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honor alpha in showsurfaces 3
[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 static int r_frame = 0; ///< used only by R_GetCurrentTexture
32
33 //
34 // screen size info
35 //
36 r_refdef_t r_refdef;
37
38 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur frame-by-frame alpha control {0 to 1} - 0.7 recommended"};
39 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage; requires r_motionblur to have a value"};
40 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "velocity at which there is minimum blur"};
41 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "velocity at which there is full blur"};
42 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
43 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
44 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for the alpha level of the motion blur variable"};
45 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to fix ghosting"};
46 cvar_t r_motionblur_debug = {0, "r_motionblur_debug", "0", "outputs current motionblur alpha value"};
47
48 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "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"};
49 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
50 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
51 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
52 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)"};
53 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
54 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
55 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"};
56 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"};
57 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
58 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"};
59 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"};
60 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"};
61 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
62 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
63 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
64 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
65 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
66 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
67 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
68 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
69 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
70 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
71 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
72 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
73 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows DOWN, otherwise use the model lighting"};
74 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
75 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
76 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"};
77 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"};
78 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
79 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
80
81 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
82 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
83 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
84 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
85 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
86 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
87 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
88 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
89
90 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)"};
91
92 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
93 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)"};
94 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)"};
95 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
96 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
97 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
98 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
99 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
100 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
101 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
102 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
103 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
104
105 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)"};
106 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
107 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"};
108 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
109 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
110
111 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
112 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
113 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
114 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
115
116 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
117 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
118 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
119 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
120 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
121 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
122 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
123
124 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
125 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
126 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
127 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)"};
128
129 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"};
130
131 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"};
132
133 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
134
135 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
136 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
137 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"};
138 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
139 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
140 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
141 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
142
143 extern cvar_t v_glslgamma;
144
145 extern qboolean v_flipped_state;
146
147 static struct r_bloomstate_s
148 {
149         qboolean enabled;
150         qboolean hdr;
151
152         int bloomwidth, bloomheight;
153
154         int screentexturewidth, screentextureheight;
155         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
156
157         int bloomtexturewidth, bloomtextureheight;
158         rtexture_t *texture_bloom;
159
160         // arrays for rendering the screen passes
161         float screentexcoord2f[8];
162         float bloomtexcoord2f[8];
163         float offsettexcoord2f[8];
164 }
165 r_bloomstate;
166
167 r_waterstate_t r_waterstate;
168
169 /// shadow volume bsp struct with automatically growing nodes buffer
170 svbsp_t r_svbsp;
171
172 rtexture_t *r_texture_blanknormalmap;
173 rtexture_t *r_texture_white;
174 rtexture_t *r_texture_grey128;
175 rtexture_t *r_texture_black;
176 rtexture_t *r_texture_notexture;
177 rtexture_t *r_texture_whitecube;
178 rtexture_t *r_texture_normalizationcube;
179 rtexture_t *r_texture_fogattenuation;
180 rtexture_t *r_texture_gammaramps;
181 unsigned int r_texture_gammaramps_serial;
182 //rtexture_t *r_texture_fogintensity;
183
184 unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
185 unsigned int r_numqueries;
186 unsigned int r_maxqueries;
187
188 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
189 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
190
191 /// vertex coordinates for a quad that covers the screen exactly
192 const static float r_screenvertex3f[12] =
193 {
194         0, 0, 0,
195         1, 0, 0,
196         1, 1, 0,
197         0, 1, 0
198 };
199
200 extern void R_DrawModelShadows(void);
201
202 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
203 {
204         int i;
205         for (i = 0;i < verts;i++)
206         {
207                 out[0] = in[0] * r;
208                 out[1] = in[1] * g;
209                 out[2] = in[2] * b;
210                 out[3] = in[3];
211                 in += 4;
212                 out += 4;
213         }
214 }
215
216 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
217 {
218         int i;
219         for (i = 0;i < verts;i++)
220         {
221                 out[0] = r;
222                 out[1] = g;
223                 out[2] = b;
224                 out[3] = a;
225                 out += 4;
226         }
227 }
228
229 // FIXME: move this to client?
230 void FOG_clear(void)
231 {
232         if (gamemode == GAME_NEHAHRA)
233         {
234                 Cvar_Set("gl_fogenable", "0");
235                 Cvar_Set("gl_fogdensity", "0.2");
236                 Cvar_Set("gl_fogred", "0.3");
237                 Cvar_Set("gl_foggreen", "0.3");
238                 Cvar_Set("gl_fogblue", "0.3");
239         }
240         r_refdef.fog_density = 0;
241         r_refdef.fog_red = 0;
242         r_refdef.fog_green = 0;
243         r_refdef.fog_blue = 0;
244         r_refdef.fog_alpha = 1;
245         r_refdef.fog_start = 0;
246         r_refdef.fog_end = 0;
247 }
248
249 float FogForDistance(vec_t dist)
250 {
251         unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
252         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
253 }
254
255 float FogPoint_World(const vec3_t p)
256 {
257         return FogForDistance(VectorDistance((p), r_refdef.view.origin));
258 }
259
260 float FogPoint_Model(const vec3_t p)
261 {
262         return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
263 }
264
265 static void R_BuildBlankTextures(void)
266 {
267         unsigned char data[4];
268         data[2] = 128; // normal X
269         data[1] = 128; // normal Y
270         data[0] = 255; // normal Z
271         data[3] = 128; // height
272         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
273         data[0] = 255;
274         data[1] = 255;
275         data[2] = 255;
276         data[3] = 255;
277         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
278         data[0] = 128;
279         data[1] = 128;
280         data[2] = 128;
281         data[3] = 255;
282         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
283         data[0] = 0;
284         data[1] = 0;
285         data[2] = 0;
286         data[3] = 255;
287         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
288 }
289
290 static void R_BuildNoTexture(void)
291 {
292         int x, y;
293         unsigned char pix[16][16][4];
294         // this makes a light grey/dark grey checkerboard texture
295         for (y = 0;y < 16;y++)
296         {
297                 for (x = 0;x < 16;x++)
298                 {
299                         if ((y < 8) ^ (x < 8))
300                         {
301                                 pix[y][x][0] = 128;
302                                 pix[y][x][1] = 128;
303                                 pix[y][x][2] = 128;
304                                 pix[y][x][3] = 255;
305                         }
306                         else
307                         {
308                                 pix[y][x][0] = 64;
309                                 pix[y][x][1] = 64;
310                                 pix[y][x][2] = 64;
311                                 pix[y][x][3] = 255;
312                         }
313                 }
314         }
315         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
316 }
317
318 static void R_BuildWhiteCube(void)
319 {
320         unsigned char data[6*1*1*4];
321         memset(data, 255, sizeof(data));
322         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
323 }
324
325 static void R_BuildNormalizationCube(void)
326 {
327         int x, y, side;
328         vec3_t v;
329         vec_t s, t, intensity;
330 #define NORMSIZE 64
331         unsigned char data[6][NORMSIZE][NORMSIZE][4];
332         for (side = 0;side < 6;side++)
333         {
334                 for (y = 0;y < NORMSIZE;y++)
335                 {
336                         for (x = 0;x < NORMSIZE;x++)
337                         {
338                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
339                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
340                                 switch(side)
341                                 {
342                                 default:
343                                 case 0:
344                                         v[0] = 1;
345                                         v[1] = -t;
346                                         v[2] = -s;
347                                         break;
348                                 case 1:
349                                         v[0] = -1;
350                                         v[1] = -t;
351                                         v[2] = s;
352                                         break;
353                                 case 2:
354                                         v[0] = s;
355                                         v[1] = 1;
356                                         v[2] = t;
357                                         break;
358                                 case 3:
359                                         v[0] = s;
360                                         v[1] = -1;
361                                         v[2] = -t;
362                                         break;
363                                 case 4:
364                                         v[0] = s;
365                                         v[1] = -t;
366                                         v[2] = 1;
367                                         break;
368                                 case 5:
369                                         v[0] = -s;
370                                         v[1] = -t;
371                                         v[2] = -1;
372                                         break;
373                                 }
374                                 intensity = 127.0f / sqrt(DotProduct(v, v));
375                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
376                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
377                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
378                                 data[side][y][x][3] = 255;
379                         }
380                 }
381         }
382         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
383 }
384
385 static void R_BuildFogTexture(void)
386 {
387         int x, b;
388 #define FOGWIDTH 256
389         unsigned char data1[FOGWIDTH][4];
390         //unsigned char data2[FOGWIDTH][4];
391         double d, r, alpha;
392
393         r_refdef.fogmasktable_start = r_refdef.fog_start;
394         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
395         r_refdef.fogmasktable_range = r_refdef.fogrange;
396         r_refdef.fogmasktable_density = r_refdef.fog_density;
397
398         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
399         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
400         {
401                 d = (x * r - r_refdef.fogmasktable_start);
402                 if(developer.integer >= 100)
403                         Con_Printf("%f ", d);
404                 d = max(0, d);
405                 if (r_fog_exp2.integer)
406                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
407                 else
408                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
409                 if(developer.integer >= 100)
410                         Con_Printf(" : %f ", alpha);
411                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
412                 if(developer.integer >= 100)
413                         Con_Printf(" = %f\n", alpha);
414                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
415         }
416
417         for (x = 0;x < FOGWIDTH;x++)
418         {
419                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
420                 data1[x][0] = b;
421                 data1[x][1] = b;
422                 data1[x][2] = b;
423                 data1[x][3] = 255;
424                 //data2[x][0] = 255 - b;
425                 //data2[x][1] = 255 - b;
426                 //data2[x][2] = 255 - b;
427                 //data2[x][3] = 255;
428         }
429         if (r_texture_fogattenuation)
430         {
431                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
432                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
433         }
434         else
435         {
436                 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);
437                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
438         }
439 }
440
441 static const char *builtinshaderstring =
442 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
443 "// written by Forest 'LordHavoc' Hale\n"
444 "\n"
445 "// common definitions between vertex shader and fragment shader:\n"
446 "\n"
447 "//#ifdef __GLSL_CG_DATA_TYPES\n"
448 "//# define myhalf half\n"
449 "//# define myhalf2 half2\n"
450 "//# define myhalf3 half3\n"
451 "//# define myhalf4 half4\n"
452 "//#else\n"
453 "# define myhalf float\n"
454 "# define myhalf2 vec2\n"
455 "# define myhalf3 vec3\n"
456 "# define myhalf4 vec4\n"
457 "//#endif\n"
458 "\n"
459 "#ifdef MODE_DEPTH_OR_SHADOW\n"
460 "\n"
461 "# ifdef VERTEX_SHADER\n"
462 "void main(void)\n"
463 "{\n"
464 "       gl_Position = ftransform();\n"
465 "}\n"
466 "# endif\n"
467 "\n"
468 "#else\n"
469 "\n"
470 "#ifdef MODE_POSTPROCESS\n"
471 "# ifdef VERTEX_SHADER\n"
472 "void main(void)\n"
473 "{\n"
474 "       gl_FrontColor = gl_Color;\n"
475 "       gl_Position = ftransform();\n"
476 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
477 "#ifdef USEGLOW\n"
478 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
479 "#endif\n"
480 "}\n"
481 "# endif\n"
482 "# ifdef FRAGMENT_SHADER\n"
483 "\n"
484 "uniform sampler2D Texture_First;\n"
485 "#ifdef USEGLOW\n"
486 "uniform sampler2D Texture_Second;\n"
487 "#endif\n"
488 "#ifdef USEGAMMARAMPS\n"
489 "uniform sampler2D Texture_GammaRamps;\n"
490 "#endif\n"
491 "#ifdef USESATURATION\n"
492 "uniform float Saturation;\n"
493 "#endif\n"
494 "#ifdef USEVERTEXTEXTUREBLEND\n"
495 "uniform vec4 TintColor;\n"
496 "#endif\n"
497 "#ifdef USECOLORMOD\n"
498 "uniform vec3 Gamma;\n"
499 "#endif\n"
500 "//uncomment these if you want to use them:\n"
501 "uniform vec4 UserVec1;\n"
502 "// uniform vec4 UserVec2;\n"
503 "// uniform vec4 UserVec3;\n"
504 "// uniform vec4 UserVec4;\n"
505 "// uniform float ClientTime;\n"
506 "uniform vec2 PixelSize;\n"
507 "void main(void)\n"
508 "{\n"
509 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
510 "#ifdef USEGLOW\n"
511 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
512 "#endif\n"
513 "#ifdef USEVERTEXTEXTUREBLEND\n"
514 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
515 "#endif\n"
516 "\n"
517 "#ifdef USEPOSTPROCESSING\n"
518 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
519 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
520 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
521 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
522 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
523 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
524 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
525 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
526 "#endif\n"
527 "\n"
528 "#ifdef USESATURATION\n"
529 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
530 "       myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
531 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
532 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n" // TODO: test this on ATI
533 "#endif\n"
534 "\n"
535 "#ifdef USEGAMMARAMPS\n"
536 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
537 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
538 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
539 "#endif\n"
540 "}\n"
541 "# endif\n"
542 "\n"
543 "\n"
544 "#else\n"
545 "#ifdef MODE_GENERIC\n"
546 "# ifdef VERTEX_SHADER\n"
547 "void main(void)\n"
548 "{\n"
549 "       gl_FrontColor = gl_Color;\n"
550 "#  ifdef USEDIFFUSE\n"
551 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
552 "#  endif\n"
553 "#  ifdef USESPECULAR\n"
554 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
555 "#  endif\n"
556 "       gl_Position = ftransform();\n"
557 "}\n"
558 "# endif\n"
559 "# ifdef FRAGMENT_SHADER\n"
560 "\n"
561 "#  ifdef USEDIFFUSE\n"
562 "uniform sampler2D Texture_First;\n"
563 "#  endif\n"
564 "#  ifdef USESPECULAR\n"
565 "uniform sampler2D Texture_Second;\n"
566 "#  endif\n"
567 "\n"
568 "void main(void)\n"
569 "{\n"
570 "       gl_FragColor = gl_Color;\n"
571 "#  ifdef USEDIFFUSE\n"
572 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
573 "#  endif\n"
574 "\n"
575 "#  ifdef USESPECULAR\n"
576 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
577 "#  endif\n"
578 "#  ifdef USECOLORMAPPING\n"
579 "       gl_FragColor *= tex2;\n"
580 "#  endif\n"
581 "#  ifdef USEGLOW\n"
582 "       gl_FragColor += tex2;\n"
583 "#  endif\n"
584 "#  ifdef USEVERTEXTEXTUREBLEND\n"
585 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
586 "#  endif\n"
587 "}\n"
588 "# endif\n"
589 "\n"
590 "#else // !MODE_GENERIC\n"
591 "\n"
592 "varying vec2 TexCoord;\n"
593 "#ifdef USEVERTEXTEXTUREBLEND\n"
594 "varying vec2 TexCoord2;\n"
595 "#endif\n"
596 "varying vec2 TexCoordLightmap;\n"
597 "\n"
598 "#ifdef MODE_LIGHTSOURCE\n"
599 "varying vec3 CubeVector;\n"
600 "#endif\n"
601 "\n"
602 "#ifdef MODE_LIGHTSOURCE\n"
603 "varying vec3 LightVector;\n"
604 "#endif\n"
605 "#ifdef MODE_LIGHTDIRECTION\n"
606 "varying vec3 LightVector;\n"
607 "#endif\n"
608 "\n"
609 "varying vec3 EyeVector;\n"
610 "#ifdef USEFOG\n"
611 "varying vec3 EyeVectorModelSpace;\n"
612 "#endif\n"
613 "\n"
614 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
615 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
616 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
617 "\n"
618 "#ifdef MODE_WATER\n"
619 "varying vec4 ModelViewProjectionPosition;\n"
620 "#endif\n"
621 "#ifdef MODE_REFRACTION\n"
622 "varying vec4 ModelViewProjectionPosition;\n"
623 "#endif\n"
624 "#ifdef USEREFLECTION\n"
625 "varying vec4 ModelViewProjectionPosition;\n"
626 "#endif\n"
627 "\n"
628 "\n"
629 "\n"
630 "\n"
631 "\n"
632 "// vertex shader specific:\n"
633 "#ifdef VERTEX_SHADER\n"
634 "\n"
635 "uniform vec3 LightPosition;\n"
636 "uniform vec3 EyePosition;\n"
637 "uniform vec3 LightDir;\n"
638 "\n"
639 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
640 "\n"
641 "void main(void)\n"
642 "{\n"
643 "       gl_FrontColor = gl_Color;\n"
644 "       // copy the surface texcoord\n"
645 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
646 "#ifdef USEVERTEXTEXTUREBLEND\n"
647 "       TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
648 "#endif\n"
649 "#ifndef MODE_LIGHTSOURCE\n"
650 "# ifndef MODE_LIGHTDIRECTION\n"
651 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
652 "# endif\n"
653 "#endif\n"
654 "\n"
655 "#ifdef MODE_LIGHTSOURCE\n"
656 "       // transform vertex position into light attenuation/cubemap space\n"
657 "       // (-1 to +1 across the light box)\n"
658 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
659 "\n"
660 "       // transform unnormalized light direction into tangent space\n"
661 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
662 "       //  normalize it per pixel)\n"
663 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
664 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
665 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
666 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
667 "#endif\n"
668 "\n"
669 "#ifdef MODE_LIGHTDIRECTION\n"
670 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
671 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
672 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
673 "#endif\n"
674 "\n"
675 "       // transform unnormalized eye direction into tangent space\n"
676 "#ifndef USEFOG\n"
677 "       vec3 EyeVectorModelSpace;\n"
678 "#endif\n"
679 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
680 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
681 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
682 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
683 "\n"
684 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
685 "       VectorS = gl_MultiTexCoord1.xyz;\n"
686 "       VectorT = gl_MultiTexCoord2.xyz;\n"
687 "       VectorR = gl_MultiTexCoord3.xyz;\n"
688 "#endif\n"
689 "\n"
690 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
691 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
692 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
693 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
694 "//#endif\n"
695 "\n"
696 "// transform vertex to camera space, using ftransform to match non-VS\n"
697 "       // rendering\n"
698 "       gl_Position = ftransform();\n"
699 "\n"
700 "#ifdef MODE_WATER\n"
701 "       ModelViewProjectionPosition = gl_Position;\n"
702 "#endif\n"
703 "#ifdef MODE_REFRACTION\n"
704 "       ModelViewProjectionPosition = gl_Position;\n"
705 "#endif\n"
706 "#ifdef USEREFLECTION\n"
707 "       ModelViewProjectionPosition = gl_Position;\n"
708 "#endif\n"
709 "}\n"
710 "\n"
711 "#endif // VERTEX_SHADER\n"
712 "\n"
713 "\n"
714 "\n"
715 "\n"
716 "// fragment shader specific:\n"
717 "#ifdef FRAGMENT_SHADER\n"
718 "\n"
719 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
720 "uniform sampler2D Texture_Normal;\n"
721 "uniform sampler2D Texture_Color;\n"
722 "uniform sampler2D Texture_Gloss;\n"
723 "uniform sampler2D Texture_Glow;\n"
724 "uniform sampler2D Texture_SecondaryNormal;\n"
725 "uniform sampler2D Texture_SecondaryColor;\n"
726 "uniform sampler2D Texture_SecondaryGloss;\n"
727 "uniform sampler2D Texture_SecondaryGlow;\n"
728 "uniform sampler2D Texture_Pants;\n"
729 "uniform sampler2D Texture_Shirt;\n"
730 "uniform sampler2D Texture_FogMask;\n"
731 "uniform sampler2D Texture_Lightmap;\n"
732 "uniform sampler2D Texture_Deluxemap;\n"
733 "uniform sampler2D Texture_Refraction;\n"
734 "uniform sampler2D Texture_Reflection;\n"
735 "uniform sampler2D Texture_Attenuation;\n"
736 "uniform samplerCube Texture_Cube;\n"
737 "\n"
738 "uniform myhalf3 LightColor;\n"
739 "uniform myhalf3 AmbientColor;\n"
740 "uniform myhalf3 DiffuseColor;\n"
741 "uniform myhalf3 SpecularColor;\n"
742 "uniform myhalf3 Color_Pants;\n"
743 "uniform myhalf3 Color_Shirt;\n"
744 "uniform myhalf3 FogColor;\n"
745 "\n"
746 "uniform myhalf4 TintColor;\n"
747 "\n"
748 "\n"
749 "//#ifdef MODE_WATER\n"
750 "uniform vec4 DistortScaleRefractReflect;\n"
751 "uniform vec4 ScreenScaleRefractReflect;\n"
752 "uniform vec4 ScreenCenterRefractReflect;\n"
753 "uniform myhalf4 RefractColor;\n"
754 "uniform myhalf4 ReflectColor;\n"
755 "uniform myhalf ReflectFactor;\n"
756 "uniform myhalf ReflectOffset;\n"
757 "//#else\n"
758 "//# ifdef MODE_REFRACTION\n"
759 "//uniform vec4 DistortScaleRefractReflect;\n"
760 "//uniform vec4 ScreenScaleRefractReflect;\n"
761 "//uniform vec4 ScreenCenterRefractReflect;\n"
762 "//uniform myhalf4 RefractColor;\n"
763 "//#  ifdef USEREFLECTION\n"
764 "//uniform myhalf4 ReflectColor;\n"
765 "//#  endif\n"
766 "//# else\n"
767 "//#  ifdef USEREFLECTION\n"
768 "//uniform vec4 DistortScaleRefractReflect;\n"
769 "//uniform vec4 ScreenScaleRefractReflect;\n"
770 "//uniform vec4 ScreenCenterRefractReflect;\n"
771 "//uniform myhalf4 ReflectColor;\n"
772 "//#  endif\n"
773 "//# endif\n"
774 "//#endif\n"
775 "\n"
776 "uniform myhalf GlowScale;\n"
777 "uniform myhalf SceneBrightness;\n"
778 "#ifdef USECONTRASTBOOST\n"
779 "uniform myhalf ContrastBoostCoeff;\n"
780 "#endif\n"
781 "\n"
782 "uniform float OffsetMapping_Scale;\n"
783 "uniform float OffsetMapping_Bias;\n"
784 "uniform float FogRangeRecip;\n"
785 "\n"
786 "uniform myhalf AmbientScale;\n"
787 "uniform myhalf DiffuseScale;\n"
788 "uniform myhalf SpecularScale;\n"
789 "uniform myhalf SpecularPower;\n"
790 "\n"
791 "#ifdef USEOFFSETMAPPING\n"
792 "vec2 OffsetMapping(vec2 TexCoord)\n"
793 "{\n"
794 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
