1508         Cvar_RegisterVariable(&r_bloom_colorexponent);
1509         Cvar_RegisterVariable(&r_bloom_colorsubtract);
1510         Cvar_RegisterVariable(&r_hdr);
1511         Cvar_RegisterVariable(&r_hdr_scenebrightness);
1512         Cvar_RegisterVariable(&r_hdr_glowintensity);
1513         Cvar_RegisterVariable(&r_hdr_range);
1514         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1515         Cvar_RegisterVariable(&developer_texturelogging);
1516         Cvar_RegisterVariable(&gl_lightmaps);
1517         Cvar_RegisterVariable(&r_test);
1518         Cvar_RegisterVariable(&r_batchmode);
1519         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1520                 Cvar_SetValue("r_fullbrights", 0);
1521         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1522 }
1523
1524 extern void R_Textures_Init(void);
1525 extern void GL_Draw_Init(void);
1526 extern void GL_Main_Init(void);
1527 extern void R_Shadow_Init(void);
1528 extern void R_Sky_Init(void);
1529 extern void GL_Surf_Init(void);
1530 extern void R_Light_Init(void);
1531 extern void R_Particles_Init(void);
1532 extern void R_Explosion_Init(void);
1533 extern void gl_backend_init(void);
1534 extern void Sbar_Init(void);
1535 extern void R_LightningBeams_Init(void);
1536 extern void Mod_RenderInit(void);
1537
1538 void Render_Init(void)
1539 {
1540         gl_backend_init();
1541         R_Textures_Init();
1542         GL_Main_Init();
1543         GL_Draw_Init();
1544         R_Shadow_Init();
1545         R_Sky_Init();
1546         GL_Surf_Init();
1547         Sbar_Init();
1548         R_Light_Init();
1549         R_Particles_Init();
1550         R_Explosion_Init();
1551         R_LightningBeams_Init();
1552         Mod_RenderInit();
1553 }
1554
1555 /*
1556 ===============
1557 GL_Init
1558 ===============
1559 */
1560 extern char *ENGINE_EXTENSIONS;
1561 void GL_Init (void)
1562 {
1563         VID_CheckExtensions();
1564
1565         // LordHavoc: report supported extensions
1566         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
1567
1568         // clear to black (loading plaque will be seen over this)
1569         CHECKGLERROR
1570         qglClearColor(0,0,0,1);CHECKGLERROR
1571         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1572 }
1573
1574 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1575 {
1576         int i;
1577         mplane_t *p;
1578         for (i = 0;i < 4;i++)
1579         {
1580                 p = r_view.frustum + i;
1581                 switch(p->signbits)
1582                 {
1583                 default:
1584                 case 0:
1585                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1586                                 return true;
1587                         break;
1588                 case 1:
1589                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1590                                 return true;
1591                         break;
1592                 case 2:
1593                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1594                                 return true;
1595                         break;
1596                 case 3:
1597                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1598                                 return true;
1599                         break;
1600                 case 4:
1601                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1602                                 return true;
1603                         break;
1604                 case 5:
1605                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1606                                 return true;
1607                         break;
1608                 case 6:
1609                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1610                                 return true;
1611                         break;
1612                 case 7:
1613                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1614                                 return true;
1615                         break;
1616                 }
1617         }
1618         return false;
1619 }
1620
1621 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
1622 {
1623         int i;
1624         const mplane_t *p;
1625         for (i = 0;i < numplanes;i++)
1626         {
1627                 p = planes + i;
1628                 switch(p->signbits)
1629                 {
1630                 default:
1631                 case 0:
1632                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1633                                 return true;
1634                         break;
1635                 case 1:
1636                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1637                                 return true;
1638                         break;
1639                 case 2:
1640                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1641                                 return true;
1642                         break;
1643                 case 3:
1644                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1645                                 return true;
1646                         break;
1647                 case 4:
1648                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1649                                 return true;
1650                         break;
1651                 case 5:
1652                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1653                                 return true;
1654                         break;
1655                 case 6:
1656                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1657                                 return true;
1658                         break;
1659                 case 7:
1660                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1661                                 return true;
1662                         break;
1663                 }
1664         }
1665         return false;
1666 }
1667
1668 //==================================================================================
1669
1670 static void R_UpdateEntityLighting(entity_render_t *ent)
1671 {
1672         vec3_t tempdiffusenormal;
1673
1674         // fetch the lighting from the worldmodel data
1675         VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
1676         VectorClear(ent->modellight_diffuse);
1677         VectorClear(tempdiffusenormal);
1678         if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1679         {
1680                 vec3_t org;
1681                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
1682                 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1683         }
1684         else // highly rare
1685                 VectorSet(ent->modellight_ambient, 1, 1, 1);
1686
1687         // move the light direction into modelspace coordinates for lighting code
1688         Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1689         if(VectorLength2(ent->modellight_lightdir) > 0)
1690         {
1691                 VectorNormalize(ent->modellight_lightdir);
1692         }
1693         else
1694         {
1695                 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
1696         }
1697
1698         // scale ambient and directional light contributions according to rendering variables
1699         ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1700         ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1701         ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1702         ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1703         ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1704         ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1705 }
1706
1707 static void R_View_UpdateEntityVisible (void)
1708 {
1709         int i, renderimask;
1710         entity_render_t *ent;
1711
1712         if (!r_drawentities.integer)
1713                 return;
1714
1715         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
1716         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1717         {
1718                 // worldmodel can check visibility
1719                 for (i = 0;i < r_refdef.numentities;i++)
1720                 {
1721                         ent = r_refdef.entities[i];
1722                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
1723                 }
1724                 if(r_cullentities_trace.integer)
1725                 {
1726                         for (i = 0;i < r_refdef.numentities;i++)
1727                         {
1728                                 ent = r_refdef.entities[i];
1729                                 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
1730                                 {
1731                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
1732                                                 ent->last_trace_visibility = realtime;
1733                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
1734                                                 r_viewcache.entityvisible[i] = 0;
1735                                 }
1736                         }
1737                 }
1738         }
1739         else
1740         {
1741                 // no worldmodel or it can't check visibility
1742                 for (i = 0;i < r_refdef.numentities;i++)
1743                 {
1744                         ent = r_refdef.entities[i];
1745                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
1746                 }
1747         }
1748
1749         // update entity lighting (even on hidden entities for r_shadows)
1750         for (i = 0;i < r_refdef.numentities;i++)
1751                 R_UpdateEntityLighting(r_refdef.entities[i]);
1752 }
1753
1754 // only used if skyrendermasked, and normally returns false
1755 int R_DrawBrushModelsSky (void)
1756 {
1757         int i, sky;
1758         entity_render_t *ent;
1759
1760         if (!r_drawentities.integer)
1761                 return false;
1762
1763         sky = false;
1764         for (i = 0;i < r_refdef.numentities;i++)
1765         {
1766                 if (!r_viewcache.entityvisible[i])
1767                         continue;
1768                 ent = r_refdef.entities[i];
1769                 if (!ent->model || !ent->model->DrawSky)
1770                         continue;
1771                 ent->model->DrawSky(ent);
1772                 sky = true;
1773         }
1774         return sky;
1775 }
1776
1777 void R_DrawNoModel(entity_render_t *ent);
1778 void R_DrawModels(void)
1779 {
1780         int i;
1781         entity_render_t *ent;
1782
1783         if (!r_drawentities.integer)
1784                 return;
1785
1786         for (i = 0;i < r_refdef.numentities;i++)
1787         {
1788                 if (!r_viewcache.entityvisible[i])
1789                         continue;
1790                 ent = r_refdef.entities[i];
1791                 r_refdef.stats.entities++;
1792                 if (ent->model && ent->model->Draw != NULL)
1793                         ent->model->Draw(ent);
1794                 else
1795                         R_DrawNoModel(ent);
1796         }
1797 }
1798
1799 void R_DrawModelsDepth(void)
1800 {
1801         int i;
1802         entity_render_t *ent;
1803
1804         if (!r_drawentities.integer)
1805                 return;
1806
1807         for (i = 0;i < r_refdef.numentities;i++)
1808         {
1809                 if (!r_viewcache.entityvisible[i])
1810                         continue;
1811                 ent = r_refdef.entities[i];
1812                 r_refdef.stats.entities++;
1813                 if (ent->model && ent->model->DrawDepth != NULL)
1814                         ent->model->DrawDepth(ent);
1815         }
1816 }
1817
1818 static void R_View_SetFrustum(void)
1819 {
1820         double slopex, slopey;
1821
1822         // break apart the view matrix into vectors for various purposes
1823         Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
1824         VectorNegate(r_view.left, r_view.right);
1825
1826 #if 0
