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