795 "       // 14 sample relief mapping: linear search and then binary search\n"
796 "       // this basically steps forward a small amount repeatedly until it finds\n"
797 "       // itself inside solid, then jitters forward and back using decreasing\n"
798 "       // amounts to find the impact\n"
799 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
800 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
801 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
802 "       vec3 RT = vec3(TexCoord, 1);\n"
803 "       OffsetVector *= 0.1;\n"
804 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
805 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
806 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
807 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
808 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
809 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
810 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
811 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
812 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
813 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
814 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
815 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
816 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
817 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
818 "       return RT.xy;\n"
819 "#else\n"
820 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
821 "       // this basically moves forward the full distance, and then backs up based\n"
822 "       // on height of samples\n"
823 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
824 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
825 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
826 "       TexCoord += OffsetVector;\n"
827 "       OffsetVector *= 0.333;\n"
828 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
829 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
830 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
831 "       return TexCoord;\n"
832 "#endif\n"
833 "}\n"
834 "#endif // USEOFFSETMAPPING\n"
835 "\n"
836 "#ifdef MODE_WATER\n"
837 "\n"
838 "// water pass\n"
839 "void main(void)\n"
840 "{\n"
841 "#ifdef USEOFFSETMAPPING\n"
842 "       // apply offsetmapping\n"
843 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
844 "#define TexCoord TexCoordOffset\n"
845 "#endif\n"
846 "\n"
847 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
848 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
849 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
850 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
851 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
852 "}\n"
853 "\n"
854 "#else // !MODE_WATER\n"
855 "#ifdef MODE_REFRACTION\n"
856 "\n"
857 "// refraction pass\n"
858 "void main(void)\n"
859 "{\n"
860 "#ifdef USEOFFSETMAPPING\n"
861 "       // apply offsetmapping\n"
862 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
863 "#define TexCoord TexCoordOffset\n"
864 "#endif\n"
865 "\n"
866 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
867 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
868 "       vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
869 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
870 "}\n"
871 "\n"
872 "#else // !MODE_REFRACTION\n"
873 "void main(void)\n"
874 "{\n"
875 "#ifdef USEOFFSETMAPPING\n"
876 "       // apply offsetmapping\n"
877 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
878 "#define TexCoord TexCoordOffset\n"
879 "#endif\n"
880 "\n"
881 "       // combine the diffuse textures (base, pants, shirt)\n"
882 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
883 "#ifdef USECOLORMAPPING\n"
884 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
885 "#endif\n"
886 "#ifdef USEVERTEXTEXTUREBLEND\n"
887 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
888 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
889 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
890 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
891 "       color.a = 1.0;\n"
892 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
893 "#endif\n"
894 "\n"
895 "#ifdef USEDIFFUSE\n"
896 "       // get the surface normal and the gloss color\n"
897 "# ifdef USEVERTEXTEXTUREBLEND\n"
898 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
899 "#  ifdef USESPECULAR\n"
900 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
901 "#  endif\n"
902 "# else\n"
903 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
904 "#  ifdef USESPECULAR\n"
905 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
906 "#  endif\n"
907 "# endif\n"
908 "#endif\n"
909 "\n"
910 "\n"
911 "\n"
912 "#ifdef MODE_LIGHTSOURCE\n"
913 "       // light source\n"
914 "\n"
915 "       // calculate surface normal, light normal, and specular normal\n"
916 "       // compute color intensity for the two textures (colormap and glossmap)\n"
917 "       // scale by light color and attenuation as efficiently as possible\n"
918 "       // (do as much scalar math as possible rather than vector math)\n"
919 "# ifdef USEDIFFUSE\n"
920 "       // get the light normal\n"
921 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
922 "# endif\n"
923 "# ifdef USESPECULAR\n"
924 "#  ifndef USEEXACTSPECULARMATH\n"
925 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
926 "\n"
927 "#  endif\n"
928 "       // calculate directional shading\n"
929 "#  ifdef USEEXACTSPECULARMATH\n"
930 "       color.rgb = 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(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
931 "#  else\n"
932 "       color.rgb = 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)) * glosscolor);\n"
933 "#  endif\n"
934 "# else\n"
935 "#  ifdef USEDIFFUSE\n"
936 "       // calculate directional shading\n"
937 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
938 "#  else\n"
939 "       // calculate directionless shading\n"
940 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
941 "#  endif\n"
942 "# endif\n"
943 "\n"
944 "# ifdef USECUBEFILTER\n"
945 "       // apply light cubemap filter\n"
946 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
947 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
948 "# endif\n"
949 "#endif // MODE_LIGHTSOURCE\n"
950 "\n"
951 "\n"
952 "\n"
953 "\n"
954 "#ifdef MODE_LIGHTDIRECTION\n"
955 "       // directional model lighting\n"
956 "# ifdef USEDIFFUSE\n"
957 "       // get the light normal\n"
958 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
959 "# endif\n"
960 "# ifdef USESPECULAR\n"
961 "       // calculate directional shading\n"
962 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
963 "#  ifdef USEEXACTSPECULARMATH\n"
964 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
965 "#  else\n"
966 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
967 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
968 "#  endif\n"
969 "# else\n"
970 "#  ifdef USEDIFFUSE\n"
971 "\n"
972 "       // calculate directional shading\n"
973 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
974 "#  else\n"
975 "       color.rgb *= AmbientColor;\n"
976 "#  endif\n"
977 "# endif\n"
978 "#endif // MODE_LIGHTDIRECTION\n"
979 "\n"
980 "\n"
981 "\n"
982 "\n"
983 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
984 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
985 "\n"
986 "       // get the light normal\n"
987 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
988 "       myhalf3 diffusenormal;\n"
989 "       diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
990 "       diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
991 "       diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
992 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
993 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
994 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
995 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
996 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
997 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
998 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
999 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1000 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1001 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1002 "               // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1003 "# ifdef USESPECULAR\n"
1004 "#  ifdef USEEXACTSPECULARMATH\n"
1005 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1006 "#  else\n"
1007 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1008 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1009 "#  endif\n"
1010 "# endif\n"
1011 "\n"
1012 "       // apply lightmap color\n"
1013 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1014 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1015 "\n"
1016 "\n"
1017 "\n"
1018 "\n"
1019 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1020 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1021 "\n"
1022 "       // get the light normal\n"
1023 "       myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1024 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1025 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1026 "# ifdef USESPECULAR\n"
1027 "#  ifdef USEEXACTSPECULARMATH\n"
1028 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1029 "#  else\n"
1030 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1031 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1032 "#  endif\n"
1033 "# endif\n"
1034 "\n"
1035 "       // apply lightmap color\n"
1036 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1037 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1038 "\n"
1039 "\n"
1040 "\n"
1041 "\n"
1042 "#ifdef MODE_LIGHTMAP\n"
1043 "       // apply lightmap color\n"
1044 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1045 "#endif // MODE_LIGHTMAP\n"
1046 "\n"
1047 "\n"
1048 "\n"
1049 "\n"
1050 "#ifdef MODE_VERTEXCOLOR\n"
1051 "       // apply lightmap color\n"
1052 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1053 "#endif // MODE_VERTEXCOLOR\n"
1054 "\n"
1055 "\n"
1056 "\n"
1057 "\n"
1058 "#ifdef MODE_FLATCOLOR\n"
1059 "#endif // MODE_FLATCOLOR\n"
1060 "\n"
1061 "\n"
1062 "\n"
1063 "\n"
1064 "\n"
1065 "\n"
1066 "\n"
1067 "       color *= TintColor;\n"
1068 "\n"
1069 "#ifdef USEGLOW\n"
1070 "#ifdef USEVERTEXTEXTUREBLEND\n"
1071 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1072 "#else\n"
1073 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1074 "#endif\n"
1075 "#endif\n"
1076 "\n"
1077 "#ifdef USECONTRASTBOOST\n"
1078 "       color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1079 "#endif\n"
1080 "\n"
1081 "       color.rgb *= SceneBrightness;\n"
1082 "\n"
1083 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1084 "#ifdef USEFOG\n"
1085 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1086 "#endif\n"
1087 "\n"
1088 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1089 "#ifdef USEREFLECTION\n"
1090 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1091 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1092 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1093 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1094 "#endif\n"
1095 "\n"
1096 "       gl_FragColor = vec4(color);\n"
1097 "}\n"
1098 "#endif // !MODE_REFRACTION\n"
1099 "#endif // !MODE_WATER\n"
1100 "\n"
1101 "#endif // FRAGMENT_SHADER\n"
1102 "\n"
1103 "#endif // !MODE_GENERIC\n"
1104 "#endif // !MODE_POSTPROCESS\n"
1105 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1106 ;
1107
1108 typedef struct shaderpermutationinfo_s
1109 {
1110         const char *pretext;
1111         const char *name;
1112 }
1113 shaderpermutationinfo_t;
1114
1115 typedef struct shadermodeinfo_s
1116 {
1117         const char *vertexfilename;
1118         const char *geometryfilename;
1119         const char *fragmentfilename;
1120         const char *pretext;
1121         const char *name;
1122 }
1123 shadermodeinfo_t;
1124
1125 typedef enum shaderpermutation_e
1126 {
1127         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1128         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1129         SHADERPERMUTATION_COLORMAPPING = 1<<2, ///< indicates this is a colormapped skin
1130         SHADERPERMUTATION_CONTRASTBOOST = 1<<3, ///< r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1131         SHADERPERMUTATION_FOG = 1<<4, ///< tint the color by fog color or black if using additive blend mode
1132         SHADERPERMUTATION_CUBEFILTER = 1<<5, ///< (lightsource) use cubemap light filter
1133         SHADERPERMUTATION_GLOW = 1<<6, ///< (lightmap) blend in an additive glow texture
1134         SHADERPERMUTATION_SPECULAR = 1<<7, ///< (lightsource or deluxemapping) render specular effects
1135         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<8, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1136         SHADERPERMUTATION_REFLECTION = 1<<9, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1137         SHADERPERMUTATION_OFFSETMAPPING = 1<<10, ///< adjust texcoords to roughly simulate a displacement mapped surface
1138         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<11, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1139         SHADERPERMUTATION_GAMMARAMPS = 1<<12, ///< gamma (postprocessing only)
1140         SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing
1141         SHADERPERMUTATION_SATURATION = 1<<14, ///< user defined postprocessing
1142         SHADERPERMUTATION_LIMIT = 1<<15, ///< size of permutations array
1143         SHADERPERMUTATION_COUNT = 15 ///< size of shaderpermutationinfo array
1144 }
1145 shaderpermutation_t;
1146
1147 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1148 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1149 {
1150         {"#define USEDIFFUSE\n", " diffuse"},
1151         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1152         {"#define USECOLORMAPPING\n", " colormapping"},
1153         {"#define USECONTRASTBOOST\n", " contrastboost"},
1154         {"#define USEFOG\n", " fog"},
1155         {"#define USECUBEFILTER\n", " cubefilter"},
1156         {"#define USEGLOW\n", " glow"},
1157         {"#define USESPECULAR\n", " specular"},
1158         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1159         {"#define USEREFLECTION\n", " reflection"},
1160         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1161         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1162         {"#define USEGAMMARAMPS\n", " gammaramps"},
1163         {"#define USEPOSTPROCESSING\n", " postprocessing"},
1164         {"#define USESATURATION\n", " saturation"},
1165 };
1166
1167 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1168 typedef enum shadermode_e
1169 {
1170         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1171         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1172         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1173         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1174         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1175         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1176         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1177         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1178         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1179         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1180         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1181         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1182         SHADERMODE_COUNT
1183 }
1184 shadermode_t;
1185
1186 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1187 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1188 {
1189         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1190         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1191         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1192         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1193         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1194         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1195         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1196         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1197         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1198         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1199         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1200         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1201 };
1202
1203 typedef struct r_glsl_permutation_s
1204 {
1205         /// indicates if we have tried compiling this permutation already
1206         qboolean compiled;
1207         /// 0 if compilation failed
1208         int program;
1209         /// locations of detected uniforms in program object, or -1 if not found
1210         int loc_Texture_First;
1211         int loc_Texture_Second;
1212         int loc_Texture_GammaRamps;
1213         int loc_Texture_Normal;
1214         int loc_Texture_Color;
1215         int loc_Texture_Gloss;
1216         int loc_Texture_Glow;
1217         int loc_Texture_SecondaryNormal;
1218         int loc_Texture_SecondaryColor;
1219         int loc_Texture_SecondaryGloss;
1220         int loc_Texture_SecondaryGlow;
1221         int loc_Texture_Pants;
1222         int loc_Texture_Shirt;
1223         int loc_Texture_FogMask;
1224         int loc_Texture_Lightmap;
1225         int loc_Texture_Deluxemap;
1226         int loc_Texture_Attenuation;
1227         int loc_Texture_Cube;
1228         int loc_Texture_Refraction;
1229         int loc_Texture_Reflection;
1230         int loc_FogColor;
1231         int loc_LightPosition;
1232         int loc_EyePosition;
1233         int loc_Color_Pants;
1234         int loc_Color_Shirt;
1235         int loc_FogRangeRecip;
1236         int loc_AmbientScale;
1237         int loc_DiffuseScale;
1238         int loc_SpecularScale;
1239         int loc_SpecularPower;
1240         int loc_GlowScale;
1241         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1242         int loc_OffsetMapping_Scale;
1243         int loc_TintColor;
1244         int loc_AmbientColor;
1245         int loc_DiffuseColor;
1246         int loc_SpecularColor;
1247         int loc_LightDir;
1248         int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1249         int loc_GammaCoeff; ///< 1 / gamma
1250         int loc_DistortScaleRefractReflect;
1251         int loc_ScreenScaleRefractReflect;
1252         int loc_ScreenCenterRefractReflect;
1253         int loc_RefractColor;
1254         int loc_ReflectColor;
1255         int loc_ReflectFactor;
1256         int loc_ReflectOffset;
1257         int loc_UserVec1;
1258         int loc_UserVec2;
1259         int loc_UserVec3;
1260         int loc_UserVec4;
1261         int loc_ClientTime;
1262         int loc_PixelSize;
1263         int loc_Saturation;
1264 }
1265 r_glsl_permutation_t;
1266
1267 /// information about each possible shader permutation
1268 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1269 /// currently selected permutation
1270 r_glsl_permutation_t *r_glsl_permutation;
1271
1272 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1273 {
1274         char *shaderstring;
1275         if (!filename || !filename[0])
1276                 return NULL;
1277         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1278         if (shaderstring)
1279         {
1280                 if (printfromdisknotice)
1281                         Con_DPrint("from disk... ");
1282                 return shaderstring;
1283         }
1284         else if (!strcmp(filename, "glsl/default.glsl"))
1285         {
1286                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1287                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1288         }
1289         return shaderstring;
1290 }
1291
1292 static void R_GLSL_CompilePermutation(unsigned int mode, unsigned int permutation)
1293 {
1294         int i;
1295         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1296         r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1297         int vertstrings_count = 0;
1298         int geomstrings_count = 0;
1299         int fragstrings_count = 0;
1300         char *vertexstring, *geometrystring, *fragmentstring;
1301         const char *vertstrings_list[32+3];
1302         const char *geomstrings_list[32+3];
1303         const char *fragstrings_list[32+3];
1304         char permutationname[256];
1305
1306         if (p->compiled)
1307                 return;
1308         p->compiled = true;
1309         p->program = 0;
1310
1311         permutationname[0] = 0;
1312         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1313         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1314         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1315
1316         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1317
1318         // the first pretext is which type of shader to compile as
1319         // (later these will all be bound together as a program object)
1320         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1321         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1322         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1323
1324         // the second pretext is the mode (for example a light source)
1325         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1326         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1327         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1328         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1329
1330         // now add all the permutation pretexts
1331         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1332         {
1333                 if (permutation & (1<<i))
1334                 {
1335                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1336                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1337                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1338                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1339                 }
1340                 else
1341                 {
1342                         // keep line numbers correct
1343                         vertstrings_list[vertstrings_count++] = "\n";
1344                         geomstrings_list[geomstrings_count++] = "\n";
1345                         fragstrings_list[fragstrings_count++] = "\n";
1346                 }
1347         }
1348
1349         // now append the shader text itself
1350         vertstrings_list[vertstrings_count++] = vertexstring;
1351         geomstrings_list[geomstrings_count++] = geometrystring;
1352         fragstrings_list[fragstrings_count++] = fragmentstring;
1353
1354         // if any sources were NULL, clear the respective list
1355         if (!vertexstring)
1356                 vertstrings_count = 0;
1357         if (!geometrystring)
1358                 geomstrings_count = 0;
1359         if (!fragmentstring)
1360                 fragstrings_count = 0;
1361
1362         // compile the shader program
1363         if (vertstrings_count + geomstrings_count + fragstrings_count)
1364                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1365         if (p->program)
1366         {
1367                 CHECKGLERROR
1368                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1369                 // look up all the uniform variable names we care about, so we don't
1370                 // have to look them up every time we set them
1371                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1372                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1373                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1374                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1375                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1376                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1377                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1378                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1379                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1380                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1381                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1382                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1383                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1384                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1385                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1386                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1387                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1388                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1389                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1390                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1391                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1392                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1393                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1394                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1395                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1396                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1397                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1398                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1399                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1400                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1401                 p->loc_GlowScale                  = qglGetUniformLocationARB(p->program, "GlowScale");
1402                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1403                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1404                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1405                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1406                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1407                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1408                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1409                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1410                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1411                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1412                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1413                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1414                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1415                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1416                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1417                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1418                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1419                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1420                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1421                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1422                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1423                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
1424                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
1425                 // initialize the samplers to refer to the texture units we use