1827         r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
1828         r_view.frustum[0].normal[1] = 0 - 0;
1829         r_view.frustum[0].normal[2] = -1 - 0;
1830         r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
1831         r_view.frustum[1].normal[1] = 0 + 0;
1832         r_view.frustum[1].normal[2] = -1 + 0;
1833         r_view.frustum[2].normal[0] = 0 - 0;
1834         r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
1835         r_view.frustum[2].normal[2] = -1 - 0;
1836         r_view.frustum[3].normal[0] = 0 + 0;
1837         r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
1838         r_view.frustum[3].normal[2] = -1 + 0;
1839 #endif
1840
1841 #if 0
1842         zNear = r_refdef.nearclip;
1843         nudge = 1.0 - 1.0 / (1<<23);
1844         r_view.frustum[4].normal[0] = 0 - 0;
1845         r_view.frustum[4].normal[1] = 0 - 0;
1846         r_view.frustum[4].normal[2] = -1 - -nudge;
1847         r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
1848         r_view.frustum[5].normal[0] = 0 + 0;
1849         r_view.frustum[5].normal[1] = 0 + 0;
1850         r_view.frustum[5].normal[2] = -1 + -nudge;
1851         r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
1852 #endif
1853
1854
1855
1856 #if 0
1857         r_view.frustum[0].normal[0] = m[3] - m[0];
1858         r_view.frustum[0].normal[1] = m[7] - m[4];
1859         r_view.frustum[0].normal[2] = m[11] - m[8];
1860         r_view.frustum[0].dist = m[15] - m[12];
1861
1862         r_view.frustum[1].normal[0] = m[3] + m[0];
1863         r_view.frustum[1].normal[1] = m[7] + m[4];
1864         r_view.frustum[1].normal[2] = m[11] + m[8];
1865         r_view.frustum[1].dist = m[15] + m[12];
1866
1867         r_view.frustum[2].normal[0] = m[3] - m[1];
1868         r_view.frustum[2].normal[1] = m[7] - m[5];
1869         r_view.frustum[2].normal[2] = m[11] - m[9];
1870         r_view.frustum[2].dist = m[15] - m[13];
1871
1872         r_view.frustum[3].normal[0] = m[3] + m[1];
1873         r_view.frustum[3].normal[1] = m[7] + m[5];
1874         r_view.frustum[3].normal[2] = m[11] + m[9];
1875         r_view.frustum[3].dist = m[15] + m[13];
1876
1877         r_view.frustum[4].normal[0] = m[3] - m[2];
1878         r_view.frustum[4].normal[1] = m[7] - m[6];
1879         r_view.frustum[4].normal[2] = m[11] - m[10];
1880         r_view.frustum[4].dist = m[15] - m[14];
1881
1882         r_view.frustum[5].normal[0] = m[3] + m[2];
1883         r_view.frustum[5].normal[1] = m[7] + m[6];
1884         r_view.frustum[5].normal[2] = m[11] + m[10];
1885         r_view.frustum[5].dist = m[15] + m[14];
1886 #endif
1887
1888
1889
1890         slopex = 1.0 / r_view.frustum_x;
1891         slopey = 1.0 / r_view.frustum_y;
1892         VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
1893         VectorMA(r_view.forward,  slopex, r_view.left, r_view.frustum[1].normal);
1894         VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
1895         VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
1896         VectorCopy(r_view.forward, r_view.frustum[4].normal);
1897         VectorNormalize(r_view.frustum[0].normal);
1898         VectorNormalize(r_view.frustum[1].normal);
1899         VectorNormalize(r_view.frustum[2].normal);
1900         VectorNormalize(r_view.frustum[3].normal);
1901         r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
1902         r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
1903         r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
1904         r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
1905         r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1906         PlaneClassify(&r_view.frustum[0]);
1907         PlaneClassify(&r_view.frustum[1]);
1908         PlaneClassify(&r_view.frustum[2]);
1909         PlaneClassify(&r_view.frustum[3]);
1910         PlaneClassify(&r_view.frustum[4]);
1911
1912         // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
1913         VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
1914         VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
1915         VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[2]);
1916         VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[3]);
1917
1918         // LordHavoc: note to all quake engine coders, Quake had a special case
1919         // for 90 degrees which assumed a square view (wrong), so I removed it,
1920         // Quake2 has it disabled as well.
1921
1922         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
1923         //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
1924         //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
1925         //PlaneClassify(&frustum[0]);
1926
1927         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
1928         //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
1929         //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
1930         //PlaneClassify(&frustum[1]);
1931
1932         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
1933         //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
1934         //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
1935         //PlaneClassify(&frustum[2]);
1936
1937         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
1938         //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
1939         //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
1940         //PlaneClassify(&frustum[3]);
1941
1942         // nearclip plane
1943         //VectorCopy(r_view.forward, r_view.frustum[4].normal);
1944         //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
1945         //PlaneClassify(&frustum[4]);
1946 }
1947
1948 void R_View_Update(void)
1949 {
1950         R_View_SetFrustum();
1951         R_View_WorldVisibility();
1952         R_View_UpdateEntityVisible();
1953 }
1954
1955 void R_SetupView(const matrix4x4_t *matrix)
1956 {
1957         if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
1958                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
1959         else
1960                 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
1961
1962         GL_SetupView_Orientation_FromEntity(matrix);
1963 }
1964
1965 void R_ResetViewRendering2D(void)
1966 {
1967         if (gl_support_fragment_shader)
1968         {
1969                 qglUseProgramObjectARB(0);CHECKGLERROR
1970         }
1971
1972         DrawQ_Finish();
1973
1974         // GL is weird because it's bottom to top, r_view.y is top to bottom
1975         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1976         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
1977         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1978         GL_Color(1, 1, 1, 1);
1979         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1980         GL_BlendFunc(GL_ONE, GL_ZERO);
1981         GL_AlphaTest(false);
1982         GL_ScissorTest(false);
1983         GL_DepthMask(false);
1984         GL_DepthRange(0, 1);
1985         GL_DepthTest(false);
1986         R_Mesh_Matrix(&identitymatrix);
1987         R_Mesh_ResetTextureState();
1988         qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1989         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1990         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1991         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1992         qglStencilMask(~0);CHECKGLERROR
1993         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1994         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1995         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
1996 }
1997
1998 void R_ResetViewRendering3D(void)
1999 {
2000         if (gl_support_fragment_shader)
2001         {
2002                 qglUseProgramObjectARB(0);CHECKGLERROR
2003         }
2004
2005         DrawQ_Finish();
2006
2007         // GL is weird because it's bottom to top, r_view.y is top to bottom
2008         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2009         R_SetupView(&r_view.matrix);
2010         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2011         GL_Color(1, 1, 1, 1);
2012         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2013         GL_BlendFunc(GL_ONE, GL_ZERO);
2014         GL_AlphaTest(false);
2015         GL_ScissorTest(true);
2016         GL_DepthMask(true);
2017         GL_DepthRange(0, 1);
2018         GL_DepthTest(true);
2019         R_Mesh_Matrix(&identitymatrix);
2020         R_Mesh_ResetTextureState();
2021         qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2022         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2023         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2024         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2025         qglStencilMask(~0);CHECKGLERROR
2026         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2027         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2028         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2029 }
2030
2031 /*
2032         R_Bloom_SetupShader(
2033 "// bloom shader\n"
2034 "// written by Forest 'LordHavoc' Hale\n"
2035 "\n"
2036 "// common definitions between vertex shader and fragment shader:\n"
2037 "\n"
2038 "#ifdef __GLSL_CG_DATA_TYPES\n"
2039 "#define myhalf half\n"
2040 "#define myhvec2 hvec2\n"
2041 "#define myhvec3 hvec3\n"
2042 "#define myhvec4 hvec4\n"
2043 "#else\n"
2044 "#define myhalf float\n"
2045 "#define myhvec2 vec2\n"
2046 "#define myhvec3 vec3\n"
2047 "#define myhvec4 vec4\n"
2048 "#endif\n"
2049 "\n"
2050 "varying vec2 ScreenTexCoord;\n"
2051 "varying vec2 BloomTexCoord;\n"
2052 "\n"
2053 "\n"
2054 "\n"
2055 "\n"
2056 "// vertex shader specific:\n"
2057 "#ifdef VERTEX_SHADER\n"
2058 "\n"
2059 "void main(void)\n"
2060 "{\n"
2061 "       ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2062 "       BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2063 "       // transform vertex to camera space, using ftransform to match non-VS\n"
2064 "       // rendering\n"
2065 "       gl_Position = ftransform();\n"
2066 "}\n"
2067 "\n"
2068 "#endif // VERTEX_SHADER\n"
2069 "\n"
2070 "\n"
2071 "\n"
2072 "\n"
2073 "// fragment shader specific:\n"
2074 "#ifdef FRAGMENT_SHADER\n"
2075 "\n"
2076 "void main(void)\n"
2077 "{\n"
2078 "       int x, y;
2079 "       myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2080 "       for (x = -BLUR_X;x <= BLUR_X;x++)
2081 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2082 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2083 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2084 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2085
2086 "       gl_FragColor = vec4(color);\n"
2087 "}\n"
2088 "\n"
2089 "#endif // FRAGMENT_SHADER\n"
2090 */
2091
2092 void R_RenderScene(void);
2093
2094 void R_Bloom_StartFrame(void)
2095 {
2096         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2097
2098         // set bloomwidth and bloomheight to the bloom resolution that will be
2099         // used (often less than the screen resolution for faster rendering)
2100         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2101         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2102         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2103
2104         // calculate desired texture sizes
2105         if (gl_support_arb_texture_non_power_of_two)
2106         {
2107                 screentexturewidth = r_view.width;
2108                 screentextureheight = r_view.height;
2109                 bloomtexturewidth = r_bloomstate.bloomwidth;
2110                 bloomtextureheight = r_bloomstate.bloomheight;
2111         }
2112         else
2113         {
2114                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
2115                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
2116                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
2117                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
2118         }
2119
2120         if (r_hdr.integer)
2121         {
2122                 screentexturewidth = screentextureheight = 0;
2123         }
2124         else if (r_bloom.integer)