1426                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1427                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1428                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1429                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1430                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1431                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1432                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1433                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1434                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1435                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1436                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1437                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1438                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1439                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1440                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1441                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1442                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1443                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1444                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1445                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1446                 CHECKGLERROR
1447                 if (developer.integer)
1448                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1449         }
1450         else
1451                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1452
1453         // free the strings
1454         if (vertexstring)
1455                 Mem_Free(vertexstring);
1456         if (geometrystring)
1457                 Mem_Free(geometrystring);
1458         if (fragmentstring)
1459                 Mem_Free(fragmentstring);
1460 }
1461
1462 void R_GLSL_Restart_f(void)
1463 {
1464         unsigned int mode;
1465         unsigned int permutation;
1466         for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1467                 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1468                         if (r_glsl_permutations[mode][permutation].program)
1469                                 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1470         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1471 }
1472
1473 void R_GLSL_DumpShader_f(void)
1474 {
1475         int i;
1476
1477         qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1478         if(!file)
1479         {
1480                 Con_Printf("failed to write to glsl/default.glsl\n");
1481                 return;
1482         }
1483
1484         FS_Print(file, "// The engine may define the following macros:\n");
1485         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1486         for (i = 0;i < SHADERMODE_COUNT;i++)
1487                 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1488         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1489                 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1490         FS_Print(file, "\n");
1491         FS_Print(file, builtinshaderstring);
1492         FS_Close(file);
1493
1494         Con_Printf("glsl/default.glsl written\n");
1495 }
1496
1497 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1498 {
1499         r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1500         if (r_glsl_permutation != perm)
1501         {
1502                 r_glsl_permutation = perm;
1503                 if (!r_glsl_permutation->program)
1504                 {
1505                         if (!r_glsl_permutation->compiled)
1506                                 R_GLSL_CompilePermutation(mode, permutation);
1507                         if (!r_glsl_permutation->program)
1508                         {
1509                                 // remove features until we find a valid permutation
1510                                 int i;
1511                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1512                                 {
1513                                         // reduce i more quickly whenever it would not remove any bits
1514                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1515                                         if (!(permutation & j))
1516                                                 continue;
1517                                         permutation -= j;
1518                                         r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1519                                         if (!r_glsl_permutation->compiled)
1520                                                 R_GLSL_CompilePermutation(mode, permutation);
1521                                         if (r_glsl_permutation->program)
1522                                                 break;
1523                                 }
1524                                 if (i >= SHADERPERMUTATION_COUNT)
1525                                 {
1526                                         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");
1527                                         Cvar_SetValueQuick(&r_glsl, 0);
1528                                         R_GLSL_Restart_f(); // unload shaders
1529                                         return; // no bit left to clear
1530                                 }
1531                         }
1532                 }
1533                 CHECKGLERROR
1534                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1535         }
1536 }
1537
1538 void R_SetupGenericShader(qboolean usetexture)
1539 {
1540         if (gl_support_fragment_shader)
1541         {
1542                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1543                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1544                 else if (r_glsl_permutation)
1545                 {
1546                         r_glsl_permutation = NULL;
1547                         qglUseProgramObjectARB(0);CHECKGLERROR
1548                 }
1549         }
1550 }
1551
1552 void R_SetupGenericTwoTextureShader(int texturemode)
1553 {
1554         if (gl_support_fragment_shader)
1555         {
1556                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1557                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1558                 else if (r_glsl_permutation)
1559                 {
1560                         r_glsl_permutation = NULL;
1561                         qglUseProgramObjectARB(0);CHECKGLERROR
1562                 }
1563         }
1564         if (!r_glsl_permutation)
1565         {
1566                 if (texturemode == GL_DECAL && gl_combine.integer)
1567                         texturemode = GL_INTERPOLATE_ARB;
1568                 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1569         }
1570 }
1571
1572 void R_SetupDepthOrShadowShader(void)
1573 {
1574         if (gl_support_fragment_shader)
1575         {
1576                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1577                         R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1578                 else if (r_glsl_permutation)
1579                 {
1580                         r_glsl_permutation = NULL;
1581                         qglUseProgramObjectARB(0);CHECKGLERROR
1582                 }
1583         }
1584 }
1585
1586 extern rtexture_t *r_shadow_attenuationgradienttexture;
1587 extern rtexture_t *r_shadow_attenuation2dtexture;
1588 extern rtexture_t *r_shadow_attenuation3dtexture;
1589 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1590 {
1591         // select a permutation of the lighting shader appropriate to this
1592         // combination of texture, entity, light source, and fogging, only use the
1593         // minimum features necessary to avoid wasting rendering time in the
1594         // fragment shader on features that are not being used
1595         unsigned int permutation = 0;
1596         unsigned int mode = 0;
1597         // TODO: implement geometry-shader based shadow volumes someday
1598         if (r_glsl_offsetmapping.integer)
1599         {
1600                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1601                 if (r_glsl_offsetmapping_reliefmapping.integer)
1602                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1603         }
1604         if (rsurfacepass == RSURFPASS_BACKGROUND)
1605         {
1606                 // distorted background
1607                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1608                         mode = SHADERMODE_WATER;
1609                 else
1610                         mode = SHADERMODE_REFRACTION;
1611         }
1612         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1613         {
1614                 // light source
1615                 mode = SHADERMODE_LIGHTSOURCE;
1616                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1617                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1618                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1619                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1620                 if (diffusescale > 0)
1621                         permutation |= SHADERPERMUTATION_DIFFUSE;
1622                 if (specularscale > 0)
1623                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1624                 if (r_refdef.fogenabled)
1625                         permutation |= SHADERPERMUTATION_FOG;
1626                 if (rsurface.texture->colormapping)
1627                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1628                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1629                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1630         }
1631         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1632         {
1633                 // unshaded geometry (fullbright or ambient model lighting)
1634                 mode = SHADERMODE_FLATCOLOR;
1635                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1636                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1637                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1638                         permutation |= SHADERPERMUTATION_GLOW;
1639                 if (r_refdef.fogenabled)
1640                         permutation |= SHADERPERMUTATION_FOG;
1641                 if (rsurface.texture->colormapping)
1642                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1643                 if (r_glsl_offsetmapping.integer)
1644                 {
1645                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1646                         if (r_glsl_offsetmapping_reliefmapping.integer)
1647                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1648                 }
1649                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1650                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1651                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1652                         permutation |= SHADERPERMUTATION_REFLECTION;
1653         }
1654         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1655         {
1656                 // directional model lighting
1657                 mode = SHADERMODE_LIGHTDIRECTION;
1658                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1659                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1660                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1661                         permutation |= SHADERPERMUTATION_GLOW;
1662                 permutation |= SHADERPERMUTATION_DIFFUSE;
1663                 if (specularscale > 0)
1664                         permutation |= SHADERPERMUTATION_SPECULAR;
1665                 if (r_refdef.fogenabled)
1666                         permutation |= SHADERPERMUTATION_FOG;
1667                 if (rsurface.texture->colormapping)
1668                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1669                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1670                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1671                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1672                         permutation |= SHADERPERMUTATION_REFLECTION;
1673         }
1674         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1675         {
1676                 // ambient model lighting
1677                 mode = SHADERMODE_LIGHTDIRECTION;
1678                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1679                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1680                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1681                         permutation |= SHADERPERMUTATION_GLOW;
1682                 if (r_refdef.fogenabled)
1683                         permutation |= SHADERPERMUTATION_FOG;
1684                 if (rsurface.texture->colormapping)
1685                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1686                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1687                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1688                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1689                         permutation |= SHADERPERMUTATION_REFLECTION;
1690         }
1691         else
1692         {
1693                 // lightmapped wall
1694                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1695                 {
1696                         // deluxemapping (light direction texture)
1697                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1698                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1699                         else
1700                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1701                         permutation |= SHADERPERMUTATION_DIFFUSE;
1702                         if (specularscale > 0)
1703                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1704                 }
1705                 else if (r_glsl_deluxemapping.integer >= 2)
1706                 {
1707                         // fake deluxemapping (uniform light direction in tangentspace)
1708                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1709                         permutation |= SHADERPERMUTATION_DIFFUSE;
1710                         if (specularscale > 0)
1711                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1712                 }
1713                 else if (rsurface.uselightmaptexture)
1714                 {
1715                         // ordinary lightmapping (q1bsp, q3bsp)
1716                         mode = SHADERMODE_LIGHTMAP;
1717                 }
1718                 else
1719                 {
1720                         // ordinary vertex coloring (q3bsp)
1721                         mode = SHADERMODE_VERTEXCOLOR;
1722                 }
1723                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1724                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1725                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1726                         permutation |= SHADERPERMUTATION_GLOW;
1727                 if (r_refdef.fogenabled)
1728                         permutation |= SHADERPERMUTATION_FOG;
1729                 if (rsurface.texture->colormapping)
1730                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1731                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1732                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1733                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1734                         permutation |= SHADERPERMUTATION_REFLECTION;
1735         }
1736         if(permutation & SHADERPERMUTATION_SPECULAR)
1737                 if(r_shadow_glossexact.integer)
1738                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
1739         R_SetupShader_SetPermutation(mode, permutation);
1740         if (mode == SHADERMODE_LIGHTSOURCE)
1741         {
1742                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1743                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1744                 {
1745                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1746                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1747                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1748                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1749                 }
1750                 else
1751                 {
1752                         // ambient only is simpler
1753                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1754                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1755                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1756                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1757                 }
1758                 // additive passes are only darkened by fog, not tinted
1759                 if (r_glsl_permutation->loc_FogColor >= 0)
1760                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1761         }
1762         else
1763         {
1764                 if (mode == SHADERMODE_LIGHTDIRECTION)
1765                 {
1766                         if (r_glsl_permutation->loc_AmbientColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale  * 0.5f, rsurface.modellight_ambient[1] * ambientscale  * 0.5f, rsurface.modellight_ambient[2] * ambientscale  * 0.5f);
1767                         if (r_glsl_permutation->loc_DiffuseColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale  * 0.5f, rsurface.modellight_diffuse[1] * diffusescale  * 0.5f, rsurface.modellight_diffuse[2] * diffusescale  * 0.5f);
1768                         if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1769                         if (r_glsl_permutation->loc_LightDir      >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1770                 }
1771                 else
1772                 {
1773                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1774                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1775                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1776                 }
1777                 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1778                 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1779                 // additive passes are only darkened by fog, not tinted
1780                 if (r_glsl_permutation->loc_FogColor >= 0)
1781                 {
1782                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1783                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1784                         else
1785                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1786                 }
1787                 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);
1788                 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]);
1789                 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]);
1790                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1791                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1792                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1793                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1794         }
1795         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1796         {
1797                 // The formula used is actually:
1798                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1799                 //   color.rgb *= SceneBrightness;
1800                 // simplified:
1801                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1802                 // and do [[calculations]] here in the engine
1803                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1804                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1805         }
1806         else
1807                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1808         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1809         if (r_glsl_permutation->loc_Color_Pants >= 0)
1810         {
1811                 if (rsurface.texture->currentskinframe->pants)
1812                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1813                 else
1814                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1815         }
1816         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1817         {
1818                 if (rsurface.texture->currentskinframe->shirt)
1819                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1820                 else
1821                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1822         }
1823         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
1824         if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
1825         {
1826                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
1827         }
1828         else
1829         {
1830                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1831         }
1832         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1833         CHECKGLERROR
1834 }
1835
1836 #define SKINFRAME_HASH 1024
1837
1838 typedef struct
1839 {
1840         int loadsequence; // incremented each level change
1841         memexpandablearray_t array;
1842         skinframe_t *hash[SKINFRAME_HASH];
1843 }
1844 r_skinframe_t;
1845 r_skinframe_t r_skinframe;
1846
1847 void R_SkinFrame_PrepareForPurge(void)
1848 {
1849         r_skinframe.loadsequence++;
1850         // wrap it without hitting zero
1851         if (r_skinframe.loadsequence >= 200)
1852                 r_skinframe.loadsequence = 1;
1853 }
1854
1855 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1856 {
1857         if (!skinframe)
1858                 return;
1859         // mark the skinframe as used for the purging code
1860         skinframe->loadsequence = r_skinframe.loadsequence;
1861 }
1862
1863 void R_SkinFrame_Purge(void)
1864 {
1865         int i;
1866         skinframe_t *s;
1867         for (i = 0;i < SKINFRAME_HASH;i++)
1868         {
1869                 for (s = r_skinframe.hash[i];s;s = s->next)
1870                 {
1871                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1872                         {
1873                                 if (s->merged == s->base)
1874                                         s->merged = NULL;
1875                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1876                                 R_PurgeTexture(s->stain );s->stain  = NULL;
1877                                 R_PurgeTexture(s->merged);s->merged = NULL;
1878                                 R_PurgeTexture(s->base  );s->base   = NULL;
1879                                 R_PurgeTexture(s->pants );s->pants  = NULL;
1880                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
1881                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
1882                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
1883                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
1884                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
1885                                 s->loadsequence = 0;
1886                         }
1887                 }
1888         }
1889 }
1890
1891 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1892         skinframe_t *item;
1893         char basename[MAX_QPATH];
1894
1895         Image_StripImageExtension(name, basename, sizeof(basename));
1896
1897         if( last == NULL ) {
1898                 int hashindex;
1899                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1900                 item = r_skinframe.hash[hashindex];
1901         } else {
1902                 item = last->next;
1903         }
1904
1905         // linearly search through the hash bucket
1906         for( ; item ; item = item->next ) {
1907                 if( !strcmp( item->basename, basename ) ) {
1908                         return item;
1909                 }
1910         }
1911         return NULL;
1912 }
1913
1914 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1915 {
1916         skinframe_t *item;
1917         int hashindex;
1918         char basename[MAX_QPATH];
1919
1920         Image_StripImageExtension(name, basename, sizeof(basename));
1921
1922         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1923         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1924                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1925                         break;
1926
1927         if (!item) {
1928                 rtexture_t *dyntexture;
1929                 // check whether its a dynamic texture
1930                 dyntexture = CL_GetDynTexture( basename );
1931                 if (!add && !dyntexture)
1932                         return NULL;
1933                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1934                 memset(item, 0, sizeof(*item));
1935                 strlcpy(item->basename, basename, sizeof(item->basename));
1936                 item->base = dyntexture; // either NULL or dyntexture handle
1937                 item->textureflags = textureflags;
1938                 item->comparewidth = comparewidth;
1939                 item->compareheight = compareheight;
1940                 item->comparecrc = comparecrc;
1941                 item->next = r_skinframe.hash[hashindex];
1942                 r_skinframe.hash[hashindex] = item;
1943         }
1944         else if( item->base == NULL )
1945         {
1946                 rtexture_t *dyntexture;
1947                 // check whether its a dynamic texture
1948                 // 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]
1949                 dyntexture = CL_GetDynTexture( basename );
1950                 item->base = dyntexture; // either NULL or dyntexture handle
1951         }
1952
1953         R_SkinFrame_MarkUsed(item);
1954         return item;
1955 }
1956
1957 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
1958         { \
1959                 unsigned long long avgcolor[5], wsum; \
1960                 int pix, comp, w; \
1961                 avgcolor[0] = 0; \
1962                 avgcolor[1] = 0; \
1963                 avgcolor[2] = 0; \
1964                 avgcolor[3] = 0; \
1965                 avgcolor[4] = 0; \
1966                 wsum = 0; \
1967                 for(pix = 0; pix < cnt; ++pix) \
1968                 { \
1969                         w = 0; \
1970                         for(comp = 0; comp < 3; ++comp) \
1971                                 w += getpixel; \
1972                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
1973                         { \
1974                                 ++wsum; \
1975                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1976                                 w = getpixel; \
1977                                 for(comp = 0; comp < 3; ++comp) \
1978                                         avgcolor[comp] += getpixel * w; \
1979                                 avgcolor[3] += w; \
1980                         } \
1981                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1982                         avgcolor[4] += getpixel; \
1983                 } \
1984                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
1985                         avgcolor[3] = 1; \
1986                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
1987                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
1988                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
1989                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
1990         }
1991
1992 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
1993 {
1994         // FIXME: it should be possible to disable loading various layers using
1995         // cvars, to prevent wasted loading time and memory usage if the user does
1996         // not want them
1997         qboolean loadnormalmap = true;
1998         qboolean loadgloss = true;
1999         qboolean loadpantsandshirt = true;
2000         qboolean loadglow = true;
2001         int j;