2125         {
2126         }
2127         else
2128         {
2129                 screentexturewidth = screentextureheight = 0;
2130                 bloomtexturewidth = bloomtextureheight = 0;
2131         }
2132
2133         if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2134         {
2135                 // can't use bloom if the parameters are too weird
2136                 // can't use bloom if the card does not support the texture size
2137                 if (r_bloomstate.texture_screen)
2138                         R_FreeTexture(r_bloomstate.texture_screen);
2139                 if (r_bloomstate.texture_bloom)
2140                         R_FreeTexture(r_bloomstate.texture_bloom);
2141                 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2142                 return;
2143         }
2144
2145         r_bloomstate.enabled = true;
2146         r_bloomstate.hdr = r_hdr.integer != 0;
2147
2148         // allocate textures as needed
2149         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2150         {
2151                 if (r_bloomstate.texture_screen)
2152                         R_FreeTexture(r_bloomstate.texture_screen);
2153                 r_bloomstate.texture_screen = NULL;
2154                 r_bloomstate.screentexturewidth = screentexturewidth;
2155                 r_bloomstate.screentextureheight = screentextureheight;
2156                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2157                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2158         }
2159         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2160         {
2161                 if (r_bloomstate.texture_bloom)
2162                         R_FreeTexture(r_bloomstate.texture_bloom);
2163                 r_bloomstate.texture_bloom = NULL;
2164                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2165                 r_bloomstate.bloomtextureheight = bloomtextureheight;
2166                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2167                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2168         }
2169
2170         // set up a texcoord array for the full resolution screen image
2171         // (we have to keep this around to copy back during final render)
2172         r_bloomstate.screentexcoord2f[0] = 0;
2173         r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2174         r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2175         r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2176         r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2177         r_bloomstate.screentexcoord2f[5] = 0;
2178         r_bloomstate.screentexcoord2f[6] = 0;
2179         r_bloomstate.screentexcoord2f[7] = 0;
2180
2181         // set up a texcoord array for the reduced resolution bloom image
2182         // (which will be additive blended over the screen image)
2183         r_bloomstate.bloomtexcoord2f[0] = 0;
2184         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2185         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2186         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2187         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2188         r_bloomstate.bloomtexcoord2f[5] = 0;
2189         r_bloomstate.bloomtexcoord2f[6] = 0;
2190         r_bloomstate.bloomtexcoord2f[7] = 0;
2191 }
2192
2193 void R_Bloom_CopyScreenTexture(float colorscale)
2194 {
2195         r_refdef.stats.bloom++;
2196
2197         R_ResetViewRendering2D();
2198         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2199         R_Mesh_ColorPointer(NULL, 0, 0);
2200         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2201         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2202
2203         // copy view into the screen texture
2204         GL_ActiveTexture(0);
2205         CHECKGLERROR
2206         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2207         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2208
2209         // now scale it down to the bloom texture size
2210         CHECKGLERROR
2211         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2212         GL_BlendFunc(GL_ONE, GL_ZERO);
2213         GL_Color(colorscale, colorscale, colorscale, 1);
2214         // TODO: optimize with multitexture or GLSL
2215         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2216         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2217
2218         // we now have a bloom image in the framebuffer
2219         // copy it into the bloom image texture for later processing
2220         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2221         GL_ActiveTexture(0);
2222         CHECKGLERROR
2223         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2224         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2225 }
2226
2227 void R_Bloom_CopyHDRTexture(void)
2228 {
2229         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2230         GL_ActiveTexture(0);
2231         CHECKGLERROR
2232         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2233         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2234 }
2235
2236 void R_Bloom_MakeTexture(void)
2237 {
2238         int x, range, dir;
2239         float xoffset, yoffset, r, brighten;
2240
2241         r_refdef.stats.bloom++;
2242
2243         R_ResetViewRendering2D();
2244         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2245         R_Mesh_ColorPointer(NULL, 0, 0);
2246
2247         // we have a bloom image in the framebuffer
2248         CHECKGLERROR
2249         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2250
2251         for (x = 1;x < r_bloom_colorexponent.value;)
2252         {
2253                 x *= 2;
2254                 r = bound(0, r_bloom_colorexponent.value / x, 1);
2255                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2256                 GL_Color(r, r, r, 1);
2257                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2258                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2259                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2260                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2261
2262                 // copy the vertically blurred bloom view to a texture
2263                 GL_ActiveTexture(0);
2264                 CHECKGLERROR
2265                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2266                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2267         }
2268
2269         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
2270         brighten = r_bloom_brighten.value;
2271         if (r_hdr.integer)
2272                 brighten *= r_hdr_range.value;
2273         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2274         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
2275
2276         for (dir = 0;dir < 2;dir++)
2277         {
2278                 // blend on at multiple vertical offsets to achieve a vertical blur
2279                 // TODO: do offset blends using GLSL
2280                 GL_BlendFunc(GL_ONE, GL_ZERO);
2281                 for (x = -range;x <= range;x++)
2282                 {
2283                         if (!dir){xoffset = 0;yoffset = x;}
2284                         else {xoffset = x;yoffset = 0;}
2285                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
2286                         yoffset /= (float)r_bloomstate.bloomtextureheight;
2287                         // compute a texcoord array with the specified x and y offset
2288                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
2289                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2290                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2291                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2292                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2293                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
2294                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
2295                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
2296                         // this r value looks like a 'dot' particle, fading sharply to
2297                         // black at the edges
2298                         // (probably not realistic but looks good enough)
2299                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
2300                         //r = (dir ? 1.0f : brighten)/(range*2+1);
2301                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
2302                         GL_Color(r, r, r, 1);
2303                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2304                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2305                         GL_BlendFunc(GL_ONE, GL_ONE);
2306                 }
2307
2308                 // copy the vertically blurred bloom view to a texture
2309                 GL_ActiveTexture(0);
2310                 CHECKGLERROR
2311                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2312                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2313         }
2314
2315         // apply subtract last
2316         // (just like it would be in a GLSL shader)
2317         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
2318         {
2319                 GL_BlendFunc(GL_ONE, GL_ZERO);
2320                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2321                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2322                 GL_Color(1, 1, 1, 1);
2323                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2324                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2325
2326                 GL_BlendFunc(GL_ONE, GL_ONE);
2327                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2328                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
2329                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2330                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
2331                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2332                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2333                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2334
2335                 // copy the darkened bloom view to a texture
2336                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2337                 GL_ActiveTexture(0);
2338                 CHECKGLERROR
2339                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2340                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2341         }
2342 }
2343
2344 void R_HDR_RenderBloomTexture(void)
2345 {
2346         int oldwidth, oldheight;
2347
2348         oldwidth = r_view.width;
2349         oldheight = r_view.height;
2350         r_view.width = r_bloomstate.bloomwidth;
2351         r_view.height = r_bloomstate.bloomheight;
2352
2353         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
2354         // TODO: add exposure compensation features
2355         // TODO: add fp16 framebuffer support
2356
2357         r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
2358         if (r_hdr.integer)
2359                 r_view.colorscale /= r_hdr_range.value;
2360         R_RenderScene();
2361
2362         R_ResetViewRendering2D();
2363
2364         R_Bloom_CopyHDRTexture();
2365         R_Bloom_MakeTexture();
2366
2367         R_ResetViewRendering3D();
2368
2369         R_ClearScreen();
2370         if (r_timereport_active)
2371                 R_TimeReport("clear");
2372
2373
2374         // restore the view settings
2375         r_view.width = oldwidth;
2376         r_view.height = oldheight;
2377 }
2378
2379 static void R_BlendView(void)
2380 {
2381         if (r_bloomstate.enabled && r_bloomstate.hdr)
2382         {
2383                 // render high dynamic range bloom effect
2384                 // the bloom texture was made earlier this render, so we just need to
2385                 // blend it onto the screen...
2386                 R_ResetViewRendering2D();
2387                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2388                 R_Mesh_ColorPointer(NULL, 0, 0);
2389                 GL_Color(1, 1, 1, 1);
2390                 GL_BlendFunc(GL_ONE, GL_ONE);
2391                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2392                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2393                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2394                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2395         }
2396         else if (r_bloomstate.enabled)
2397         {
2398                 // render simple bloom effect
2399                 // copy the screen and shrink it and darken it for the bloom process
2400                 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
2401                 // make the bloom texture
2402                 R_Bloom_MakeTexture();
2403                 // put the original screen image back in place and blend the bloom
2404                 // texture on it
2405                 R_ResetViewRendering2D();
2406                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2407                 R_Mesh_ColorPointer(NULL, 0, 0);
2408                 GL_Color(1, 1, 1, 1);
2409                 GL_BlendFunc(GL_ONE, GL_ZERO);
2410                 // do both in one pass if possible
2411                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2412                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2413                 if (r_textureunits.integer >= 2 && gl_combine.integer)
2414                 {
2415                         R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
2416                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
2417                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
2418                 }
2419                 else
2420                 {
2421                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2422                         r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2423                         // now blend on the bloom texture
2424                         GL_BlendFunc(GL_ONE, GL_ONE);
2425                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2426                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2427                 }
2428                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2429                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2430         }
2431         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
2432         {
2433                 // apply a color tint to the whole view
2434                 R_ResetViewRendering2D();
2435                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2436                 R_Mesh_ColorPointer(NULL, 0, 0);
2437                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2438                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
2439                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2440         }
2441 }
2442
2443 void R_RenderScene(void);
2444
2445 matrix4x4_t r_waterscrollmatrix;
2446
2447 void R_UpdateVariables(void)
2448 {
2449         R_Textures_Frame();
2450
2451         r_refdef.farclip = 4096;
2452         if (r_refdef.worldmodel)
2453                 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
2454         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
2455
2456         r_refdef.polygonfactor = 0;
2457         r_refdef.polygonoffset = 0;
2458         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_shadow_polygonfactor.value;
2459         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_shadow_polygonoffset.value;
2460
2461         r_refdef.rtworld = r_shadow_realtime_world.integer;
2462         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
2463         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
2464         r_refdef.rtdlightshadows = r_refdef.rtdlight && (r_refdef.rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
2465         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
2466         if (r_showsurfaces.integer)
2467         {
2468                 r_refdef.rtworld = false;
2469                 r_refdef.rtworldshadows = false;
2470                 r_refdef.rtdlight = false;
2471                 r_refdef.rtdlightshadows = false;
2472                 r_refdef.lightmapintensity = 0;
2473         }
2474
2475         if (gamemode == GAME_NEHAHRA)
2476         {
2477                 if (gl_fogenable.integer)
2478                 {
2479                         r_refdef.oldgl_fogenable = true;
2480                         r_refdef.fog_density = gl_fogdensity.value;
2481                         r_refdef.fog_red = gl_fogred.value;
2482                         r_refdef.fog_green = gl_foggreen.value;
2483                         r_refdef.fog_blue = gl_fogblue.value;
2484                 }
2485                 else if (r_refdef.oldgl_fogenable)
2486                 {
2487                         r_refdef.oldgl_fogenable = false;
2488                         r_refdef.fog_density = 0;
2489                         r_refdef.fog_red = 0;
2490                         r_refdef.fog_green = 0;
2491                         r_refdef.fog_blue = 0;
2492                 }
2493         }
2494         if (r_refdef.fog_density)
2495         {
2496                 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red  , 1.0f);
2497                 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
2498                 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
2499         }
2500         if (r_refdef.fog_density)
2501         {
2502                 r_refdef.fogenabled = true;
2503                 // this is the point where the fog reaches 0.9986 alpha, which we
2504                 // consider a good enough cutoff point for the texture
2505                 // (0.9986 * 256 == 255.6)
2506                 r_refdef.fogrange = 400 / r_refdef.fog_density;
2507                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
2508                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
2509                 // fog color was already set
2510         }
2511         else
2512                 r_refdef.fogenabled = false;
2513 }
2514
2515 /*
2516 ================
2517 R_RenderView
2518 ================
2519 */
2520 void R_RenderView(void)
2521 {
2522         if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
2523                 return; //Host_Error ("R_RenderView: NULL worldmodel");
2524
2525         R_Shadow_UpdateWorldLightSelection();
2526
2527         CHECKGLERROR
2528         if (r_timereport_active)
2529                 R_TimeReport("setup");
2530
2531         R_View_Update();
2532         if (r_timereport_active)
2533                 R_TimeReport("visibility");
2534
2535         R_ResetViewRendering3D();
2536
2537         R_ClearScreen();
2538         if (r_timereport_active)
2539                 R_TimeReport("clear");
2540
2541         R_Bloom_StartFrame();
2542
2543         // this produces a bloom texture to be used in R_BlendView() later
2544         if (r_hdr.integer)
2545                 R_HDR_RenderBloomTexture();
2546
2547         r_view.colorscale = r_hdr_scenebrightness.value;
2548         R_RenderScene();
2549
2550         R_BlendView();
2551         if (r_timereport_active)
2552                 R_TimeReport("blendview");
2553
2554         GL_Scissor(0, 0, vid.width, vid.height);
2555         GL_ScissorTest(false);
2556         CHECKGLERROR
2557 }
2558
2559 extern void R_DrawLightningBeams (void);
2560 extern void VM_CL_AddPolygonsToMeshQueue (void);
2561 extern void R_DrawPortals (void);
2562 extern cvar_t cl_locs_show;
2563 static void R_DrawLocs(void);
2564 static void R_DrawEntityBBoxes(void);
2565 void R_RenderScene(void)
2566 {
2567         // don't let sound skip if going slow
2568         if (r_refdef.extraupdate)
2569                 S_ExtraUpdate ();
2570
2571         R_ResetViewRendering3D();
2572
2573         R_MeshQueue_BeginScene();
2574
2575         R_SkyStartFrame();
2576
2577         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);
2578
2579         if (cl.csqc_vidvars.drawworld)
2580         {
2581                 // don't let sound skip if going slow
2582                 if (r_refdef.extraupdate)
2583                         S_ExtraUpdate ();
2584
2585                 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
2586                 {
2587                         r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
2588                         if (r_timereport_active)
2589                                 R_TimeReport("worldsky");
2590                 }
2591
2592                 if (R_DrawBrushModelsSky() && r_timereport_active)
2593                         R_TimeReport("bmodelsky");
2594         }
2595
2596         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
2597         {
2598                 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
2599                 if (r_timereport_active)
2600                         R_TimeReport("worlddepth");
2601         }
2602         if (r_depthfirst.integer >= 2)
2603         {
2604                 R_DrawModelsDepth();
2605                 if (r_timereport_active)
2606                         R_TimeReport("modeldepth");
2607         }
2608
2609         if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
2610         {
2611                 r_refdef.worldmodel->Draw(r_refdef.worldentity);
2612                 if (r_timereport_active)
2613                         R_TimeReport("world");
2614         }
2615
2616         // don't let sound skip if going slow
2617         if (r_refdef.extraupdate)
2618                 S_ExtraUpdate ();
2619
2620         R_DrawModels();
2621         if (r_timereport_active)
2622                 R_TimeReport("models");
2623
2624         // don't let sound skip if going slow
2625         if (r_refdef.extraupdate)
2626                 S_ExtraUpdate ();
2627
2628         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
2629         {
2630                 R_DrawModelShadows();
2631
2632                 R_ResetViewRendering3D();
2633
2634                 // don't let sound skip if going slow
2635                 if (r_refdef.extraupdate)
2636                         S_ExtraUpdate ();
2637         }
2638
2639         R_ShadowVolumeLighting(false);
2640         if (r_timereport_active)
2641                 R_TimeReport("rtlights");
2642
2643         // don't let sound skip if going slow
2644         if (r_refdef.extraupdate)
2645                 S_ExtraUpdate ();
2646
2647         if (cl.csqc_vidvars.drawworld)
2648         {
2649                 R_DrawLightningBeams();
2650                 if (r_timereport_active)
2651                         R_TimeReport("lightning");
2652
2653                 R_DrawParticles();
2654                 if (r_timereport_active)
2655                         R_TimeReport("particles");
2656
2657                 R_DrawExplosions();
2658                 if (r_timereport_active)
2659                         R_TimeReport("explosions");