2002         unsigned char *pixels;
2003         unsigned char *bumppixels;
2004         unsigned char *basepixels = NULL;
2005         int basepixels_width;
2006         int basepixels_height;
2007         skinframe_t *skinframe;
2008
2009         *has_alpha = false;
2010
2011         if (cls.state == ca_dedicated)
2012                 return NULL;
2013
2014         // return an existing skinframe if already loaded
2015         // if loading of the first image fails, don't make a new skinframe as it
2016         // would cause all future lookups of this to be missing
2017         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2018         if (skinframe && skinframe->base)
2019                 return skinframe;
2020
2021         basepixels = loadimagepixelsbgra(name, complain, true);
2022         if (basepixels == NULL)
2023                 return NULL;
2024
2025         if (developer_loading.integer)
2026                 Con_Printf("loading skin \"%s\"\n", name);
2027
2028         // we've got some pixels to store, so really allocate this new texture now
2029         if (!skinframe)
2030                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2031         skinframe->stain = NULL;
2032         skinframe->merged = NULL;
2033         skinframe->base = r_texture_notexture;
2034         skinframe->pants = NULL;
2035         skinframe->shirt = NULL;
2036         skinframe->nmap = r_texture_blanknormalmap;
2037         skinframe->gloss = NULL;
2038         skinframe->glow = NULL;
2039         skinframe->fog = NULL;
2040
2041         basepixels_width = image_width;
2042         basepixels_height = image_height;
2043         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);
2044
2045         if (textureflags & TEXF_ALPHA)
2046         {
2047                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2048                         if (basepixels[j] < 255)
2049                                 break;
2050                 if (j < basepixels_width * basepixels_height * 4)
2051                 {
2052                         // has transparent pixels
2053                         *has_alpha = true;
2054                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2055                         for (j = 0;j < image_width * image_height * 4;j += 4)
2056                         {
2057                                 pixels[j+0] = 255;
2058                                 pixels[j+1] = 255;
2059                                 pixels[j+2] = 255;
2060                                 pixels[j+3] = basepixels[j+3];
2061                         }
2062                         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);
2063                         Mem_Free(pixels);
2064                 }
2065         }
2066
2067         R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2068         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2069
2070         // _norm is the name used by tenebrae and has been adopted as standard
2071         if (loadnormalmap)
2072         {
2073                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2074                 {
2075                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2076                         Mem_Free(pixels);
2077                         pixels = NULL;
2078                 }
2079                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2080                 {
2081                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2082                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2083                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2084                         Mem_Free(pixels);
2085                         Mem_Free(bumppixels);
2086                 }
2087                 else if (r_shadow_bumpscale_basetexture.value > 0)
2088                 {
2089                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2090                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2091                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2092                         Mem_Free(pixels);
2093                 }
2094         }
2095         // _luma is supported for tenebrae compatibility
2096         // (I think it's a very stupid name, but oh well)
2097         // _glow is the preferred name
2098         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;}
2099         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;}
2100         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;}
2101         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;}
2102
2103         if (basepixels)
2104                 Mem_Free(basepixels);
2105
2106         return skinframe;
2107 }
2108
2109 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2110 {
2111         qboolean has_alpha;
2112         return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2113 }
2114
2115 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)
2116 {
2117         int i;
2118         if (!force)
2119         {
2120                 for (i = 0;i < width*height;i++)
2121                         if (((unsigned char *)&palette[in[i]])[3] > 0)
2122                                 break;
2123                 if (i == width*height)
2124                         return NULL;
2125         }
2126         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2127 }
2128
2129 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2130 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2131 {
2132         int i;
2133         unsigned char *temp1, *temp2;
2134         skinframe_t *skinframe;
2135
2136         if (cls.state == ca_dedicated)
2137                 return NULL;
2138
2139         // if already loaded just return it, otherwise make a new skinframe
2140         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2141         if (skinframe && skinframe->base)
2142                 return skinframe;
2143
2144         skinframe->stain = NULL;
2145         skinframe->merged = NULL;
2146         skinframe->base = r_texture_notexture;
2147         skinframe->pants = NULL;
2148         skinframe->shirt = NULL;
2149         skinframe->nmap = r_texture_blanknormalmap;
2150         skinframe->gloss = NULL;
2151         skinframe->glow = NULL;
2152         skinframe->fog = NULL;
2153
2154         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2155         if (!skindata)
2156                 return NULL;
2157
2158         if (developer_loading.integer)
2159                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2160
2161         if (r_shadow_bumpscale_basetexture.value > 0)
2162         {
2163                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2164                 temp2 = temp1 + width * height * 4;
2165                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2166                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2167                 Mem_Free(temp1);
2168         }
2169         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2170         if (textureflags & TEXF_ALPHA)
2171         {
2172                 for (i = 3;i < width * height * 4;i += 4)
2173                         if (skindata[i] < 255)
2174                                 break;
2175                 if (i < width * height * 4)
2176                 {
2177                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2178                         memcpy(fogpixels, skindata, width * height * 4);
2179                         for (i = 0;i < width * height * 4;i += 4)
2180                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2181                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2182                         Mem_Free(fogpixels);
2183                 }
2184         }
2185
2186         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2187         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2188
2189         return skinframe;
2190 }
2191
2192 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2193 {
2194         int i;
2195         unsigned char *temp1, *temp2;
2196         unsigned int *palette;
2197         skinframe_t *skinframe;
2198
2199         if (cls.state == ca_dedicated)
2200                 return NULL;
2201
2202         // if already loaded just return it, otherwise make a new skinframe
2203         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2204         if (skinframe && skinframe->base)
2205                 return skinframe;
2206
2207         palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2208
2209         skinframe->stain = NULL;
2210         skinframe->merged = NULL;
2211         skinframe->base = r_texture_notexture;
2212         skinframe->pants = NULL;
2213         skinframe->shirt = NULL;
2214         skinframe->nmap = r_texture_blanknormalmap;
2215         skinframe->gloss = NULL;
2216         skinframe->glow = NULL;
2217         skinframe->fog = NULL;
2218
2219         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2220         if (!skindata)
2221                 return NULL;
2222
2223         if (developer_loading.integer)
2224                 Con_Printf("loading quake skin \"%s\"\n", name);
2225
2226         if (r_shadow_bumpscale_basetexture.value > 0)
2227         {
2228                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2229                 temp2 = temp1 + width * height * 4;
2230                 // use either a custom palette or the quake palette
2231                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2232                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2233                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2234                 Mem_Free(temp1);
2235         }
2236         // use either a custom palette, or the quake palette
2237         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2238         if (loadglowtexture)
2239                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2240         if (loadpantsandshirt)
2241         {
2242                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2243                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2244         }
2245         if (skinframe->pants || skinframe->shirt)
2246                 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
2247         if (textureflags & TEXF_ALPHA)
2248         {
2249                 for (i = 0;i < width * height;i++)
2250                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2251                                 break;
2252                 if (i < width * height)
2253                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2254         }
2255
2256         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2257         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2258
2259         return skinframe;
2260 }
2261
2262 skinframe_t *R_SkinFrame_LoadMissing(void)
2263 {
2264         skinframe_t *skinframe;
2265
2266         if (cls.state == ca_dedicated)
2267                 return NULL;
2268
2269         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2270         skinframe->stain = NULL;
2271         skinframe->merged = NULL;
2272         skinframe->base = r_texture_notexture;
2273         skinframe->pants = NULL;
2274         skinframe->shirt = NULL;
2275         skinframe->nmap = r_texture_blanknormalmap;
2276         skinframe->gloss = NULL;
2277         skinframe->glow = NULL;
2278         skinframe->fog = NULL;
2279
2280         skinframe->avgcolor[0] = rand() / RAND_MAX;
2281         skinframe->avgcolor[1] = rand() / RAND_MAX;
2282         skinframe->avgcolor[2] = rand() / RAND_MAX;
2283         skinframe->avgcolor[3] = 1;
2284
2285         return skinframe;
2286 }
2287
2288 void gl_main_start(void)
2289 {
2290         r_numqueries = 0;
2291         r_maxqueries = 0;
2292         memset(r_queries, 0, sizeof(r_queries));
2293
2294         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2295         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2296
2297         // set up r_skinframe loading system for textures
2298         memset(&r_skinframe, 0, sizeof(r_skinframe));
2299         r_skinframe.loadsequence = 1;
2300         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2301
2302         r_main_texturepool = R_AllocTexturePool();
2303         R_BuildBlankTextures();
2304         R_BuildNoTexture();
2305         if (gl_texturecubemap)
2306         {
2307                 R_BuildWhiteCube();
2308                 R_BuildNormalizationCube();
2309         }
2310         r_texture_fogattenuation = NULL;
2311         r_texture_gammaramps = NULL;
2312         //r_texture_fogintensity = NULL;
2313         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2314         memset(&r_waterstate, 0, sizeof(r_waterstate));
2315         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2316         memset(&r_svbsp, 0, sizeof (r_svbsp));
2317
2318         r_refdef.fogmasktable_density = 0;
2319 }
2320
2321 extern rtexture_t *loadingscreentexture;
2322 void gl_main_shutdown(void)
2323 {
2324         if (r_maxqueries)
2325                 qglDeleteQueriesARB(r_maxqueries, r_queries);
2326
2327         r_numqueries = 0;
2328         r_maxqueries = 0;
2329         memset(r_queries, 0, sizeof(r_queries));
2330
2331         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2332         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2333
2334         // clear out the r_skinframe state
2335         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2336         memset(&r_skinframe, 0, sizeof(r_skinframe));
2337
2338         if (r_svbsp.nodes)
2339                 Mem_Free(r_svbsp.nodes);
2340         memset(&r_svbsp, 0, sizeof (r_svbsp));
2341         R_FreeTexturePool(&r_main_texturepool);
2342         loadingscreentexture = NULL;
2343         r_texture_blanknormalmap = NULL;
2344         r_texture_white = NULL;
2345         r_texture_grey128 = NULL;
2346         r_texture_black = NULL;
2347         r_texture_whitecube = NULL;
2348         r_texture_normalizationcube = NULL;
2349         r_texture_fogattenuation = NULL;
2350         r_texture_gammaramps = NULL;
2351         //r_texture_fogintensity = NULL;
2352         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2353         memset(&r_waterstate, 0, sizeof(r_waterstate));
2354         R_GLSL_Restart_f();
2355 }
2356
2357 extern void CL_ParseEntityLump(char *entitystring);
2358 void gl_main_newmap(void)
2359 {
2360         // FIXME: move this code to client
2361         int l;
2362         char *entities, entname[MAX_QPATH];
2363         if (cl.worldmodel)
2364         {
2365                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2366                 l = (int)strlen(entname) - 4;
2367                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2368                 {
2369                         memcpy(entname + l, ".ent", 5);
2370                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2371                         {
2372                                 CL_ParseEntityLump(entities);
2373                                 Mem_Free(entities);
2374                                 return;
2375                         }
2376                 }
2377                 if (cl.worldmodel->brush.entities)
2378                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
2379         }
2380 }
2381
2382 void GL_Main_Init(void)
2383 {
2384         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2385
2386         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2387         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2388         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2389         if (gamemode == GAME_NEHAHRA)
2390         {
2391                 Cvar_RegisterVariable (&gl_fogenable);
2392                 Cvar_RegisterVariable (&gl_fogdensity);
2393                 Cvar_RegisterVariable (&gl_fogred);
2394                 Cvar_RegisterVariable (&gl_foggreen);
2395                 Cvar_RegisterVariable (&gl_fogblue);
2396                 Cvar_RegisterVariable (&gl_fogstart);
2397                 Cvar_RegisterVariable (&gl_fogend);
2398                 Cvar_RegisterVariable (&gl_skyclip);
2399         }
2400         Cvar_RegisterVariable(&r_motionblur);
2401         Cvar_RegisterVariable(&r_motionblur_maxblur);
2402         Cvar_RegisterVariable(&r_motionblur_bmin);
2403         Cvar_RegisterVariable(&r_motionblur_vmin);
2404         Cvar_RegisterVariable(&r_motionblur_vmax);
2405         Cvar_RegisterVariable(&r_motionblur_vcoeff);
2406         Cvar_RegisterVariable(&r_motionblur_randomize);
2407         Cvar_RegisterVariable(&r_damageblur);
2408         Cvar_RegisterVariable(&r_motionblur_debug);
2409         Cvar_RegisterVariable(&r_depthfirst);
2410         Cvar_RegisterVariable(&r_useinfinitefarclip);
2411         Cvar_RegisterVariable(&r_nearclip);
2412         Cvar_RegisterVariable(&r_showbboxes);
2413         Cvar_RegisterVariable(&r_showsurfaces);
2414         Cvar_RegisterVariable(&r_showtris);
2415         Cvar_RegisterVariable(&r_shownormals);
2416         Cvar_RegisterVariable(&r_showlighting);
2417         Cvar_RegisterVariable(&r_showshadowvolumes);
2418         Cvar_RegisterVariable(&r_showcollisionbrushes);
2419         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2420         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2421         Cvar_RegisterVariable(&r_showdisabledepthtest);
2422         Cvar_RegisterVariable(&r_drawportals);
2423         Cvar_RegisterVariable(&r_drawentities);
2424         Cvar_RegisterVariable(&r_cullentities_trace);
2425         Cvar_RegisterVariable(&r_cullentities_trace_samples);
2426         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2427         Cvar_RegisterVariable(&r_cullentities_trace_delay);
2428         Cvar_RegisterVariable(&r_drawviewmodel);
2429         Cvar_RegisterVariable(&r_speeds);
2430         Cvar_RegisterVariable(&r_fullbrights);
2431         Cvar_RegisterVariable(&r_wateralpha);
2432         Cvar_RegisterVariable(&r_dynamic);
2433         Cvar_RegisterVariable(&r_fullbright);
2434         Cvar_RegisterVariable(&r_shadows);
2435         Cvar_RegisterVariable(&r_shadows_throwdistance);
2436         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2437         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2438         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2439         Cvar_RegisterVariable(&r_fog_exp2);
2440         Cvar_RegisterVariable(&r_drawfog);
2441         Cvar_RegisterVariable(&r_textureunits);
2442         Cvar_RegisterVariable(&r_glsl);
2443         Cvar_RegisterVariable(&r_glsl_contrastboost);
2444         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2445         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2446         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2447         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2448         Cvar_RegisterVariable(&r_glsl_postprocess);
2449         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2450         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2451         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2452         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2453         Cvar_RegisterVariable(&r_glsl_usegeneric);
2454         Cvar_RegisterVariable(&r_water);
2455         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2456         Cvar_RegisterVariable(&r_water_clippingplanebias);
2457         Cvar_RegisterVariable(&r_water_refractdistort);
2458         Cvar_RegisterVariable(&r_water_reflectdistort);
2459         Cvar_RegisterVariable(&r_lerpsprites);
2460         Cvar_RegisterVariable(&r_lerpmodels);
2461         Cvar_RegisterVariable(&r_lerplightstyles);
2462         Cvar_RegisterVariable(&r_waterscroll);
2463         Cvar_RegisterVariable(&r_bloom);
2464         Cvar_RegisterVariable(&r_bloom_colorscale);
2465         Cvar_RegisterVariable(&r_bloom_brighten);
2466         Cvar_RegisterVariable(&r_bloom_blur);
2467         Cvar_RegisterVariable(&r_bloom_resolution);
2468         Cvar_RegisterVariable(&r_bloom_colorexponent);
2469         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2470         Cvar_RegisterVariable(&r_hdr);
2471         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2472         Cvar_RegisterVariable(&r_hdr_glowintensity);
2473         Cvar_RegisterVariable(&r_hdr_range);
2474         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2475         Cvar_RegisterVariable(&developer_texturelogging);
2476         Cvar_RegisterVariable(&gl_lightmaps);
2477         Cvar_RegisterVariable(&r_test);
2478         Cvar_RegisterVariable(&r_batchmode);
2479         Cvar_RegisterVariable(&r_glsl_saturation);
2480         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2481                 Cvar_SetValue("r_fullbrights", 0);
2482         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2483
2484         Cvar_RegisterVariable(&r_track_sprites);
2485         Cvar_RegisterVariable(&r_track_sprites_flags);
2486         Cvar_RegisterVariable(&r_track_sprites_scalew);
2487         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2488 }
2489
2490 extern void R_Textures_Init(void);
2491 extern void GL_Draw_Init(void);
2492 extern void GL_Main_Init(void);
2493 extern void R_Shadow_Init(void);
2494 extern void R_Sky_Init(void);
2495 extern void GL_Surf_Init(void);
2496 extern void R_Particles_Init(void);
2497 extern void R_Explosion_Init(void);
2498 extern void gl_backend_init(void);
2499 extern void Sbar_Init(void);
2500 extern void R_LightningBeams_Init(void);
2501 extern void Mod_RenderInit(void);
2502
2503 void Render_Init(void)
2504 {
2505         gl_backend_init();
2506         R_Textures_Init();
2507         GL_Main_Init();
2508         GL_Draw_Init();
2509         R_Shadow_Init();
2510         R_Sky_Init();
2511         GL_Surf_Init();
2512         Sbar_Init();
2513         R_Particles_Init();
2514         R_Explosion_Init();
2515         R_LightningBeams_Init();
2516         Mod_RenderInit();
2517 }
2518
2519 /*
2520 ===============
2521 GL_Init
2522 ===============
2523 */
2524 extern char *ENGINE_EXTENSIONS;
2525 void GL_Init (void)
2526 {
2527         gl_renderer = (const char *)qglGetString(GL_RENDERER);
2528         gl_vendor = (const char *)qglGetString(GL_VENDOR);
2529         gl_version = (const char *)qglGetString(GL_VERSION);
2530         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2531
2532         if (!gl_extensions)
2533                 gl_extensions = "";
2534         if (!gl_platformextensions)
2535                 gl_platformextensions = "";
2536
2537         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2538         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2539         Con_Printf("GL_VERSION: %s\n", gl_version);
2540         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
2541         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2542
2543         VID_CheckExtensions();
2544
2545         // LordHavoc: report supported extensions
2546         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2547
2548         // clear to black (loading plaque will be seen over this)
2549         CHECKGLERROR
2550         qglClearColor(0,0,0,1);CHECKGLERROR
2551         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2552 }
2553
2554 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2555 {
2556         int i;
2557         mplane_t *p;
2558         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2559         {
2560                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2561                 if (i == 4)
2562                         continue;
2563                 p = r_refdef.view.frustum + i;
2564                 switch(p->signbits)
2565                 {
2566                 default:
2567                 case 0:
2568                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2569                                 return true;
2570                         break;
2571                 case 1:
2572                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2573                                 return true;
2574                         break;
2575                 case 2:
2576                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2577                                 return true;
2578                         break;
2579                 case 3:
2580                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2581                                 return true;
2582                         break;
2583                 case 4:
2584                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2585                                 return true;
2586                         break;
2587                 case 5:
2588                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2589                                 return true;
2590                         break;
2591                 case 6:
2592                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2593                                 return true;
2594                         break;
2595                 case 7:
2596                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2597                                 return true;
2598                         break;
2599                 }
2600         }
2601         return false;
2602 }
2603
2604 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2605 {
2606         int i;
2607         const mplane_t *p;
2608         for (i = 0;i < numplanes;i++)
2609         {
2610                 p = planes + i;
2611                 switch(p->signbits)
2612                 {
2613                 default:
2614                 case 0:
2615                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2616                                 return true;
2617                         break;
2618                 case 1:
2619                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2620                                 return true;
2621                         break;
2622                 case 2:
2623                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2624                                 return true;
2625                         break;
2626                 case 3:
2627                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2628                                 return true;
2629                         break;
2630                 case 4:
2631                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2632                                 return true;
2633                         break;
2634                 case 5:
2635                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2636                                 return true;
2637                         break;
2638                 case 6:
2639                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2640                                 return true;
2641                         break;
2642                 case 7:
2643                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2644                                 return true;
2645                         break;
2646                 }
2647         }
2648         return false;
2649 }
2650
2651 //==================================================================================
2652
2653 static void R_View_UpdateEntityLighting (void)
2654 {
2655         int i;
2656         entity_render_t *ent;
2657         vec3_t tempdiffusenormal;
2658
2659         for (i = 0;i < r_refdef.scene.numentities;i++)
2660         {
2661                 ent = r_refdef.scene.entities[i];
2662
2663                 // skip unseen models
2664                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
2665                         continue;
2666
2667                 // skip bsp models
2668                 if (ent->model && ent->model->brush.num_leafs)
2669                 {
2670                         // TODO: use modellight for r_ambient settings on world?