2660         }
2661
2662         if (gl_support_fragment_shader)
2663         {
2664                 qglUseProgramObjectARB(0);CHECKGLERROR
2665         }
2666         VM_CL_AddPolygonsToMeshQueue();
2667
2668         if (cl_locs_show.integer)
2669         {
2670                 R_DrawLocs();
2671                 if (r_timereport_active)
2672                         R_TimeReport("showlocs");
2673         }
2674
2675         if (r_drawportals.integer)
2676         {
2677                 R_DrawPortals();
2678                 if (r_timereport_active)
2679                         R_TimeReport("portals");
2680         }
2681
2682         if (r_showbboxes.value > 0)
2683         {
2684                 R_DrawEntityBBoxes();
2685                 if (r_timereport_active)
2686                         R_TimeReport("bboxes");
2687         }
2688
2689         if (gl_support_fragment_shader)
2690         {
2691                 qglUseProgramObjectARB(0);CHECKGLERROR
2692         }
2693         R_MeshQueue_RenderTransparent();
2694         if (r_timereport_active)
2695                 R_TimeReport("drawtrans");
2696
2697         if (gl_support_fragment_shader)
2698         {
2699                 qglUseProgramObjectARB(0);CHECKGLERROR
2700         }
2701
2702         if (cl.csqc_vidvars.drawworld)
2703         {
2704                 R_DrawCoronas();
2705                 if (r_timereport_active)
2706                         R_TimeReport("coronas");
2707         }
2708
2709         // don't let sound skip if going slow
2710         if (r_refdef.extraupdate)
2711                 S_ExtraUpdate ();
2712
2713         R_ResetViewRendering2D();
2714 }
2715
2716 static const int bboxelements[36] =
2717 {
2718         5, 1, 3, 5, 3, 7,
2719         6, 2, 0, 6, 0, 4,
2720         7, 3, 2, 7, 2, 6,
2721         4, 0, 1, 4, 1, 5,
2722         4, 5, 7, 4, 7, 6,
2723         1, 0, 2, 1, 2, 3,
2724 };
2725
2726 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
2727 {
2728         int i;
2729         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
2730         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2731         GL_DepthMask(false);
2732         GL_DepthRange(0, 1);
2733         R_Mesh_Matrix(&identitymatrix);
2734         R_Mesh_ResetTextureState();
2735
2736         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
2737         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
2738         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
2739         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
2740         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
2741         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
2742         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
2743         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
2744         R_FillColors(color4f, 8, cr, cg, cb, ca);
2745         if (r_refdef.fogenabled)
2746         {
2747                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
2748                 {
2749                         f1 = FogPoint_World(v);
2750                         f2 = 1 - f1;
2751                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
2752                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
2753                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
2754                 }
2755         }
2756         R_Mesh_VertexPointer(vertex3f, 0, 0);
2757         R_Mesh_ColorPointer(color4f, 0, 0);
2758         R_Mesh_ResetTextureState();
2759         R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
2760 }
2761
2762 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2763 {
2764         int i;
2765         float color[4];
2766         prvm_edict_t *edict;
2767         // this function draws bounding boxes of server entities
2768         if (!sv.active)
2769                 return;
2770         SV_VM_Begin();
2771         for (i = 0;i < numsurfaces;i++)
2772         {
2773                 edict = PRVM_EDICT_NUM(surfacelist[i]);
2774                 switch ((int)edict->fields.server->solid)
2775                 {
2776                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
2777                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
2778                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
2779                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
2780                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
2781                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
2782                 }
2783                 color[3] *= r_showbboxes.value;
2784                 color[3] = bound(0, color[3], 1);
2785                 GL_DepthTest(!r_showdisabledepthtest.integer);
2786                 GL_CullFace(GL_BACK);
2787                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
2788         }
2789         SV_VM_End();
2790 }
2791
2792 static void R_DrawEntityBBoxes(void)
2793 {
2794         int i;
2795         prvm_edict_t *edict;
2796         vec3_t center;
2797         // this function draws bounding boxes of server entities
2798         if (!sv.active)
2799                 return;
2800         SV_VM_Begin();
2801         for (i = 0;i < prog->num_edicts;i++)
2802         {
2803                 edict = PRVM_EDICT_NUM(i);
2804                 if (edict->priv.server->free)
2805                         continue;
2806                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
2807                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
2808         }
2809         SV_VM_End();
2810 }
2811
2812 int nomodelelements[24] =
2813 {
2814         5, 2, 0,
2815         5, 1, 2,
2816         5, 0, 3,
2817         5, 3, 1,
2818         0, 2, 4,
2819         2, 1, 4,
2820         3, 0, 4,
2821         1, 3, 4
2822 };
2823
2824 float nomodelvertex3f[6*3] =
2825 {
2826         -16,   0,   0,
2827          16,   0,   0,
2828           0, -16,   0,
2829           0,  16,   0,
2830           0,   0, -16,
2831           0,   0,  16
2832 };
2833
2834 float nomodelcolor4f[6*4] =
2835 {
2836         0.0f, 0.0f, 0.5f, 1.0f,
2837         0.0f, 0.0f, 0.5f, 1.0f,
2838         0.0f, 0.5f, 0.0f, 1.0f,
2839         0.0f, 0.5f, 0.0f, 1.0f,
2840         0.5f, 0.0f, 0.0f, 1.0f,
2841         0.5f, 0.0f, 0.0f, 1.0f
2842 };
2843
2844 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2845 {
2846         int i;
2847         float f1, f2, *c;
2848         float color4f[6*4];
2849         // this is only called once per entity so numsurfaces is always 1, and
2850         // surfacelist is always {0}, so this code does not handle batches
2851         R_Mesh_Matrix(&ent->matrix);
2852
2853         if (ent->flags & EF_ADDITIVE)
2854         {
2855                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2856                 GL_DepthMask(false);
2857         }
2858         else if (ent->alpha < 1)
2859         {
2860                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2861                 GL_DepthMask(false);
2862         }
2863         else
2864         {
2865                 GL_BlendFunc(GL_ONE, GL_ZERO);
2866                 GL_DepthMask(true);
2867         }
2868         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
2869         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2870         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
2871         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
2872         if (r_refdef.fogenabled)
2873         {
2874                 vec3_t org;
2875                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2876                 R_Mesh_ColorPointer(color4f, 0, 0);
2877                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2878                 f1 = FogPoint_World(org);
2879                 f2 = 1 - f1;
2880                 for (i = 0, c = color4f;i < 6;i++, c += 4)
2881                 {
2882                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
2883                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
2884                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
2885                         c[3] *= ent->alpha;
2886                 }
2887         }
2888         else if (ent->alpha != 1)
2889         {
2890                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2891                 R_Mesh_ColorPointer(color4f, 0, 0);
2892                 for (i = 0, c = color4f;i < 6;i++, c += 4)
2893                         c[3] *= ent->alpha;
2894         }
2895         else
2896                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
2897         R_Mesh_ResetTextureState();
2898         R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
2899 }
2900
2901 void R_DrawNoModel(entity_render_t *ent)
2902 {
2903         vec3_t org;
2904         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2905         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
2906                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
2907         //else
2908         //      R_DrawNoModelCallback(ent, 0);
2909 }
2910
2911 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
2912 {
2913         vec3_t right1, right2, diff, normal;
2914
2915         VectorSubtract (org2, org1, normal);
2916
2917         // calculate 'right' vector for start
2918         VectorSubtract (r_view.origin, org1, diff);
2919         CrossProduct (normal, diff, right1);
2920         VectorNormalize (right1);
2921
2922         // calculate 'right' vector for end
2923         VectorSubtract (r_view.origin, org2, diff);
2924         CrossProduct (normal, diff, right2);
2925         VectorNormalize (right2);
2926
2927         vert[ 0] = org1[0] + width * right1[0];
2928         vert[ 1] = org1[1] + width * right1[1];
2929         vert[ 2] = org1[2] + width * right1[2];
2930         vert[ 3] = org1[0] - width * right1[0];
2931         vert[ 4] = org1[1] - width * right1[1];
2932         vert[ 5] = org1[2] - width * right1[2];
2933         vert[ 6] = org2[0] - width * right2[0];
2934         vert[ 7] = org2[1] - width * right2[1];
2935         vert[ 8] = org2[2] - width * right2[2];
2936         vert[ 9] = org2[0] + width * right2[0];
2937         vert[10] = org2[1] + width * right2[1];
2938         vert[11] = org2[2] + width * right2[2];
2939 }
2940
2941 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
2942
2943 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
2944 {
2945         float fog = 1.0f;
2946         float vertex3f[12];
2947
2948         if (r_refdef.fogenabled)
2949                 fog = FogPoint_World(origin);
2950
2951         R_Mesh_Matrix(&identitymatrix);
2952         GL_BlendFunc(blendfunc1, blendfunc2);
2953         GL_DepthMask(false);
2954         GL_DepthRange(0, depthshort ? 0.0625 : 1);
2955         GL_DepthTest(!depthdisable);
2956
2957         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
2958         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
2959         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
2960         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