2671                         VectorSet(ent->modellight_ambient, 0, 0, 0);
2672                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
2673                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
2674                         continue;
2675                 }
2676
2677                 // fetch the lighting from the worldmodel data
2678                 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
2679                 VectorClear(ent->modellight_diffuse);
2680                 VectorClear(tempdiffusenormal);
2681                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
2682                 {
2683                         vec3_t org;
2684                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2685                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
2686                 }
2687                 else // highly rare
2688                         VectorSet(ent->modellight_ambient, 1, 1, 1);
2689
2690                 // move the light direction into modelspace coordinates for lighting code
2691                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
2692                 if(VectorLength2(ent->modellight_lightdir) == 0)
2693                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2694                 VectorNormalize(ent->modellight_lightdir);
2695         }
2696 }
2697
2698 static void R_View_UpdateEntityVisible (void)
2699 {
2700         int i, renderimask;
2701         entity_render_t *ent;
2702
2703         if (!r_drawentities.integer)
2704                 return;
2705
2706         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2707         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2708         {
2709                 // worldmodel can check visibility
2710                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
2711                 for (i = 0;i < r_refdef.scene.numentities;i++)
2712                 {
2713                         ent = r_refdef.scene.entities[i];
2714                         if (!(ent->flags & renderimask))
2715                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
2716                         if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
2717                                 r_refdef.viewcache.entityvisible[i] = true;
2718                 }
2719                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2720                 {
2721                         for (i = 0;i < r_refdef.scene.numentities;i++)
2722                         {
2723                                 ent = r_refdef.scene.entities[i];
2724                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2725                                 {
2726                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2727                                                 ent->last_trace_visibility = realtime;
2728                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2729                                                 r_refdef.viewcache.entityvisible[i] = 0;
2730                                 }
2731                         }
2732                 }
2733         }
2734         else
2735         {
2736                 // no worldmodel or it can't check visibility
2737                 for (i = 0;i < r_refdef.scene.numentities;i++)
2738                 {
2739                         ent = r_refdef.scene.entities[i];
2740                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2741                 }
2742         }
2743 }
2744
2745 /// only used if skyrendermasked, and normally returns false
2746 int R_DrawBrushModelsSky (void)
2747 {
2748         int i, sky;
2749         entity_render_t *ent;
2750
2751         if (!r_drawentities.integer)
2752                 return false;
2753
2754         sky = false;
2755         for (i = 0;i < r_refdef.scene.numentities;i++)
2756         {
2757                 if (!r_refdef.viewcache.entityvisible[i])
2758                         continue;
2759                 ent = r_refdef.scene.entities[i];
2760                 if (!ent->model || !ent->model->DrawSky)
2761                         continue;
2762                 ent->model->DrawSky(ent);
2763                 sky = true;
2764         }
2765         return sky;
2766 }
2767
2768 static void R_DrawNoModel(entity_render_t *ent);
2769 static void R_DrawModels(void)
2770 {
2771         int i;
2772         entity_render_t *ent;
2773
2774         if (!r_drawentities.integer)
2775                 return;
2776
2777         for (i = 0;i < r_refdef.scene.numentities;i++)
2778         {
2779                 if (!r_refdef.viewcache.entityvisible[i])
2780                         continue;
2781                 ent = r_refdef.scene.entities[i];
2782                 r_refdef.stats.entities++;
2783                 if (ent->model && ent->model->Draw != NULL)
2784                         ent->model->Draw(ent);
2785                 else
2786                         R_DrawNoModel(ent);
2787         }
2788 }
2789
2790 static void R_DrawModelsDepth(void)
2791 {
2792         int i;
2793         entity_render_t *ent;
2794
2795         if (!r_drawentities.integer)
2796                 return;
2797
2798         for (i = 0;i < r_refdef.scene.numentities;i++)
2799         {
2800                 if (!r_refdef.viewcache.entityvisible[i])
2801                         continue;
2802                 ent = r_refdef.scene.entities[i];
2803                 if (ent->model && ent->model->DrawDepth != NULL)
2804                         ent->model->DrawDepth(ent);
2805         }
2806 }
2807
2808 static void R_DrawModelsDebug(void)
2809 {
2810         int i;
2811         entity_render_t *ent;
2812
2813         if (!r_drawentities.integer)
2814                 return;
2815
2816         for (i = 0;i < r_refdef.scene.numentities;i++)
2817         {
2818                 if (!r_refdef.viewcache.entityvisible[i])
2819                         continue;
2820                 ent = r_refdef.scene.entities[i];
2821                 if (ent->model && ent->model->DrawDebug != NULL)
2822                         ent->model->DrawDebug(ent);
2823         }
2824 }
2825
2826 static void R_DrawModelsAddWaterPlanes(void)
2827 {
2828         int i;
2829         entity_render_t *ent;
2830
2831         if (!r_drawentities.integer)
2832                 return;
2833
2834         for (i = 0;i < r_refdef.scene.numentities;i++)
2835         {
2836                 if (!r_refdef.viewcache.entityvisible[i])
2837                         continue;
2838                 ent = r_refdef.scene.entities[i];
2839                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2840                         ent->model->DrawAddWaterPlanes(ent);
2841         }
2842 }
2843
2844 static void R_View_SetFrustum(void)
2845 {
2846         int i;
2847         double slopex, slopey;
2848         vec3_t forward, left, up, origin;
2849
2850         // we can't trust r_refdef.view.forward and friends in reflected scenes
2851         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2852
2853 #if 0
2854         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2855         r_refdef.view.frustum[0].normal[1] = 0 - 0;
2856         r_refdef.view.frustum[0].normal[2] = -1 - 0;
2857         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2858         r_refdef.view.frustum[1].normal[1] = 0 + 0;
2859         r_refdef.view.frustum[1].normal[2] = -1 + 0;
2860         r_refdef.view.frustum[2].normal[0] = 0 - 0;
2861         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2862         r_refdef.view.frustum[2].normal[2] = -1 - 0;
2863         r_refdef.view.frustum[3].normal[0] = 0 + 0;
2864         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2865         r_refdef.view.frustum[3].normal[2] = -1 + 0;
2866 #endif
2867
2868 #if 0
2869         zNear = r_refdef.nearclip;
2870         nudge = 1.0 - 1.0 / (1<<23);
2871         r_refdef.view.frustum[4].normal[0] = 0 - 0;
2872         r_refdef.view.frustum[4].normal[1] = 0 - 0;
2873         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2874         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2875         r_refdef.view.frustum[5].normal[0] = 0 + 0;
2876         r_refdef.view.frustum[5].normal[1] = 0 + 0;
2877         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2878         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2879 #endif
2880
2881
2882
2883 #if 0
2884         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2885         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2886         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2887         r_refdef.view.frustum[0].dist = m[15] - m[12];
2888
2889         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2890         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2891         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2892         r_refdef.view.frustum[1].dist = m[15] + m[12];
2893
2894         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2895         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2896         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2897         r_refdef.view.frustum[2].dist = m[15] - m[13];
2898
2899         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2900         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2901         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2902         r_refdef.view.frustum[3].dist = m[15] + m[13];
2903
2904         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2905         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2906         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2907         r_refdef.view.frustum[4].dist = m[15] - m[14];
2908
2909         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2910         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2911         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2912         r_refdef.view.frustum[5].dist = m[15] + m[14];
2913 #endif
2914
2915         if (r_refdef.view.useperspective)
2916         {
2917                 slopex = 1.0 / r_refdef.view.frustum_x;
2918                 slopey = 1.0 / r_refdef.view.frustum_y;
2919                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2920                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
2921                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
2922                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
2923                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2924
2925                 // Leaving those out was a mistake, those were in the old code, and they
2926                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2927                 // I couldn't reproduce it after adding those normalizations. --blub
2928                 VectorNormalize(r_refdef.view.frustum[0].normal);
2929                 VectorNormalize(r_refdef.view.frustum[1].normal);
2930                 VectorNormalize(r_refdef.view.frustum[2].normal);
2931                 VectorNormalize(r_refdef.view.frustum[3].normal);
2932
2933                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2934                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2935                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2936                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2937                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2938
2939                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2940                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2941                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2942                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2943                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2944         }
2945         else
2946         {
2947                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2948                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2949                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2950                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2951                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2952                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2953                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2954                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2955                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2956                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2957         }
2958         r_refdef.view.numfrustumplanes = 5;
2959
2960         if (r_refdef.view.useclipplane)
2961         {
2962                 r_refdef.view.numfrustumplanes = 6;
2963                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2964         }
2965
2966         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2967                 PlaneClassify(r_refdef.view.frustum + i);
2968
2969         // LordHavoc: note to all quake engine coders, Quake had a special case
2970         // for 90 degrees which assumed a square view (wrong), so I removed it,
2971         // Quake2 has it disabled as well.
2972
2973         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2974         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2975         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2976         //PlaneClassify(&frustum[0]);
2977
2978         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2979         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2980         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2981         //PlaneClassify(&frustum[1]);
2982
2983         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2984         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2985         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2986         //PlaneClassify(&frustum[2]);
2987
2988         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2989         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2990         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2991         //PlaneClassify(&frustum[3]);
2992
2993         // nearclip plane
2994         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2995         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2996         //PlaneClassify(&frustum[4]);
2997 }
2998
2999 void R_View_Update(void)
3000 {
3001         R_View_SetFrustum();
3002         R_View_WorldVisibility(r_refdef.view.useclipplane);
3003         R_View_UpdateEntityVisible();
3004         R_View_UpdateEntityLighting();
3005 }
3006
3007 void R_SetupView(qboolean allowwaterclippingplane)
3008 {
3009         if (!r_refdef.view.useperspective)
3010                 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
3011         else if (gl_stencil && r_useinfinitefarclip.integer)
3012                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
3013         else
3014                 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
3015
3016         GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
3017
3018         if (r_refdef.view.useclipplane && allowwaterclippingplane)
3019         {
3020                 // LordHavoc: couldn't figure out how to make this approach the
3021                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3022                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3023                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3024                         dist = r_refdef.view.clipplane.dist;
3025                 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
3026         }
3027 }
3028
3029 void R_ResetViewRendering2D(void)
3030 {
3031         DrawQ_Finish();
3032
3033         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3034         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3035         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
3036         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
3037         GL_Color(1, 1, 1, 1);
3038         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3039         GL_BlendFunc(GL_ONE, GL_ZERO);
3040         GL_AlphaTest(false);
3041         GL_ScissorTest(false);
3042         GL_DepthMask(false);
3043         GL_DepthRange(0, 1);
3044         GL_DepthTest(false);
3045         R_Mesh_Matrix(&identitymatrix);
3046         R_Mesh_ResetTextureState();
3047         GL_PolygonOffset(0, 0);
3048         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3049         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3050         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3051         qglStencilMask(~0);CHECKGLERROR
3052         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3053         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3054         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3055         R_SetupGenericShader(true);
3056 }
3057
3058 void R_ResetViewRendering3D(void)
3059 {
3060         DrawQ_Finish();
3061
3062         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3063         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3064         R_SetupView(true);
3065         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
3066         GL_Color(1, 1, 1, 1);
3067         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3068         GL_BlendFunc(GL_ONE, GL_ZERO);
3069         GL_AlphaTest(false);
3070         GL_ScissorTest(true);
3071         GL_DepthMask(true);
3072         GL_DepthRange(0, 1);
3073         GL_DepthTest(true);
3074         R_Mesh_Matrix(&identitymatrix);
3075         R_Mesh_ResetTextureState();
3076         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3077         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3078         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3079         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3080         qglStencilMask(~0);CHECKGLERROR
3081         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3082         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3083         GL_CullFace(r_refdef.view.cullface_back);
3084         R_SetupGenericShader(true);
3085 }
3086
3087 void R_RenderScene(void);
3088 void R_RenderWaterPlanes(void);
3089
3090 static void R_Water_StartFrame(void)
3091 {
3092         int i;
3093         int waterwidth, waterheight, texturewidth, textureheight;
3094         r_waterstate_waterplane_t *p;
3095
3096         // set waterwidth and waterheight to the water resolution that will be
3097         // used (often less than the screen resolution for faster rendering)
3098         waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3099         waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3100
3101         // calculate desired texture sizes
3102         // can't use water if the card does not support the texture size
3103         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3104                 texturewidth = textureheight = waterwidth = waterheight = 0;
3105         else if (gl_support_arb_texture_non_power_of_two)
3106         {
3107                 texturewidth = waterwidth;
3108                 textureheight = waterheight;
3109         }
3110         else
3111         {
3112                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
3113                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
3114         }
3115
3116         // allocate textures as needed
3117         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3118         {
3119                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3120                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3121                 {
3122                         if (p->texture_refraction)
3123                                 R_FreeTexture(p->texture_refraction);
3124                         p->texture_refraction = NULL;
3125                         if (p->texture_reflection)
3126                                 R_FreeTexture(p->texture_reflection);
3127                         p->texture_reflection = NULL;
3128                 }
3129                 memset(&r_waterstate, 0, sizeof(r_waterstate));
3130                 r_waterstate.waterwidth = waterwidth;
3131                 r_waterstate.waterheight = waterheight;
3132                 r_waterstate.texturewidth = texturewidth;
3133                 r_waterstate.textureheight = textureheight;
3134         }
3135
3136         if (r_waterstate.waterwidth)
3137         {
3138                 r_waterstate.enabled = true;
3139
3140                 // set up variables that will be used in shader setup
3141                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3142                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
3143                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3144                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
3145         }
3146
3147         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3148         r_waterstate.numwaterplanes = 0;
3149 }
3150
3151 void R_Water_AddWaterPlane(msurface_t *surface)
3152 {
3153         int triangleindex, planeindex;
3154         const int *e;
3155         vec3_t vert[3];
3156         vec3_t normal;
3157         vec3_t center;
3158         mplane_t plane;
3159         r_waterstate_waterplane_t *p;
3160         texture_t *t = R_GetCurrentTexture(surface->texture);
3161         // just use the first triangle with a valid normal for any decisions
3162         VectorClear(normal);
3163         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3164         {
3165                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3166                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3167                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3168                 TriangleNormal(vert[0], vert[1], vert[2], normal);
3169                 if (VectorLength2(normal) >= 0.001)
3170                         break;
3171         }
3172
3173         VectorCopy(normal, plane.normal);
3174         VectorNormalize(plane.normal);
3175         plane.dist = DotProduct(vert[0], plane.normal);
3176         PlaneClassify(&plane);
3177         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3178         {
3179                 // skip backfaces (except if nocullface is set)
3180                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3181                         return;
3182                 VectorNegate(plane.normal, plane.normal);
3183                 plane.dist *= -1;
3184                 PlaneClassify(&plane);
3185         }
3186
3187
3188         // find a matching plane if there is one
3189         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3190                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3191                         break;
3192         if (planeindex >= r_waterstate.maxwaterplanes)
3193                 return; // nothing we can do, out of planes
3194
3195         // if this triangle does not fit any known plane rendered this frame, add one
3196         if (planeindex >= r_waterstate.numwaterplanes)
3197         {
3198                 // store the new plane
3199                 r_waterstate.numwaterplanes++;
3200                 p->plane = plane;
3201                 // clear materialflags and pvs
3202                 p->materialflags = 0;
3203                 p->pvsvalid = false;
3204         }
3205         // merge this surface's materialflags into the waterplane
3206         p->materialflags |= t->currentmaterialflags;
3207         // merge this surface's PVS into the waterplane
3208         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3209         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3210          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3211         {
3212                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3213                 p->pvsvalid = true;
3214         }
3215 }
3216
3217 static void R_Water_ProcessPlanes(void)
3218 {
3219         r_refdef_view_t originalview;
3220         r_refdef_view_t myview;
3221         int planeindex;
3222         r_waterstate_waterplane_t *p;
3223
3224         originalview = r_refdef.view;
3225
3226         // make sure enough textures are allocated
3227         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3228         {
3229                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3230                 {
3231                         if (!p->texture_refraction)
3232                                 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);
3233                         if (!p->texture_refraction)
3234                                 goto error;
3235                 }
3236
3237                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3238                 {
3239                         if (!p->texture_reflection)
3240                                 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);
3241                         if (!p->texture_reflection)
3242                                 goto error;
3243                 }
3244         }
3245
3246         // render views
3247         r_refdef.view = originalview;
3248         r_refdef.view.showdebug = false;
3249         r_refdef.view.width = r_waterstate.waterwidth;
3250         r_refdef.view.height = r_waterstate.waterheight;
3251         r_refdef.view.useclipplane = true;
3252         myview = r_refdef.view;
3253         r_waterstate.renderingscene = true;
3254         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3255         {
3256                 // render the normal view scene and copy into texture
3257                 // (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)
3258                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3259                 {
3260                         r_refdef.view = myview;
3261                         r_refdef.view.clipplane = p->plane;
3262                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3263                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3264                         PlaneClassify(&r_refdef.view.clipplane);
3265
3266                         R_ResetViewRendering3D();
3267                         R_ClearScreen(r_refdef.fogenabled);
3268                         R_View_Update();
3269                         R_RenderScene();
3270
3271                         // copy view into the screen texture
3272                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3273                         GL_ActiveTexture(0);
3274                         CHECKGLERROR
3275                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3276                 }
3277
3278                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3279                 {
3280                         r_refdef.view = myview;
3281                         // render reflected scene and copy into texture
3282                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3283                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3284                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3285                         r_refdef.view.clipplane = p->plane;
3286                         // reverse the cullface settings for this render
3287                         r_refdef.view.cullface_front = GL_FRONT;
3288                         r_refdef.view.cullface_back = GL_BACK;
3289                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3290                         {
3291                                 r_refdef.view.usecustompvs = true;
3292                                 if (p->pvsvalid)
3293                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3294                                 else
3295                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3296                         }
3297
3298                         R_ResetViewRendering3D();
3299                         R_ClearScreen(r_refdef.fogenabled);
3300                         R_View_Update();
3301                         R_RenderScene();
3302
3303                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3304                         GL_ActiveTexture(0);
3305                         CHECKGLERROR
3306                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3307                 }
3308         }
3309         r_waterstate.renderingscene = false;
3310         r_refdef.view = originalview;
3311         R_ResetViewRendering3D();
3312         R_ClearScreen(r_refdef.fogenabled);
3313         R_View_Update();
3314         return;
3315 error:
3316         r_refdef.view = originalview;
3317         r_waterstate.renderingscene = false;
3318         Cvar_SetValueQuick(&r_water, 0);
3319         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
3320         return;
3321 }
3322
3323 void R_Bloom_StartFrame(void)
3324 {
3325         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3326
3327         // set bloomwidth and bloomheight to the bloom resolution that will be
3328         // used (often less than the screen resolution for faster rendering)
3329         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3330         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3331         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3332         r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3333         r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3334
3335         // calculate desired texture sizes
3336         if (gl_support_arb_texture_non_power_of_two)
3337         {
3338                 screentexturewidth = r_refdef.view.width;
3339                 screentextureheight = r_refdef.view.height;
3340                 bloomtexturewidth = r_bloomstate.bloomwidth;
3341                 bloomtextureheight = r_bloomstate.bloomheight;
3342         }
3343         else
3344         {
3345                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
3346                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
3347                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
3348                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
3349         }
3350
3351         if ((r_hdr.integer || r_bloom.integer || r_motionblur.value > 0 || r_damageblur.value > 0) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3352         {
3353                 Cvar_SetValueQuick(&r_hdr, 0);
3354                 Cvar_SetValueQuick(&r_bloom, 0);
3355                 Cvar_SetValueQuick(&r_motionblur, 0);
3356                 Cvar_SetValueQuick(&r_damageblur, 0);
3357         }
3358
3359         if (!(r_glsl.integer && (r_glsl_postprocess.integer || r_glsl_saturation.value != 1 || (v_glslgamma.integer && !vid_gammatables_trivial))) && !r_bloom.integer && !r_hdr.integer && r_motionblur.value <= 0 && r_damageblur.value <= 0)
3360                 screentexturewidth = screentextureheight = 0;
3361         if (!r_hdr.integer && !r_bloom.integer)
3362                 bloomtexturewidth = bloomtextureheight = 0;
3363
3364         // allocate textures as needed
3365         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3366         {
3367                 if (r_bloomstate.texture_screen)
3368                         R_FreeTexture(r_bloomstate.texture_screen);
3369                 r_bloomstate.texture_screen = NULL;
3370                 r_bloomstate.screentexturewidth = screentexturewidth;
3371                 r_bloomstate.screentextureheight = screentextureheight;
3372                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3373                         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);
3374         }
3375         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3376         {
3377                 if (r_bloomstate.texture_bloom)
3378                         R_FreeTexture(r_bloomstate.texture_bloom);
3379                 r_bloomstate.texture_bloom = NULL;
3380                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3381                 r_bloomstate.bloomtextureheight = bloomtextureheight;
3382                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3383                         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);
3384         }
3385
3386         // set up a texcoord array for the full resolution screen image
3387         // (we have to keep this around to copy back during final render)
3388         r_bloomstate.screentexcoord2f[0] = 0;
3389         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3390         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3391         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3392         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3393         r_bloomstate.screentexcoord2f[5] = 0;
3394         r_bloomstate.screentexcoord2f[6] = 0;
3395         r_bloomstate.screentexcoord2f[7] = 0;
3396
3397         // set up a texcoord array for the reduced resolution bloom image
3398         // (which will be additive blended over the screen image)
3399         r_bloomstate.bloomtexcoord2f[0] = 0;
3400         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3401         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3402         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3403         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3404         r_bloomstate.bloomtexcoord2f[5] = 0;
3405         r_bloomstate.bloomtexcoord2f[6] = 0;
3406         r_bloomstate.bloomtexcoord2f[7] = 0;
3407
3408         if (r_hdr.integer || r_bloom.integer)
3409         {
3410                 r_bloomstate.enabled = true;
3411                 r_bloomstate.hdr = r_hdr.integer != 0;
3412         }
3413 }
3414
3415 void R_Bloom_CopyBloomTexture(float colorscale)
3416 {
3417         r_refdef.stats.bloom++;
3418
3419         // scale down screen texture to the bloom texture size
3420         CHECKGLERROR
3421         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3422         GL_BlendFunc(GL_ONE, GL_ZERO);
3423         GL_Color(colorscale, colorscale, colorscale, 1);
3424         // TODO: optimize with multitexture or GLSL
3425         R_SetupGenericShader(true);
3426         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3427         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3428         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3429         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3430
3431         // we now have a bloom image in the framebuffer
3432         // copy it into the bloom image texture for later processing
3433         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3434         GL_ActiveTexture(0);
3435         CHECKGLERROR
3436         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3437         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3438 }
3439
3440 void R_Bloom_CopyHDRTexture(void)
3441 {
3442         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3443         GL_ActiveTexture(0);
3444         CHECKGLERROR
3445         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3446         r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3447 }
3448
3449 void R_Bloom_MakeTexture(void)
3450 {
3451         int x, range, dir;
3452         float xoffset, yoffset, r, brighten;
3453
3454         r_refdef.stats.bloom++;
3455
3456         R_ResetViewRendering2D();
3457         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3458         R_Mesh_ColorPointer(NULL, 0, 0);
3459         R_SetupGenericShader(true);
3460
3461         // we have a bloom image in the framebuffer
3462         CHECKGLERROR
3463         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3464
3465         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3466         {
3467                 x *= 2;
3468                 r = bound(0, r_bloom_colorexponent.value / x, 1);
3469                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3470                 GL_Color(r, r, r, 1);
3471                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3472                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3473                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3474                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3475
3476                 // copy the vertically blurred bloom view to a texture
3477                 GL_ActiveTexture(0);
3478                 CHECKGLERROR
3479                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3480                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3481         }
3482
3483         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3484         brighten = r_bloom_brighten.value;
3485         if (r_hdr.integer)
3486                 brighten *= r_hdr_range.value;
3487         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3488         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3489
3490         for (dir = 0;dir < 2;dir++)
3491         {
3492                 // blend on at multiple vertical offsets to achieve a vertical blur
3493                 // TODO: do offset blends using GLSL
3494                 GL_BlendFunc(GL_ONE, GL_ZERO);
3495                 for (x = -range;x <= range;x++)
3496                 {
3497                         if (!dir){xoffset = 0;yoffset = x;}
3498                         else {xoffset = x;yoffset = 0;}
3499                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
3500                         yoffset /= (float)r_bloomstate.bloomtextureheight;
3501                         // compute a texcoord array with the specified x and y offset
3502                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3503                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3504                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3505                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3506                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3507                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3508                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3509                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3510                         // this r value looks like a 'dot' particle, fading sharply to
3511                         // black at the edges
3512                         // (probably not realistic but looks good enough)
3513                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3514                         //r = (dir ? 1.0f : brighten)/(range*2+1);
3515                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3516                         GL_Color(r, r, r, 1);
3517                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3518                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3519                         GL_BlendFunc(GL_ONE, GL_ONE);
3520                 }
3521
3522                 // copy the vertically blurred bloom view to a texture
3523                 GL_ActiveTexture(0);
3524                 CHECKGLERROR
3525                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3526                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3527         }
3528
3529         // apply subtract last
3530         // (just like it would be in a GLSL shader)
3531         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3532         {
3533                 GL_BlendFunc(GL_ONE, GL_ZERO);
3534                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3535                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3536                 GL_Color(1, 1, 1, 1);
3537                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3538                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3539
3540                 GL_BlendFunc(GL_ONE, GL_ONE);
3541                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3542                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3543                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3544                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3545                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3546                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3547                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3548
3549                 // copy the darkened bloom view to a texture
3550                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3551                 GL_ActiveTexture(0);
3552                 CHECKGLERROR
3553                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3554                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3555         }
3556 }
3557
3558 void R_HDR_RenderBloomTexture(void)
3559 {
3560         int oldwidth, oldheight;
3561         float oldcolorscale;
3562
3563         oldcolorscale = r_refdef.view.colorscale;
3564         oldwidth = r_refdef.view.width;
3565         oldheight = r_refdef.view.height;
3566         r_refdef.view.width = r_bloomstate.bloomwidth;
3567         r_refdef.view.height = r_bloomstate.bloomheight;
3568
3569         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
3570         // TODO: add exposure compensation features
3571         // TODO: add fp16 framebuffer support
3572
3573         r_refdef.view.showdebug = false;
3574         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3575
3576         R_ResetViewRendering3D();
3577
3578         R_ClearScreen(r_refdef.fogenabled);
3579         if (r_timereport_active)
3580                 R_TimeReport("HDRclear");
3581
3582         R_View_Update();
3583         if (r_timereport_active)
3584                 R_TimeReport("visibility");
3585
3586         r_waterstate.numwaterplanes = 0;
3587         if (r_waterstate.enabled)
3588                 R_RenderWaterPlanes();
3589
3590         r_refdef.view.showdebug = true;
3591         R_RenderScene();
3592         r_waterstate.numwaterplanes = 0;
3593
3594         R_ResetViewRendering2D();
3595
3596         R_Bloom_CopyHDRTexture();
3597         R_Bloom_MakeTexture();
3598
3599         // restore the view settings
3600         r_refdef.view.width = oldwidth;
3601         r_refdef.view.height = oldheight;
3602         r_refdef.view.colorscale = oldcolorscale;
3603
3604         R_ResetViewRendering3D();
3605
3606         R_ClearScreen(r_refdef.fogenabled);
3607         if (r_timereport_active)
3608                 R_TimeReport("viewclear");
3609 }
3610
3611 static void R_BlendView(void)
3612 {
3613         if (r_bloomstate.texture_screen)
3614         {
3615                 // make sure the buffer is available
3616                 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
3617
3618                 R_ResetViewRendering2D();
3619                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3620                 R_Mesh_ColorPointer(NULL, 0, 0);
3621                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3622                 GL_ActiveTexture(0);CHECKGLERROR
3623
3624                 if(r_motionblur.value > 0 || r_damageblur.value > 0)
3625                 {  
3626                         // declare alpha variable
3627                         float a;
3628                         float speed;
3629                         static float avgspeed;
3630
3631                         speed = VectorLength(cl.movement_velocity);
3632
3633                         a = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
3634                         avgspeed = avgspeed * (1 - a) + speed * a;
3635
3636                         speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
3637                         speed = bound(0, speed, 1);
3638                         speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
3639
3640                         // calculate values into a standard alpha
3641                         a = 1 - exp(-
3642                                         (
3643                                          (r_motionblur.value * speed / 80)
3644                                          +
3645                                          (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
3646                                         )
3647                                         /
3648                                         max(0.0001, cl.time - cl.oldtime) // fps independent
3649                                    );
3650
3651                         a *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
3652                         a = bound(0, a, r_motionblur_maxblur.value);
3653
3654                         // developer debug of current value
3655                         if (r_motionblur_debug.value) { Con_Printf("blur alpha = %f\n", a); }
3656
3657                         // apply the blur
3658                         if (a > 0)
3659                         {
3660                                 R_SetupGenericShader(true);
3661                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3662                                 GL_Color(1, 1, 1, a); // to do: add color changing support for damage blur
3663                                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3664                                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3665                                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3666                                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3667                         }
3668                 }
3669
3670                 // copy view into the screen texture
3671                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3672                 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3673         }
3674
3675         if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3676         {
3677                 unsigned int permutation =
3678                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3679                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3680                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3681                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
3682                         | (r_glsl_saturation.value != 1 ? SHADERPERMUTATION_SATURATION : 0);
3683
3684                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3685                 {
3686                         // render simple bloom effect
3687                         // copy the screen and shrink it and darken it for the bloom process
3688                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3689                         // make the bloom texture
3690                         R_Bloom_MakeTexture();
3691                 }
3692
3693                 R_ResetViewRendering2D();
3694                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3695                 R_Mesh_ColorPointer(NULL, 0, 0);
3696                 GL_Color(1, 1, 1, 1);
3697                 GL_BlendFunc(GL_ONE, GL_ZERO);
3698                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3699                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3700                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3701                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3702                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3703                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3704                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3705                 if (r_glsl_permutation->loc_TintColor >= 0)
3706                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3707                 if (r_glsl_permutation->loc_ClientTime >= 0)
3708                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3709                 if (r_glsl_permutation->loc_PixelSize >= 0)
3710                         qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3711                 if (r_glsl_permutation->loc_UserVec1 >= 0)
3712                 {
3713                         float a=0, b=0, c=0, d=0;
3714 #if _MSC_VER >= 1400
3715 #define sscanf sscanf_s
3716 #endif
3717                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3718                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3719                 }
3720                 if (r_glsl_permutation->loc_UserVec2 >= 0)
3721                 {
3722                         float a=0, b=0, c=0, d=0;
3723                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3724                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3725                 }
3726                 if (r_glsl_permutation->loc_UserVec3 >= 0)
3727                 {
3728                         float a=0, b=0, c=0, d=0;
3729                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3730                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3731                 }
3732                 if (r_glsl_permutation->loc_UserVec4 >= 0)
3733                 {
3734                         float a=0, b=0, c=0, d=0;
3735                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3736                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3737                 }
3738                 if (r_glsl_permutation->loc_Saturation >= 0)
3739                         qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
3740                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3741                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3742                 return;
3743         }
3744
3745
3746
3747         if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3748         {
3749                 // render high dynamic range bloom effect
3750                 // the bloom texture was made earlier this render, so we just need to
3751                 // blend it onto the screen...
3752                 R_ResetViewRendering2D();
3753                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3754                 R_Mesh_ColorPointer(NULL, 0, 0);
3755                 R_SetupGenericShader(true);
3756                 GL_Color(1, 1, 1, 1);
3757                 GL_BlendFunc(GL_ONE, GL_ONE);
3758                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3759                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3760                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3761                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3762         }
3763         else if (r_bloomstate.texture_bloom)
3764         {
3765                 // render simple bloom effect
3766                 // copy the screen and shrink it and darken it for the bloom process
3767                 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3768                 // make the bloom texture
3769                 R_Bloom_MakeTexture();
3770                 // put the original screen image back in place and blend the bloom
3771                 // texture on it
3772                 R_ResetViewRendering2D();
3773                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3774                 R_Mesh_ColorPointer(NULL, 0, 0);
3775                 GL_Color(1, 1, 1, 1);
3776                 GL_BlendFunc(GL_ONE, GL_ZERO);
3777                 // do both in one pass if possible
3778                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3779                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3780                 if (r_textureunits.integer >= 2 && gl_combine.integer)
3781                 {
3782                         R_SetupGenericTwoTextureShader(GL_ADD);
3783                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3784                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3785                 }
3786                 else
3787                 {
3788                         R_SetupGenericShader(true);
3789                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3790                         r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3791                         // now blend on the bloom texture
3792                         GL_BlendFunc(GL_ONE, GL_ONE);
3793                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3794                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3795                 }
3796                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3797                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3798         }
3799         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3800         {
3801                 // apply a color tint to the whole view
3802                 R_ResetViewRendering2D();
3803                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3804                 R_Mesh_ColorPointer(NULL, 0, 0);
3805                 R_SetupGenericShader(false);
3806                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3807                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3808                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3809         }
3810 }
3811
3812 matrix4x4_t r_waterscrollmatrix;
3813
3814 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3815 {
3816         if (r_refdef.fog_density)
3817         {
3818                 r_refdef.fogcolor[0] = r_refdef.fog_red;
3819                 r_refdef.fogcolor[1] = r_refdef.fog_green;
3820                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3821
3822                 {
3823                         vec3_t fogvec;
3824                         VectorCopy(r_refdef.fogcolor, fogvec);
3825                         if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3826                         {
3827                                 //   color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3828                                 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3829                                 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3830                                 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3831                         }
3832                         //   color.rgb *= ContrastBoost * SceneBrightness;
3833                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3834                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3835                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3836                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3837                 }
3838         }
3839 }
3840
3841 void R_UpdateVariables(void)
3842 {
3843         R_Textures_Frame();
3844
3845         r_refdef.scene.ambient = r_ambient.value;
3846
3847         r_refdef.farclip = 4096;
3848         if (r_refdef.scene.worldmodel)
3849                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3850         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3851
3852         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3853                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3854         r_refdef.polygonfactor = 0;
3855         r_refdef.polygonoffset = 0;
3856         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3857         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3858
3859         r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3860         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3861         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3862         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3863         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3864         if (r_showsurfaces.integer)
3865         {
3866                 r_refdef.scene.rtworld = false;
3867                 r_refdef.scene.rtworldshadows = false;
3868                 r_refdef.scene.rtdlight = false;
3869                 r_refdef.scene.rtdlightshadows = false;
3870                 r_refdef.lightmapintensity = 0;
3871         }
3872
3873         if (gamemode == GAME_NEHAHRA)
3874         {
3875                 if (gl_fogenable.integer)
3876                 {
3877                         r_refdef.oldgl_fogenable = true;
3878                         r_refdef.fog_density = gl_fogdensity.value;
3879                         r_refdef.fog_red = gl_fogred.value;
3880                         r_refdef.fog_green = gl_foggreen.value;
3881                         r_refdef.fog_blue = gl_fogblue.value;
3882                         r_refdef.fog_alpha = 1;
3883                         r_refdef.fog_start = 0;
3884                         r_refdef.fog_end = gl_skyclip.value;
3885                 }
3886                 else if (r_refdef.oldgl_fogenable)
3887                 {
3888                         r_refdef.oldgl_fogenable = false;
3889                         r_refdef.fog_density = 0;
3890                         r_refdef.fog_red = 0;
3891                         r_refdef.fog_green = 0;
3892                         r_refdef.fog_blue = 0;
3893                         r_refdef.fog_alpha = 0;
3894                         r_refdef.fog_start = 0;
3895                         r_refdef.fog_end = 0;
3896                 }
3897         }
3898
3899         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3900         r_refdef.fog_start = max(0, r_refdef.fog_start);
3901         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3902
3903         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3904
3905         if (r_refdef.fog_density && r_drawfog.integer)
3906         {
3907                 r_refdef.fogenabled = true;
3908                 // this is the point where the fog reaches 0.9986 alpha, which we
3909                 // consider a good enough cutoff point for the texture
3910                 // (0.9986 * 256 == 255.6)
3911                 if (r_fog_exp2.integer)
3912                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3913                 else
3914                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3915                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3916                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3917                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3918                 // fog color was already set
3919                 // update the fog texture
3920                 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
3921                         R_BuildFogTexture();
3922         }
3923         else
3924                 r_refdef.fogenabled = false;
3925
3926         if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3927         {
3928                 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3929                 {
3930                         // build GLSL gamma texture
3931 #define RAMPWIDTH 256
3932                         unsigned short ramp[RAMPWIDTH * 3];
3933                         unsigned char rampbgr[RAMPWIDTH][4];
3934                         int i;
3935
3936                         r_texture_gammaramps_serial = vid_gammatables_serial;
3937
3938                         VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3939                         for(i = 0; i < RAMPWIDTH; ++i)
3940                         {
3941                                 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
3942                                 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
3943                                 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