2961         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
2962         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
2963         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
2964         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
2965         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
2966         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
2967         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
2968         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
2969
2970         R_Mesh_VertexPointer(vertex3f, 0, 0);
2971         R_Mesh_ColorPointer(NULL, 0, 0);
2972         R_Mesh_ResetTextureState();
2973         R_Mesh_TexBind(0, R_GetTexture(texture));
2974         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
2975         // FIXME: fixed function path can't properly handle r_view.colorscale > 1
2976         GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
2977         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2978
2979         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
2980         {
2981                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
2982                 GL_BlendFunc(blendfunc1, GL_ONE);
2983                 fog = 1 - fog;
2984                 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);
2985                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2986         }
2987 }
2988
2989 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
2990 {
2991         int i;
2992         float *vertex3f;
2993         float v[3];
2994         VectorSet(v, x, y, z);
2995         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
2996                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
2997                         break;
2998         if (i == mesh->numvertices)
2999         {
3000                 if (mesh->numvertices < mesh->maxvertices)
3001                 {
3002                         VectorCopy(v, vertex3f);
3003                         mesh->numvertices++;
3004                 }
3005                 return mesh->numvertices;
3006         }
3007         else
3008                 return i;
3009 }
3010
3011 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3012 {
3013         int i;
3014         int *e, element[3];
3015         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3016         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3017         e = mesh->element3i + mesh->numtriangles * 3;
3018         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3019         {
3020                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3021                 if (mesh->numtriangles < mesh->maxtriangles)
3022                 {
3023                         *e++ = element[0];
3024                         *e++ = element[1];
3025                         *e++ = element[2];
3026                         mesh->numtriangles++;
3027                 }
3028                 element[1] = element[2];
3029         }
3030 }
3031
3032 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3033 {
3034         int i;
3035         int *e, element[3];
3036         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3037         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3038         e = mesh->element3i + mesh->numtriangles * 3;
3039         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3040         {
3041                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3042                 if (mesh->numtriangles < mesh->maxtriangles)
3043                 {
3044                         *e++ = element[0];
3045                         *e++ = element[1];
3046                         *e++ = element[2];
3047                         mesh->numtriangles++;
3048                 }
3049                 element[1] = element[2];
3050         }
3051 }
3052
3053 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3054 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3055 {
3056         int planenum, planenum2;
3057         int w;
3058         int tempnumpoints;
3059         mplane_t *plane, *plane2;
3060         double maxdist;
3061         double temppoints[2][256*3];
3062         // figure out how large a bounding box we need to properly compute this brush
3063         maxdist = 0;
3064         for (w = 0;w < numplanes;w++)
3065                 maxdist = max(maxdist, planes[w].dist);
3066         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3067         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3068         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3069         {
3070                 w = 0;
3071                 tempnumpoints = 4;
3072                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3073                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3074                 {
3075                         if (planenum2 == planenum)
3076                                 continue;
3077                         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);
3078                         w = !w;
3079                 }
3080                 if (tempnumpoints < 3)
3081                         continue;
3082                 // generate elements forming a triangle fan for this polygon
3083                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3084         }
3085 }
3086
3087 static void R_DrawCollisionBrush(const colbrushf_t *brush)
3088 {
3089         int i;
3090         R_Mesh_VertexPointer(brush->points->v, 0, 0);
3091         i = (int)(((size_t)brush) / sizeof(colbrushf_t));
3092         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);
3093         GL_LockArrays(0, brush->numpoints);
3094         R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0);
3095         GL_LockArrays(0, 0);
3096 }
3097
3098 static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
3099 {
3100         int i;
3101         if (!surface->num_collisiontriangles)
3102                 return;
3103         R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
3104         i = (int)(((size_t)surface) / sizeof(msurface_t));
3105         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);
3106         GL_LockArrays(0, surface->num_collisionvertices);
3107         R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
3108         GL_LockArrays(0, 0);
3109 }
3110
3111 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)
3112 {
3113         texturelayer_t *layer;
3114         layer = t->currentlayers + t->currentnumlayers++;
3115         layer->type = type;
3116         layer->depthmask = depthmask;
3117         layer->blendfunc1 = blendfunc1;
3118         layer->blendfunc2 = blendfunc2;
3119         layer->texture = texture;
3120         layer->texmatrix = *matrix;
3121         layer->color[0] = r * r_view.colorscale;
3122         layer->color[1] = g * r_view.colorscale;
3123         layer->color[2] = b * r_view.colorscale;
3124         layer->color[3] = a;
3125 }
3126
3127 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
3128 {
3129         int i;
3130         model_t *model = ent->model;
3131
3132         // switch to an alternate material if this is a q1bsp animated material
3133         {
3134                 texture_t *texture = t;
3135                 int s = ent->skinnum;
3136                 if ((unsigned int)s >= (unsigned int)model->numskins)
3137                         s = 0;
3138                 if (model->skinscenes)
3139                 {
3140                         if (model->skinscenes[s].framecount > 1)
3141                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
3142                         else
3143                                 s = model->skinscenes[s].firstframe;
3144                 }
3145                 if (s > 0)
3146                         t = t + s * model->num_surfaces;
3147                 if (t->animated)
3148                 {
3149                         // use an alternate animation if the entity's frame is not 0,
3150                         // and only if the texture has an alternate animation
3151                         if (ent->frame != 0 && t->anim_total[1])
3152                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
3153                         else
3154                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
3155                 }
3156                 texture->currentframe = t;
3157         }
3158
3159         // update currentskinframe to be a qw skin or animation frame
3160         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
3161         {
3162                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
3163                 {
3164                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
3165                         Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
3166                         r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, developer.integer > 0);
3167                 }
3168                 t->currentskinframe = r_qwskincache_skinframe[i];
3169                 if (t->currentskinframe == NULL)
3170                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3171         }
3172         else if (t->numskinframes >= 2)
3173                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3174         if (t->backgroundnumskinframes >= 2)
3175                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
3176
3177         t->currentmaterialflags = t->basematerialflags;
3178         t->currentalpha = ent->alpha;
3179         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
3180                 t->currentalpha *= r_wateralpha.value;
3181         if (!(ent->flags & RENDER_LIGHT))
3182                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
3183         if (ent->effects & EF_ADDITIVE)
3184                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3185         else if (t->currentalpha < 1)
3186                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3187         if (ent->effects & EF_DOUBLESIDED)
3188                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
3189         if (ent->effects & EF_NODEPTHTEST)
3190                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3191         if (ent->flags & RENDER_VIEWMODEL)
3192                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3193         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
3194                 t->currenttexmatrix = r_waterscrollmatrix;
3195         else
3196                 t->currenttexmatrix = identitymatrix;
3197         if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
3198                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
3199
3200         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
3201         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3202         t->glosstexture = r_texture_white;
3203         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
3204         t->backgroundglosstexture = r_texture_white;
3205         t->specularpower = r_shadow_glossexponent.value;
3206         // TODO: store reference values for these in the texture?
3207         t->specularscale = 0;
3208         if (r_shadow_gloss.integer > 0)
3209         {
3210                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
3211                 {
3212                         if (r_shadow_glossintensity.value > 0)
3213                         {
3214                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black;
3215                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black;
3216                                 t->specularscale = r_shadow_glossintensity.value;
3217                         }
3218                 }
3219                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
3220                         t->specularscale = r_shadow_gloss2intensity.value;
3221         }
3222
3223         t->currentnumlayers = 0;
3224         if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
3225         {
3226                 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
3227                 {
3228                         int blendfunc1, blendfunc2, depthmask;
3229                         if (t->currentmaterialflags & MATERIALFLAG_ADD)
3230                         {
3231                                 blendfunc1 = GL_SRC_ALPHA;
3232                                 blendfunc2 = GL_ONE;
3233                         }
3234                         else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
3235                         {
3236                                 blendfunc1 = GL_SRC_ALPHA;
3237                                 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
3238                         }
3239                         else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
3240                         {
3241                                 blendfunc1 = t->customblendfunc[0];
3242                                 blendfunc2 = t->customblendfunc[1];
3243                         }
3244                         else
3245                         {
3246                                 blendfunc1 = GL_ONE;
3247                                 blendfunc2 = GL_ZERO;
3248                         }
3249                         depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
3250                         if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
3251                         {
3252                                 rtexture_t *currentbasetexture;
3253                                 int layerflags = 0;
3254                                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
3255                                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
3256                                 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3257                                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3258                                 {
3259                                         // fullbright is not affected by r_refdef.lightmapintensity
3260                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
3261                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3262                                                 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);
3263                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3264                                                 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);
3265                                 }
3266                                 else
3267                                 {
3268                                         float colorscale;
3269                                         colorscale = 2;
3270                                         // q3bsp has no lightmap updates, so the lightstylevalue that
3271                                         // would normally be baked into the lightmap must be
3272                                         // applied to the color
3273                                         if (ent->model->type == mod_brushq3)
3274                                                 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
3275                                         colorscale *= r_refdef.lightmapintensity;
3276                                         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);
3277                                         if (r_ambient.value >= (1.0f/64.0f))
3278                                                 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);
3279                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3280                                         {
3281                                                 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);
3282                                                 if (r_ambient.value >= (1.0f/64.0f))
3283                                                         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);
3284                                         }
3285                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3286                                         {
3287                                                 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);
3288                                                 if (r_ambient.value >= (1.0f/64.0f))
3289                                                         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);
3290                                         }
3291                                 }
3292                                 if (t->currentskinframe->glow != NULL)
3293                                         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);
3294                                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
3295                                 {
3296                                         // if this is opaque use alpha blend which will darken the earlier
3297                                         // passes cheaply.
3298                                         //
3299                                         // if this is an alpha blended material, all the earlier passes
3300                                         // were darkened by fog already, so we only need to add the fog
3301                                         // color ontop through the fog mask texture
3302                                         //
3303                                         // if this is an additive blended material, all the earlier passes
3304                                         // were darkened by fog already, and we should not add fog color
3305                                         // (because the background was not darkened, there is no fog color
3306                                         // that was lost behind it).
3307                                         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);
3308                                 }
3309                         }
3310                 }
3311         }
3312 }
3313
3314 void R_UpdateAllTextureInfo(entity_render_t *ent)
3315 {
3316         int i;
3317         if (ent->model)
3318                 for (i = 0;i < ent->model->num_texturesperskin;i++)
3319                         R_UpdateTextureInfo(ent, ent->model->data_textures + i);
3320 }
3321
3322 int rsurface_array_size = 0;
3323 float *rsurface_array_modelvertex3f = NULL;
3324 float *rsurface_array_modelsvector3f = NULL;
3325 float *rsurface_array_modeltvector3f = NULL;
3326 float *rsurface_array_modelnormal3f = NULL;
3327 float *rsurface_array_deformedvertex3f = NULL;
3328 float *rsurface_array_deformedsvector3f = NULL;
3329 float *rsurface_array_deformedtvector3f = NULL;
3330 float *rsurface_array_deformednormal3f = NULL;
3331 float *rsurface_array_color4f = NULL;
3332 float *rsurface_array_texcoord3f = NULL;
3333
3334 void R_Mesh_ResizeArrays(int newvertices)
3335 {
3336         float *base;
3337         if (rsurface_array_size >= newvertices)
3338                 return;
3339         if (rsurface_array_modelvertex3f)
3340                 Mem_Free(rsurface_array_modelvertex3f);
3341         rsurface_array_size = (newvertices + 1023) & ~1023;
3342         base = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[31]));
3343         rsurface_array_modelvertex3f     = base + rsurface_array_size * 0;
3344         rsurface_array_modelsvector3f    = base + rsurface_array_size * 3;
3345         rsurface_array_modeltvector3f    = base + rsurface_array_size * 6;
3346         rsurface_array_modelnormal3f     = base + rsurface_array_size * 9;
3347         rsurface_array_deformedvertex3f  = base + rsurface_array_size * 12;
3348         rsurface_array_deformedsvector3f = base + rsurface_array_size * 15;
3349         rsurface_array_deformedtvector3f = base + rsurface_array_size * 18;
3350         rsurface_array_deformednormal3f  = base + rsurface_array_size * 21;
3351         rsurface_array_texcoord3f        = base + rsurface_array_size * 24;
3352         rsurface_array_color4f           = base + rsurface_array_size * 27;
3353 }
3354
3355 float *rsurface_modelvertex3f;
3356 int rsurface_modelvertex3f_bufferobject;
3357 size_t rsurface_modelvertex3f_bufferoffset;
3358 float *rsurface_modelsvector3f;
3359 int rsurface_modelsvector3f_bufferobject;
3360 size_t rsurface_modelsvector3f_bufferoffset;
3361 float *rsurface_modeltvector3f;
3362 int rsurface_modeltvector3f_bufferobject;
3363 size_t rsurface_modeltvector3f_bufferoffset;
3364 float *rsurface_modelnormal3f;
3365 int rsurface_modelnormal3f_bufferobject;
3366 size_t rsurface_modelnormal3f_bufferoffset;
3367 float *rsurface_vertex3f;
3368 int rsurface_vertex3f_bufferobject;
3369 size_t rsurface_vertex3f_bufferoffset;
3370 float *rsurface_svector3f;
3371 int rsurface_svector3f_bufferobject;
3372 size_t rsurface_svector3f_bufferoffset;
3373 float *rsurface_tvector3f;
3374 int rsurface_tvector3f_bufferobject;
3375 size_t rsurface_tvector3f_bufferoffset;
3376 float *rsurface_normal3f;
3377 int rsurface_normal3f_bufferobject;
3378 size_t rsurface_normal3f_bufferoffset;
3379 float *rsurface_lightmapcolor4f;
3380 int rsurface_lightmapcolor4f_bufferobject;
3381 size_t rsurface_lightmapcolor4f_bufferoffset;
3382 vec3_t rsurface_modelorg;
3383 qboolean rsurface_generatedvertex;
3384 const entity_render_t *rsurface_entity;
3385 const model_t *rsurface_model;
3386 texture_t *rsurface_texture;
3387 qboolean rsurface_uselightmaptexture;
3388 rsurfmode_t rsurface_mode;
3389 int rsurface_lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model
3390
3391 void RSurf_CleanUp(void)
3392 {
3393         CHECKGLERROR
3394         if (rsurface_mode == RSURFMODE_GLSL)
3395         {
3396                 qglUseProgramObjectARB(0);CHECKGLERROR
3397         }
3398         GL_AlphaTest(false);
3399         rsurface_mode = RSURFMODE_NONE;
3400         rsurface_uselightmaptexture = false;
3401         rsurface_texture = NULL;
3402 }
3403
3404 void RSurf_ActiveWorldEntity(void)
3405 {
3406         RSurf_CleanUp();
3407         rsurface_entity = r_refdef.worldentity;
3408         rsurface_model = r_refdef.worldmodel;
3409         if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
3410                 R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
3411         R_Mesh_Matrix(&identitymatrix);
3412         VectorCopy(r_view.origin, rsurface_modelorg);
3413         rsurface_modelvertex3f  = rsurface_model->surfmesh.data_vertex3f;
3414         rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo;
3415         rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f;
3416         rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
3417         rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo;
3418         rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f;
3419         rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
3420         rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo;
3421         rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f;
3422         rsurface_modelnormal3f  = rsurface_model->surfmesh.data_normal3f;
3423         rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo;
3424         rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f;
3425         rsurface_generatedvertex = false;
3426         rsurface_vertex3f  = rsurface_modelvertex3f;