3944                                 rampbgr[i][3] = 0;
3945                         }
3946                         if (r_texture_gammaramps)
3947                         {
3948                                 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
3949                         }
3950                         else
3951                         {
3952                                 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
3953                         }
3954                 }
3955         }
3956         else
3957         {
3958                 // remove GLSL gamma texture
3959         }
3960 }
3961
3962 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3963 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3964 /*
3965 ================
3966 R_SelectScene
3967 ================
3968 */
3969 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3970         if( scenetype != r_currentscenetype ) {
3971                 // store the old scenetype
3972                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3973                 r_currentscenetype = scenetype;
3974                 // move in the new scene
3975                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3976         }
3977 }
3978
3979 /*
3980 ================
3981 R_GetScenePointer
3982 ================
3983 */
3984 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3985 {
3986         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3987         if( scenetype == r_currentscenetype ) {
3988                 return &r_refdef.scene;
3989         } else {
3990                 return &r_scenes_store[ scenetype ];
3991         }
3992 }
3993
3994 /*
3995 ================
3996 R_RenderView
3997 ================
3998 */
3999 void R_RenderView(void)
4000 {
4001         r_frame++; // used only by R_GetCurrentTexture
4002         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4003
4004         if (r_refdef.view.isoverlay)
4005         {
4006                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4007                 GL_Clear( GL_DEPTH_BUFFER_BIT );
4008                 R_TimeReport("depthclear");
4009
4010                 r_refdef.view.showdebug = false;
4011
4012                 r_waterstate.enabled = false;
4013                 r_waterstate.numwaterplanes = 0;
4014
4015                 R_RenderScene();
4016
4017                 CHECKGLERROR
4018                 return;
4019         }
4020
4021         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
4022                 return; //Host_Error ("R_RenderView: NULL worldmodel");
4023
4024         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4025
4026         // break apart the view matrix into vectors for various purposes
4027         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4028         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4029         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4030         VectorNegate(r_refdef.view.left, r_refdef.view.right);
4031         // make an inverted copy of the view matrix for tracking sprites
4032         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4033
4034         R_Shadow_UpdateWorldLightSelection();
4035
4036         R_Bloom_StartFrame();
4037         R_Water_StartFrame();
4038
4039         CHECKGLERROR
4040         if (r_timereport_active)
4041                 R_TimeReport("viewsetup");
4042
4043         R_ResetViewRendering3D();
4044
4045         if (r_refdef.view.clear || r_refdef.fogenabled)
4046         {
4047                 R_ClearScreen(r_refdef.fogenabled);
4048                 if (r_timereport_active)
4049                         R_TimeReport("viewclear");
4050         }
4051         r_refdef.view.clear = true;
4052
4053         // this produces a bloom texture to be used in R_BlendView() later
4054         if (r_hdr.integer)
4055                 R_HDR_RenderBloomTexture();
4056
4057         r_refdef.view.showdebug = true;
4058
4059         R_View_Update();
4060         if (r_timereport_active)
4061                 R_TimeReport("visibility");
4062
4063         r_waterstate.numwaterplanes = 0;
4064         if (r_waterstate.enabled)
4065                 R_RenderWaterPlanes();
4066
4067         R_RenderScene();
4068         r_waterstate.numwaterplanes = 0;
4069
4070         R_BlendView();
4071         if (r_timereport_active)
4072                 R_TimeReport("blendview");
4073
4074         GL_Scissor(0, 0, vid.width, vid.height);
4075         GL_ScissorTest(false);
4076         CHECKGLERROR
4077 }
4078
4079 void R_RenderWaterPlanes(void)
4080 {
4081         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4082         {
4083                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4084                 if (r_timereport_active)
4085                         R_TimeReport("waterworld");
4086         }
4087
4088         // don't let sound skip if going slow
4089         if (r_refdef.scene.extraupdate)
4090                 S_ExtraUpdate ();
4091
4092         R_DrawModelsAddWaterPlanes();
4093         if (r_timereport_active)
4094                 R_TimeReport("watermodels");
4095
4096         if (r_waterstate.numwaterplanes)
4097         {
4098                 R_Water_ProcessPlanes();
4099                 if (r_timereport_active)
4100                         R_TimeReport("waterscenes");
4101         }
4102 }
4103
4104 extern void R_DrawLightningBeams (void);
4105 extern void VM_CL_AddPolygonsToMeshQueue (void);
4106 extern void R_DrawPortals (void);
4107 extern cvar_t cl_locs_show;
4108 static void R_DrawLocs(void);
4109 static void R_DrawEntityBBoxes(void);
4110 void R_RenderScene(void)
4111 {
4112         r_refdef.stats.renders++;
4113
4114         R_UpdateFogColor();
4115
4116         // don't let sound skip if going slow
4117         if (r_refdef.scene.extraupdate)
4118                 S_ExtraUpdate ();
4119
4120         R_MeshQueue_BeginScene();
4121
4122         R_SkyStartFrame();
4123
4124         Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
4125
4126         if (cl.csqc_vidvars.drawworld)
4127         {
4128                 // don't let sound skip if going slow
4129                 if (r_refdef.scene.extraupdate)
4130                         S_ExtraUpdate ();
4131
4132                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
4133                 {
4134                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
4135                         if (r_timereport_active)
4136                                 R_TimeReport("worldsky");
4137                 }
4138
4139                 if (R_DrawBrushModelsSky() && r_timereport_active)
4140                         R_TimeReport("bmodelsky");
4141         }
4142
4143         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4144         {
4145                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4146                 if (r_timereport_active)
4147                         R_TimeReport("worlddepth");
4148         }
4149         if (r_depthfirst.integer >= 2)
4150         {
4151                 R_DrawModelsDepth();
4152                 if (r_timereport_active)
4153                         R_TimeReport("modeldepth");
4154         }
4155
4156         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4157         {
4158                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4159                 if (r_timereport_active)
4160                         R_TimeReport("world");
4161         }
4162
4163         // don't let sound skip if going slow
4164         if (r_refdef.scene.extraupdate)
4165                 S_ExtraUpdate ();
4166
4167         R_DrawModels();
4168         if (r_timereport_active)
4169                 R_TimeReport("models");
4170
4171         // don't let sound skip if going slow
4172         if (r_refdef.scene.extraupdate)
4173                 S_ExtraUpdate ();
4174
4175         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
4176         {
4177                 R_DrawModelShadows();
4178
4179                 R_ResetViewRendering3D();
4180
4181                 // don't let sound skip if going slow
4182                 if (r_refdef.scene.extraupdate)
4183                         S_ExtraUpdate ();
4184         }
4185
4186         R_ShadowVolumeLighting(false);
4187         if (r_timereport_active)
4188                 R_TimeReport("rtlights");
4189
4190         // don't let sound skip if going slow
4191         if (r_refdef.scene.extraupdate)
4192                 S_ExtraUpdate ();
4193
4194         if (cl.csqc_vidvars.drawworld)
4195         {
4196                 R_DrawLightningBeams();
4197                 if (r_timereport_active)
4198                         R_TimeReport("lightning");
4199
4200                 R_DrawDecals();
4201                 if (r_timereport_active)
4202                         R_TimeReport("decals");
4203
4204                 R_DrawParticles();
4205                 if (r_timereport_active)
4206                         R_TimeReport("particles");
4207
4208                 R_DrawExplosions();
4209                 if (r_timereport_active)
4210                         R_TimeReport("explosions");
4211         }
4212
4213         R_SetupGenericShader(true);
4214         VM_CL_AddPolygonsToMeshQueue();
4215
4216         if (r_refdef.view.showdebug)
4217         {
4218                 if (cl_locs_show.integer)
4219                 {
4220                         R_DrawLocs();
4221                         if (r_timereport_active)
4222                                 R_TimeReport("showlocs");
4223                 }
4224
4225                 if (r_drawportals.integer)
4226                 {
4227                         R_DrawPortals();
4228                         if (r_timereport_active)
4229                                 R_TimeReport("portals");
4230                 }
4231
4232                 if (r_showbboxes.value > 0)
4233                 {
4234                         R_DrawEntityBBoxes();
4235                         if (r_timereport_active)
4236                                 R_TimeReport("bboxes");
4237                 }
4238         }
4239
4240         R_SetupGenericShader(true);
4241         R_MeshQueue_RenderTransparent();
4242         if (r_timereport_active)
4243                 R_TimeReport("drawtrans");
4244
4245         R_SetupGenericShader(true);
4246
4247         if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0))
4248         {
4249                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4250                 if (r_timereport_active)
4251                         R_TimeReport("worlddebug");
4252                 R_DrawModelsDebug();
4253                 if (r_timereport_active)
4254                         R_TimeReport("modeldebug");
4255         }
4256
4257         R_SetupGenericShader(true);
4258
4259         if (cl.csqc_vidvars.drawworld)
4260         {
4261                 R_DrawCoronas();
4262                 if (r_timereport_active)
4263                         R_TimeReport("coronas");
4264         }
4265
4266         // don't let sound skip if going slow
4267         if (r_refdef.scene.extraupdate)
4268                 S_ExtraUpdate ();
4269
4270         R_ResetViewRendering2D();
4271 }
4272
4273 static const unsigned short bboxelements[36] =
4274 {
4275         5, 1, 3, 5, 3, 7,
4276         6, 2, 0, 6, 0, 4,
4277         7, 3, 2, 7, 2, 6,
4278         4, 0, 1, 4, 1, 5,
4279         4, 5, 7, 4, 7, 6,
4280         1, 0, 2, 1, 2, 3,
4281 };
4282
4283 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4284 {
4285         int i;
4286         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4287         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4288         GL_DepthMask(false);
4289         GL_DepthRange(0, 1);
4290         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4291         R_Mesh_Matrix(&identitymatrix);
4292         R_Mesh_ResetTextureState();
4293
4294         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4295         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4296         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4297         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4298         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4299         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4300         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4301         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4302         R_FillColors(color4f, 8, cr, cg, cb, ca);
4303         if (r_refdef.fogenabled)
4304         {
4305                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4306                 {
4307                         f1 = FogPoint_World(v);
4308                         f2 = 1 - f1;
4309                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4310                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4311                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4312                 }
4313         }
4314         R_Mesh_VertexPointer(vertex3f, 0, 0);
4315         R_Mesh_ColorPointer(color4f, 0, 0);
4316         R_Mesh_ResetTextureState();
4317         R_SetupGenericShader(false);
4318         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4319 }
4320
4321 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4322 {
4323         int i;
4324         float color[4];
4325         prvm_edict_t *edict;
4326         prvm_prog_t *prog_save = prog;
4327
4328         // this function draws bounding boxes of server entities
4329         if (!sv.active)
4330                 return;
4331
4332         GL_CullFace(GL_NONE);
4333         R_SetupGenericShader(false);
4334
4335         prog = 0;
4336         SV_VM_Begin();
4337         for (i = 0;i < numsurfaces;i++)
4338         {
4339                 edict = PRVM_EDICT_NUM(surfacelist[i]);
4340                 switch ((int)edict->fields.server->solid)
4341                 {
4342                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
4343                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
4344                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
4345                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4346                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
4347                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
4348                 }
4349                 color[3] *= r_showbboxes.value;
4350                 color[3] = bound(0, color[3], 1);
4351                 GL_DepthTest(!r_showdisabledepthtest.integer);
4352                 GL_CullFace(r_refdef.view.cullface_front);
4353                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4354         }
4355         SV_VM_End();
4356         prog = prog_save;
4357 }
4358
4359 static void R_DrawEntityBBoxes(void)
4360 {
4361         int i;
4362         prvm_edict_t *edict;
4363         vec3_t center;
4364         prvm_prog_t *prog_save = prog;
4365
4366         // this function draws bounding boxes of server entities
4367         if (!sv.active)
4368                 return;
4369
4370         prog = 0;
4371         SV_VM_Begin();
4372         for (i = 0;i < prog->num_edicts;i++)
4373         {
4374                 edict = PRVM_EDICT_NUM(i);
4375                 if (edict->priv.server->free)
4376                         continue;
4377                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4378                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4379                         continue;
4380                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4381                         continue;
4382                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4383                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4384         }
4385         SV_VM_End();
4386         prog = prog_save;
4387 }
4388
4389 unsigned short nomodelelements[24] =
4390 {
4391         5, 2, 0,
4392         5, 1, 2,
4393         5, 0, 3,
4394         5, 3, 1,
4395         0, 2, 4,
4396         2, 1, 4,
4397         3, 0, 4,
4398         1, 3, 4
4399 };
4400
4401 float nomodelvertex3f[6*3] =
4402 {
4403         -16,   0,   0,
4404          16,   0,   0,
4405           0, -16,   0,
4406           0,  16,   0,
4407           0,   0, -16,
4408           0,   0,  16
4409 };
4410
4411 float nomodelcolor4f[6*4] =
4412 {
4413         0.0f, 0.0f, 0.5f, 1.0f,
4414         0.0f, 0.0f, 0.5f, 1.0f,
4415         0.0f, 0.5f, 0.0f, 1.0f,
4416         0.0f, 0.5f, 0.0f, 1.0f,
4417         0.5f, 0.0f, 0.0f, 1.0f,
4418         0.5f, 0.0f, 0.0f, 1.0f
4419 };
4420
4421 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4422 {
4423         int i;
4424         float f1, f2, *c;
4425         float color4f[6*4];
4426         // this is only called once per entity so numsurfaces is always 1, and
4427         // surfacelist is always {0}, so this code does not handle batches
4428         R_Mesh_Matrix(&ent->matrix);
4429
4430         if (ent->flags & EF_ADDITIVE)
4431         {
4432                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4433                 GL_DepthMask(false);
4434         }
4435         else if (ent->alpha < 1)
4436         {
4437                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4438                 GL_DepthMask(false);
4439         }
4440         else
4441         {
4442                 GL_BlendFunc(GL_ONE, GL_ZERO);
4443                 GL_DepthMask(true);
4444         }
4445         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4446         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4447         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4448         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4449         R_SetupGenericShader(false);
4450         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4451         if (r_refdef.fogenabled)
4452         {
4453                 vec3_t org;
4454                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4455                 R_Mesh_ColorPointer(color4f, 0, 0);
4456                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4457                 f1 = FogPoint_World(org);
4458                 f2 = 1 - f1;
4459                 for (i = 0, c = color4f;i < 6;i++, c += 4)
4460                 {
4461                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4462                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4463                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4464                         c[3] *= ent->alpha;
4465                 }
4466         }
4467         else if (ent->alpha != 1)
4468         {
4469                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4470                 R_Mesh_ColorPointer(color4f, 0, 0);
4471                 for (i = 0, c = color4f;i < 6;i++, c += 4)
4472                         c[3] *= ent->alpha;
4473         }
4474         else
4475                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4476         R_Mesh_ResetTextureState();
4477         R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4478 }
4479
4480 void R_DrawNoModel(entity_render_t *ent)
4481 {
4482         vec3_t org;
4483         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4484         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4485                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4486         //else
4487         //      R_DrawNoModelCallback(ent, 0);
4488 }
4489
4490 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4491 {
4492         vec3_t right1, right2, diff, normal;
4493
4494         VectorSubtract (org2, org1, normal);
4495
4496         // calculate 'right' vector for start
4497         VectorSubtract (r_refdef.view.origin, org1, diff);
4498         CrossProduct (normal, diff, right1);
4499         VectorNormalize (right1);
4500
4501         // calculate 'right' vector for end
4502         VectorSubtract (r_refdef.view.origin, org2, diff);
4503         CrossProduct (normal, diff, right2);
4504         VectorNormalize (right2);
4505
4506         vert[ 0] = org1[0] + width * right1[0];
4507         vert[ 1] = org1[1] + width * right1[1];
4508         vert[ 2] = org1[2] + width * right1[2];
4509         vert[ 3] = org1[0] - width * right1[0];
4510         vert[ 4] = org1[1] - width * right1[1];
4511         vert[ 5] = org1[2] - width * right1[2];
4512         vert[ 6] = org2[0] - width * right2[0];
4513         vert[ 7] = org2[1] - width * right2[1];
4514         vert[ 8] = org2[2] - width * right2[2];
4515         vert[ 9] = org2[0] + width * right2[0];
4516         vert[10] = org2[1] + width * right2[1];
4517         vert[11] = org2[2] + width * right2[2];
4518 }
4519
4520 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4521
4522 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)
4523 {
4524         // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
4525         float fog = 1.0f;
4526         float vertex3f[12];
4527
4528         if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4529                 fog = FogPoint_World(origin);
4530
4531         R_Mesh_Matrix(&identitymatrix);
4532         GL_BlendFunc(blendfunc1, blendfunc2);
4533
4534         GL_CullFace(GL_NONE);
4535
4536         GL_DepthMask(false);
4537         GL_DepthRange(0, depthshort ? 0.0625 : 1);
4538         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4539         GL_DepthTest(!depthdisable);
4540
4541         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4542         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4543         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4544         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4545         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4546         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4547         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4548         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4549         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4550         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4551         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4552         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4553
4554         R_Mesh_VertexPointer(vertex3f, 0, 0);
4555         R_Mesh_ColorPointer(NULL, 0, 0);
4556         R_Mesh_ResetTextureState();
4557         R_SetupGenericShader(true);
4558         R_Mesh_TexBind(0, R_GetTexture(texture));
4559         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4560         // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4561         GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4562         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4563
4564         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4565         {
4566                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4567                 GL_BlendFunc(blendfunc1, GL_ONE);
4568                 fog = 1 - fog;
4569                 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4570                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4571         }
4572 }
4573
4574 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4575 {
4576         int i;
4577         float *vertex3f;
4578         float v[3];
4579         VectorSet(v, x, y, z);
4580         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4581                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4582                         break;
4583         if (i == mesh->numvertices)
4584         {
4585                 if (mesh->numvertices < mesh->maxvertices)
4586                 {
4587                         VectorCopy(v, vertex3f);
4588                         mesh->numvertices++;
4589                 }
4590                 return mesh->numvertices;
4591         }
4592         else
4593                 return i;
4594 }
4595
4596 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4597 {
4598         int i;
4599         int *e, element[3];
4600         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4601         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4602         e = mesh->element3i + mesh->numtriangles * 3;
4603         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4604         {
4605                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4606                 if (mesh->numtriangles < mesh->maxtriangles)
4607                 {
4608                         *e++ = element[0];
4609                         *e++ = element[1];
4610                         *e++ = element[2];
4611                         mesh->numtriangles++;
4612                 }
4613                 element[1] = element[2];
4614         }
4615 }
4616
4617 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4618 {
4619         int i;
4620         int *e, element[3];
4621         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4622         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4623         e = mesh->element3i + mesh->numtriangles * 3;
4624         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4625         {
4626                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4627                 if (mesh->numtriangles < mesh->maxtriangles)
4628                 {
4629                         *e++ = element[0];
4630                         *e++ = element[1];
4631                         *e++ = element[2];
4632                         mesh->numtriangles++;
4633                 }
4634                 element[1] = element[2];
4635         }
4636 }
4637
4638 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4639 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4640 {
4641         int planenum, planenum2;
4642         int w;
4643         int tempnumpoints;
4644         mplane_t *plane, *plane2;
4645         double maxdist;
4646         double temppoints[2][256*3];
4647         // figure out how large a bounding box we need to properly compute this brush
4648         maxdist = 0;
4649         for (w = 0;w < numplanes;w++)
4650                 maxdist = max(maxdist, planes[w].dist);
4651         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4652         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4653         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4654         {
4655                 w = 0;
4656                 tempnumpoints = 4;
4657                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4658                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4659                 {
4660                         if (planenum2 == planenum)
4661                                 continue;
4662                         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);
4663                         w = !w;
4664                 }
4665                 if (tempnumpoints < 3)
4666                         continue;
4667                 // generate elements forming a triangle fan for this polygon
4668                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4669         }
4670 }
4671
4672 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)
4673 {
4674         texturelayer_t *layer;
4675         layer = t->currentlayers + t->currentnumlayers++;
4676         layer->type = type;
4677         layer->depthmask = depthmask;
4678         layer->blendfunc1 = blendfunc1;
4679         layer->blendfunc2 = blendfunc2;
4680         layer->texture = texture;
4681         layer->texmatrix = *matrix;
4682         layer->color[0] = r * r_refdef.view.colorscale;
4683         layer->color[1] = g * r_refdef.view.colorscale;
4684         layer->color[2] = b * r_refdef.view.colorscale;
4685         layer->color[3] = a;
4686 }
4687
4688 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4689 {
4690         double index, f;
4691         index = parms[2] + r_refdef.scene.time * parms[3];
4692         index -= floor(index);
4693         switch (func)
4694         {
4695         default:
4696         case Q3WAVEFUNC_NONE:
4697         case Q3WAVEFUNC_NOISE:
4698         case Q3WAVEFUNC_COUNT:
4699                 f = 0;
4700                 break;
4701         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4702         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4703         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4704         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4705         case Q3WAVEFUNC_TRIANGLE:
4706                 index *= 4;
4707                 f = index - floor(index);
4708                 if (index < 1)
4709                         f = f;
4710                 else if (index < 2)
4711                         f = 1 - f;
4712                 else if (index < 3)
4713                         f = -f;
4714                 else
4715                         f = -(1 - f);
4716                 break;
4717         }
4718         return (float)(parms[0] + parms[1] * f);
4719 }
4720
4721 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
4722 {
4723         int w, h, idx;
4724         float f;
4725         float tcmat[12];
4726         matrix4x4_t matrix, temp;
4727         switch(tcmod->tcmod)
4728         {
4729                 case Q3TCMOD_COUNT:
4730                 case Q3TCMOD_NONE:
4731                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4732                                 matrix = r_waterscrollmatrix;
4733                         else
4734                                 matrix = identitymatrix;
4735                         break;
4736                 case Q3TCMOD_ENTITYTRANSLATE:
4737                         // this is used in Q3 to allow the gamecode to control texcoord
4738                         // scrolling on the entity, which is not supported in darkplaces yet.