3427         rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
3428         rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
3429         rsurface_svector3f = rsurface_modelsvector3f;
3430         rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
3431         rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
3432         rsurface_tvector3f = rsurface_modeltvector3f;
3433         rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
3434         rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
3435         rsurface_normal3f  = rsurface_modelnormal3f;
3436         rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
3437         rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
3438 }
3439
3440 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3441 {
3442         RSurf_CleanUp();
3443         rsurface_entity = ent;
3444         rsurface_model = ent->model;
3445         if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
3446                 R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
3447         R_Mesh_Matrix(&ent->matrix);
3448         Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
3449         if (rsurface_model->surfmesh.isanimated && (rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0))
3450         {
3451                 if (wanttangents)
3452                 {
3453                         rsurface_modelvertex3f = rsurface_array_modelvertex3f;
3454                         rsurface_modelsvector3f = rsurface_array_modelsvector3f;
3455                         rsurface_modeltvector3f = rsurface_array_modeltvector3f;
3456                         rsurface_modelnormal3f = rsurface_array_modelnormal3f;
3457                         Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f);
3458                 }
3459                 else if (wantnormals)
3460                 {
3461                         rsurface_modelvertex3f = rsurface_array_modelvertex3f;
3462                         rsurface_modelsvector3f = NULL;
3463                         rsurface_modeltvector3f = NULL;
3464                         rsurface_modelnormal3f = rsurface_array_modelnormal3f;
3465                         Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, NULL, NULL);
3466                 }
3467                 else
3468                 {
3469                         rsurface_modelvertex3f = rsurface_array_modelvertex3f;
3470                         rsurface_modelsvector3f = NULL;
3471                         rsurface_modeltvector3f = NULL;
3472                         rsurface_modelnormal3f = NULL;
3473                         Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL);
3474                 }
3475                 rsurface_modelvertex3f_bufferobject = 0;
3476                 rsurface_modelvertex3f_bufferoffset = 0;
3477                 rsurface_modelsvector3f_bufferobject = 0;
3478                 rsurface_modelsvector3f_bufferoffset = 0;
3479                 rsurface_modeltvector3f_bufferobject = 0;
3480                 rsurface_modeltvector3f_bufferoffset = 0;
3481                 rsurface_modelnormal3f_bufferobject = 0;
3482                 rsurface_modelnormal3f_bufferoffset = 0;
3483                 rsurface_generatedvertex = true;
3484         }
3485         else
3486         {
3487                 rsurface_modelvertex3f  = rsurface_model->surfmesh.data_vertex3f;
3488                 rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo;
3489                 rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f;
3490                 rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
3491                 rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo;
3492                 rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f;
3493                 rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
3494                 rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo;
3495                 rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f;
3496                 rsurface_modelnormal3f  = rsurface_model->surfmesh.data_normal3f;
3497                 rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo;
3498                 rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f;
3499                 rsurface_generatedvertex = false;
3500         }
3501         rsurface_vertex3f  = rsurface_modelvertex3f;
3502         rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
3503         rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
3504         rsurface_svector3f = rsurface_modelsvector3f;
3505         rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
3506         rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
3507         rsurface_tvector3f = rsurface_modeltvector3f;
3508         rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
3509         rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
3510         rsurface_normal3f  = rsurface_modelnormal3f;
3511         rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
3512         rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
3513 }
3514
3515 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
3516 {
3517         // 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
3518         if (rsurface_generatedvertex)
3519         {
3520                 if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
3521                         generatetangents = true;
3522                 if (generatetangents)
3523                         generatenormals = true;
3524                 if (generatenormals && !rsurface_modelnormal3f)
3525                 {
3526                         rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f;
3527                         rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject = 0;
3528                         rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset = 0;
3529                         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);
3530                 }
3531                 if (generatetangents && !rsurface_modelsvector3f)
3532                 {
3533                         rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f;
3534                         rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject = 0;
3535                         rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset = 0;
3536                         rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f;
3537                         rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject = 0;
3538                         rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset = 0;
3539                         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);
3540                 }
3541         }
3542         // 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)
3543         if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
3544         {
3545                 int texturesurfaceindex;
3546                 float center[3], forward[3], right[3], up[3], v[4][3];
3547                 matrix4x4_t matrix1, imatrix1;
3548                 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.forward, forward);
3549                 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.right, right);
3550                 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.up, up);
3551                 // make deformed versions of only the model vertices used by the specified surfaces
3552                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3553                 {
3554                         int i, j;
3555                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3556                         // a single autosprite surface can contain multiple sprites...
3557                         for (j = 0;j < surface->num_vertices - 3;j += 4)
3558                         {
3559                                 VectorClear(center);
3560                                 for (i = 0;i < 4;i++)
3561                                         VectorAdd(center, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
3562                                 VectorScale(center, 0.25f, center);
3563                                 if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
3564                                 {
3565                                         forward[0] = rsurface_modelorg[0] - center[0];
3566                                         forward[1] = rsurface_modelorg[1] - center[1];
3567                                         forward[2] = 0;
3568                                         VectorNormalize(forward);
3569                                         right[0] = forward[1];
3570                                         right[1] = -forward[0];
3571                                         right[2] = 0;
3572                                         VectorSet(up, 0, 0, 1);
3573                                 }
3574                                 // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
3575                                 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);
3576                                 Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
3577                                 for (i = 0;i < 4;i++)
3578                                         Matrix4x4_Transform(&imatrix1, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
3579                                 for (i = 0;i < 4;i++)
3580                                         VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3581                         }
3582                         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);
3583                         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);
3584                 }
3585                 rsurface_vertex3f = rsurface_array_deformedvertex3f;
3586                 rsurface_vertex3f_bufferobject = 0;
3587                 rsurface_vertex3f_bufferoffset = 0;
3588                 rsurface_svector3f = rsurface_array_deformedsvector3f;
3589                 rsurface_svector3f_bufferobject = 0;
3590                 rsurface_svector3f_bufferoffset = 0;
3591                 rsurface_tvector3f = rsurface_array_deformedtvector3f;
3592                 rsurface_tvector3f_bufferobject = 0;
3593                 rsurface_tvector3f_bufferoffset = 0;
3594                 rsurface_normal3f = rsurface_array_deformednormal3f;
3595                 rsurface_normal3f_bufferobject = 0;
3596                 rsurface_normal3f_bufferoffset = 0;
3597         }
3598         else
3599         {
3600                 rsurface_vertex3f  = rsurface_modelvertex3f;
3601                 rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
3602                 rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
3603                 rsurface_svector3f = rsurface_modelsvector3f;
3604                 rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
3605                 rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
3606                 rsurface_tvector3f = rsurface_modeltvector3f;
3607                 rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
3608                 rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
3609                 rsurface_normal3f  = rsurface_modelnormal3f;
3610                 rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
3611                 rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
3612         }
3613         R_Mesh_VertexPointer(rsurface_vertex3f, rsurface_vertex3f_bufferobject, rsurface_vertex3f_bufferoffset);
3614 }
3615
3616 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
3617 {
3618         int i, j;
3619         const msurface_t *surface = texturesurfacelist[0];
3620         const msurface_t *surface2;
3621         int firstvertex;
3622         int endvertex;
3623         int numvertices;
3624         int numtriangles;
3625         // TODO: lock all array ranges before render, rather than on each surface
3626         if (texturenumsurfaces == 1)
3627         {
3628                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3629                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3630         }
3631         else if (r_batchmode.integer == 2)
3632         {