4739                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4740                         break;
4741                 case Q3TCMOD_ROTATE:
4742                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4743                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4744                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4745                         break;
4746                 case Q3TCMOD_SCALE:
4747                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4748                         break;
4749                 case Q3TCMOD_SCROLL:
4750                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4751                         break;
4752                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
4753                         w = (int) tcmod->parms[0];
4754                         h = (int) tcmod->parms[1];
4755                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
4756                         f = f - floor(f);
4757                         idx = (int) floor(f * w * h);
4758                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
4759                         break;
4760                 case Q3TCMOD_STRETCH:
4761                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4762                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4763                         break;
4764                 case Q3TCMOD_TRANSFORM:
4765                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
4766                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
4767                         VectorSet(tcmat +  6, 0                   , 0                , 1);
4768                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
4769                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4770                         break;
4771                 case Q3TCMOD_TURBULENT:
4772                         // this is handled in the RSurf_PrepareVertices function
4773                         matrix = identitymatrix;
4774                         break;
4775         }
4776         temp = *texmatrix;
4777         Matrix4x4_Concat(texmatrix, &matrix, &temp);
4778 }
4779
4780 texture_t *R_GetCurrentTexture(texture_t *t)
4781 {
4782         int i;
4783         const entity_render_t *ent = rsurface.entity;
4784         dp_model_t *model = ent->model;
4785         q3shaderinfo_layer_tcmod_t *tcmod;
4786
4787         if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
4788                 return t->currentframe;
4789         t->update_lastrenderframe = r_frame;
4790         t->update_lastrenderentity = (void *)ent;
4791
4792         // switch to an alternate material if this is a q1bsp animated material
4793         {
4794                 texture_t *texture = t;
4795                 int s = ent->skinnum;
4796                 if ((unsigned int)s >= (unsigned int)model->numskins)
4797                         s = 0;
4798                 if (model->skinscenes)
4799                 {
4800                         if (model->skinscenes[s].framecount > 1)
4801                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4802                         else
4803                                 s = model->skinscenes[s].firstframe;
4804                 }
4805                 if (s > 0)
4806                         t = t + s * model->num_surfaces;
4807                 if (t->animated)
4808                 {
4809                         // use an alternate animation if the entity's frame is not 0,
4810                         // and only if the texture has an alternate animation
4811                         if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
4812                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4813                         else
4814                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4815                 }
4816                 texture->currentframe = t;
4817         }
4818
4819         // update currentskinframe to be a qw skin or animation frame
4820         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
4821         {
4822                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4823                 {
4824                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4825                         if (developer_loading.integer)
4826                                 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4827                         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);
4828                 }
4829                 t->currentskinframe = r_qwskincache_skinframe[i];
4830                 if (t->currentskinframe == NULL)
4831                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
4832         }
4833         else if (t->numskinframes >= 2)
4834                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
4835         if (t->backgroundnumskinframes >= 2)
4836                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
4837
4838         t->currentmaterialflags = t->basematerialflags;
4839         t->currentalpha = ent->alpha;
4840         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4841                 t->currentalpha *= r_wateralpha.value;
4842         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4843                 t->currentalpha *= t->r_water_wateralpha;
4844         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4845                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4846         if (!(ent->flags & RENDER_LIGHT))
4847                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4848         else if (rsurface.modeltexcoordlightmap2f == NULL)
4849         {
4850                 // pick a model lighting mode
4851                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4852                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4853                 else
4854                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4855         }
4856         if (ent->effects & EF_ADDITIVE)
4857                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4858         else if (t->currentalpha < 1)
4859                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4860         if (ent->effects & EF_DOUBLESIDED)
4861                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4862         if (ent->effects & EF_NODEPTHTEST)
4863                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4864         if (ent->flags & RENDER_VIEWMODEL)
4865                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4866         if (t->backgroundnumskinframes)
4867                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4868         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4869         {
4870                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4871                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4872         }
4873         else
4874                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4875
4876         // there is no tcmod
4877         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4878         {
4879                 t->currenttexmatrix = r_waterscrollmatrix;
4880                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
4881         }
4882         else
4883         {
4884                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
4885                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
4886         }
4887
4888         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4889                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
4890         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4891                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
4892
4893         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4894         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4895         t->glosstexture = r_texture_black;
4896         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4897         t->backgroundglosstexture = r_texture_black;
4898         t->specularpower = r_shadow_glossexponent.value;
4899         // TODO: store reference values for these in the texture?
4900         t->specularscale = 0;
4901         if (r_shadow_gloss.integer > 0)
4902         {
4903                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4904                 {
4905                         if (r_shadow_glossintensity.value > 0)
4906                         {
4907                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4908                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4909                                 t->specularscale = r_shadow_glossintensity.value;
4910                         }
4911                 }
4912                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4913                 {
4914                         t->glosstexture = r_texture_white;
4915                         t->backgroundglosstexture = r_texture_white;
4916                         t->specularscale = r_shadow_gloss2intensity.value;
4917                 }
4918         }
4919
4920         // lightmaps mode looks bad with dlights using actual texturing, so turn
4921         // off the colormap and glossmap, but leave the normalmap on as it still
4922         // accurately represents the shading involved
4923         if (gl_lightmaps.integer)
4924         {
4925                 t->basetexture = r_texture_grey128;
4926                 t->backgroundbasetexture = NULL;
4927                 t->specularscale = 0;
4928                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4929         }
4930
4931         Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4932         VectorClear(t->dlightcolor);
4933         t->currentnumlayers = 0;
4934         if (t->currentmaterialflags & MATERIALFLAG_WALL)
4935         {
4936                 int layerflags = 0;
4937                 int blendfunc1, blendfunc2, depthmask;
4938                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4939                 {
4940                         blendfunc1 = GL_SRC_ALPHA;
4941                         blendfunc2 = GL_ONE;
4942                 }
4943                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4944                 {
4945                         blendfunc1 = GL_SRC_ALPHA;
4946                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4947                 }
4948                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4949                 {
4950                         blendfunc1 = t->customblendfunc[0];
4951                         blendfunc2 = t->customblendfunc[1];
4952                 }
4953                 else
4954                 {
4955                         blendfunc1 = GL_ONE;
4956                         blendfunc2 = GL_ZERO;
4957                 }
4958                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4959                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4960                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4961                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4962                 {
4963                         // fullbright is not affected by r_refdef.lightmapintensity
4964                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4965                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4966                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4967                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4968                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4969                 }
4970                 else
4971                 {
4972                         vec3_t ambientcolor;
4973                         float colorscale;
4974                         // set the color tint used for lights affecting this surface
4975                         VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4976                         colorscale = 2;
4977                         // q3bsp has no lightmap updates, so the lightstylevalue that
4978                         // would normally be baked into the lightmap must be
4979                         // applied to the color
4980                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4981                         if (ent->model->type == mod_brushq3)
4982                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4983                         colorscale *= r_refdef.lightmapintensity;
4984                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4985                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4986                         // basic lit geometry
4987                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4988                         // add pants/shirt if needed
4989                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4990                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
4991                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4992                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4993                         // now add ambient passes if needed
4994                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4995                         {
4996                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
4997                                 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4998                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4999                                 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5000                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5001                         }
5002                 }
5003                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5004                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
5005                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5006                 {
5007                         // if this is opaque use alpha blend which will darken the earlier
5008                         // passes cheaply.
5009                         //
5010                         // if this is an alpha blended material, all the earlier passes
5011                         // were darkened by fog already, so we only need to add the fog
5012                         // color ontop through the fog mask texture
5013                         //
5014                         // if this is an additive blended material, all the earlier passes
5015                         // were darkened by fog already, and we should not add fog color
5016                         // (because the background was not darkened, there is no fog color
5017                         // that was lost behind it).
5018                         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.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
5019                 }
5020         }
5021
5022         return t->currentframe;
5023 }
5024
5025 rsurfacestate_t rsurface;
5026
5027 void R_Mesh_ResizeArrays(int newvertices)
5028 {
5029         float *base;
5030         if (rsurface.array_size >= newvertices)
5031                 return;
5032         if (rsurface.array_modelvertex3f)
5033                 Mem_Free(rsurface.array_modelvertex3f);
5034         rsurface.array_size = (newvertices + 1023) & ~1023;
5035         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5036         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
5037         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
5038         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
5039         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
5040         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
5041         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5042         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5043         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
5044         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
5045         rsurface.array_color4f           = base + rsurface.array_size * 27;
5046         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5047 }
5048
5049 void RSurf_ActiveWorldEntity(void)
5050 {
5051         dp_model_t *model = r_refdef.scene.worldmodel;
5052         //if (rsurface.entity == r_refdef.scene.worldentity)
5053         //      return;
5054         rsurface.entity = r_refdef.scene.worldentity;
5055         if (rsurface.array_size < model->surfmesh.num_vertices)
5056                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5057         rsurface.matrix = identitymatrix;
5058         rsurface.inversematrix = identitymatrix;
5059         R_Mesh_Matrix(&identitymatrix);
5060         VectorCopy(r_refdef.view.origin, rsurface.modelorg);
5061         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
5062         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
5063         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
5064         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
5065         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
5066         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
5067         rsurface.frameblend[0].lerp = 1;
5068         rsurface.basepolygonfactor = r_refdef.polygonfactor;
5069         rsurface.basepolygonoffset = r_refdef.polygonoffset;
5070         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
5071         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5072         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5073         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5074         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5075         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5076         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5077         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5078         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5079         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
5080         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5081         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5082         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
5083         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5084         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5085         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
5086         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5087         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5088         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
5089         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5090         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5091         rsurface.modelelement3i = model->surfmesh.data_element3i;
5092         rsurface.modelelement3s = model->surfmesh.data_element3s;
5093         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5094         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5095         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5096         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5097         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5098         rsurface.modelsurfaces = model->data_surfaces;
5099         rsurface.generatedvertex = false;
5100         rsurface.vertex3f  = rsurface.modelvertex3f;
5101         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5102         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5103         rsurface.svector3f = rsurface.modelsvector3f;
5104         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5105         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5106         rsurface.tvector3f = rsurface.modeltvector3f;
5107         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5108         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5109         rsurface.normal3f  = rsurface.modelnormal3f;
5110         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5111         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5112         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5113 }
5114
5115 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
5116 {
5117         dp_model_t *model = ent->model;
5118         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
5119         //      return;
5120         rsurface.entity = (entity_render_t *)ent;
5121         if (rsurface.array_size < model->surfmesh.num_vertices)
5122                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5123         rsurface.matrix = ent->matrix;
5124         rsurface.inversematrix = ent->inversematrix;
5125         R_Mesh_Matrix(&rsurface.matrix);
5126         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
5127         rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
5128         rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
5129         rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
5130         rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
5131         rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
5132         rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
5133         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5134         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5135         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5136         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5137         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
5138         rsurface.basepolygonfactor = r_refdef.polygonfactor;
5139         rsurface.basepolygonoffset = r_refdef.polygonoffset;
5140         if (ent->model->brush.submodel)
5141         {
5142                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5143                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5144         }
5145         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
5146         {
5147                 if (wanttangents)
5148                 {
5149                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5150                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5151                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5152                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5153                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5154                 }
5155                 else if (wantnormals)
5156                 {
5157                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5158                         rsurface.modelsvector3f = NULL;
5159                         rsurface.modeltvector3f = NULL;
5160                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5161                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5162                 }
5163                 else
5164                 {
5165                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5166                         rsurface.modelsvector3f = NULL;
5167                         rsurface.modeltvector3f = NULL;
5168                         rsurface.modelnormal3f = NULL;
5169                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5170                 }
5171                 rsurface.modelvertex3f_bufferobject = 0;
5172                 rsurface.modelvertex3f_bufferoffset = 0;
5173                 rsurface.modelsvector3f_bufferobject = 0;
5174                 rsurface.modelsvector3f_bufferoffset = 0;
5175                 rsurface.modeltvector3f_bufferobject = 0;
5176                 rsurface.modeltvector3f_bufferoffset = 0;
5177                 rsurface.modelnormal3f_bufferobject = 0;
5178                 rsurface.modelnormal3f_bufferoffset = 0;
5179                 rsurface.generatedvertex = true;
5180         }
5181         else
5182         {
5183                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
5184                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5185                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5186                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5187                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5188                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5189                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5190                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5191                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5192                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
5193                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5194                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5195                 rsurface.generatedvertex = false;
5196         }
5197         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
5198         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5199         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5200         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
5201         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5202         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5203         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
5204         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5205         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5206         rsurface.modelelement3i = model->surfmesh.data_element3i;
5207         rsurface.modelelement3s = model->surfmesh.data_element3s;
5208         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5209         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5210         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5211         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5212         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5213         rsurface.modelsurfaces = model->data_surfaces;
5214         rsurface.vertex3f  = rsurface.modelvertex3f;
5215         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5216         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5217         rsurface.svector3f = rsurface.modelsvector3f;
5218         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5219         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5220         rsurface.tvector3f = rsurface.modeltvector3f;
5221         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5222         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5223         rsurface.normal3f  = rsurface.modelnormal3f;
5224         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5225         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5226         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5227 }
5228
5229 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5230 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5231 {
5232         int deformindex;
5233         int texturesurfaceindex;
5234         int i, j;
5235         float amplitude;
5236         float animpos;
5237         float scale;
5238         const float *v1, *in_tc;
5239         float *out_tc;
5240         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5241         float waveparms[4];
5242         q3shaderinfo_deform_t *deform;
5243         // 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
5244         if (rsurface.generatedvertex)
5245         {
5246                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5247                         generatenormals = true;
5248                 for (i = 0;i < Q3MAXDEFORMS;i++)
5249                 {
5250                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5251                         {
5252                                 generatetangents = true;
5253                                 generatenormals = true;
5254                         }
5255                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5256                                 generatenormals = true;
5257                 }
5258                 if (generatenormals && !rsurface.modelnormal3f)
5259                 {
5260                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5261                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5262                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5263                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
5264                 }
5265                 if (generatetangents && !rsurface.modelsvector3f)
5266                 {
5267                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5268                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5269                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5270                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5271                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5272                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5273                         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);
5274                 }
5275         }
5276         rsurface.vertex3f  = rsurface.modelvertex3f;
5277         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5278         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5279         rsurface.svector3f = rsurface.modelsvector3f;
5280         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5281         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5282         rsurface.tvector3f = rsurface.modeltvector3f;
5283         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5284         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5285         rsurface.normal3f  = rsurface.modelnormal3f;
5286         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5287         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5288         // if vertices are deformed (sprite flares and things in maps, possibly
5289         // water waves, bulges and other deformations), generate them into
5290         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5291         // (may be static model data or generated data for an animated model, or
5292         //  the previous deform pass)
5293         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5294         {
5295                 switch (deform->deform)
5296                 {
5297                 default:
5298                 case Q3DEFORM_PROJECTIONSHADOW:
5299                 case Q3DEFORM_TEXT0:
5300                 case Q3DEFORM_TEXT1:
5301                 case Q3DEFORM_TEXT2:
5302                 case Q3DEFORM_TEXT3:
5303                 case Q3DEFORM_TEXT4:
5304                 case Q3DEFORM_TEXT5:
5305                 case Q3DEFORM_TEXT6:
5306                 case Q3DEFORM_TEXT7:
5307                 case Q3DEFORM_NONE:
5308                         break;
5309                 case Q3DEFORM_AUTOSPRITE:
5310                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5311                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5312                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5313                         VectorNormalize(newforward);
5314                         VectorNormalize(newright);
5315                         VectorNormalize(newup);
5316                         // make deformed versions of only the model vertices used by the specified surfaces
5317                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5318                         {
5319                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5320                                 // a single autosprite surface can contain multiple sprites...
5321                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5322                                 {
5323                                         VectorClear(center);
5324                                         for (i = 0;i < 4;i++)
5325                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5326                                         VectorScale(center, 0.25f, center);
5327                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
5328                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5329                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5330                                         for (i = 0;i < 4;i++)
5331                                         {
5332                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5333                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5334                                         }
5335                                 }
5336                                 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);
5337                                 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);
5338                         }
5339                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5340                         rsurface.vertex3f_bufferobject = 0;
5341                         rsurface.vertex3f_bufferoffset = 0;
5342                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5343                         rsurface.svector3f_bufferobject = 0;
5344                         rsurface.svector3f_bufferoffset = 0;
5345                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5346                         rsurface.tvector3f_bufferobject = 0;
5347                         rsurface.tvector3f_bufferoffset = 0;
5348                         rsurface.normal3f = rsurface.array_deformednormal3f;
5349                         rsurface.normal3f_bufferobject = 0;
5350                         rsurface.normal3f_bufferoffset = 0;
5351                         break;
5352                 case Q3DEFORM_AUTOSPRITE2:
5353                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5354                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5355                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5356                         VectorNormalize(newforward);
5357                         VectorNormalize(newright);
5358                         VectorNormalize(newup);
5359                         // make deformed versions of only the model vertices used by the specified surfaces
5360                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5361                         {
5362                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5363                                 const float *v1, *v2;
5364                                 vec3_t start, end;
5365                                 float f, l;
5366                                 struct
5367                                 {
5368                                         float length2;
5369                                         const float *v1;
5370                                         const float *v2;
5371                                 }
5372                                 shortest[2];
5373                                 memset(shortest, 0, sizeof(shortest));
5374                                 // a single autosprite surface can contain multiple sprites...
5375                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5376                                 {
5377                                         VectorClear(center);
5378                                         for (i = 0;i < 4;i++)
5379                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5380                                         VectorScale(center, 0.25f, center);
5381                                         // find the two shortest edges, then use them to define the
5382                                         // axis vectors for rotating around the central axis
5383                                         for (i = 0;i < 6;i++)
5384                                         {
5385                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5386                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5387 #if 0
5388                                                 Debug_PolygonBegin(NULL, 0);
5389                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5390                                                 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);
5391                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5392                                                 Debug_PolygonEnd();
5393 #endif
5394                                                 l = VectorDistance2(v1, v2);
5395                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5396                                                 if (v1[2] != v2[2])
5397                                                         l += (1.0f / 1024.0f);
5398                                                 if (shortest[0].length2 > l || i == 0)
5399                                                 {
5400                                                         shortest[1] = shortest[0];
5401                                                         shortest[0].length2 = l;
5402                                                         shortest[0].v1 = v1;
5403                                                         shortest[0].v2 = v2;
5404                                                 }
5405                                                 else if (shortest[1].length2 > l || i == 1)
5406                                                 {
5407                                                         shortest[1].length2 = l;
5408                                                         shortest[1].v1 = v1;
5409                                                         shortest[1].v2 = v2;
5410                                                 }
5411                                         }
5412                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5413                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5414 #if 0
5415                                         Debug_PolygonBegin(NULL, 0);
5416                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5417                                         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);
5418                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5419                                         Debug_PolygonEnd();
5420 #endif
5421                                         // this calculates the right vector from the shortest edge
5422                                         // and the up vector from the edge midpoints
5423                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5424                                         VectorNormalize(right);
5425                                         VectorSubtract(end, start, up);
5426                                         VectorNormalize(up);
5427                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5428                                         VectorSubtract(rsurface.modelorg, center, forward);
5429                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5430                                         VectorNegate(forward, forward);
5431                                         VectorReflect(forward, 0, up, forward);
5432                                         VectorNormalize(forward);
5433                                         CrossProduct(up, forward, newright);
5434                                         VectorNormalize(newright);
5435 #if 0
5436                                         Debug_PolygonBegin(NULL, 0);
5437                                         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);
5438                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5439                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
5440                                         Debug_PolygonEnd();
5441 #endif
5442 #if 0
5443                                         Debug_PolygonBegin(NULL, 0);
5444                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5445                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5446                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
5447                                         Debug_PolygonEnd();
5448 #endif
5449                                         // rotate the quad around the up axis vector, this is made
5450                                         // especially easy by the fact we know the quad is flat,
5451                                         // so we only have to subtract the center position and
5452                                         // measure distance along the right vector, and then
5453                                         // multiply that by the newright vector and add back the
5454                                         // center position
5455                                         // we also need to subtract the old position to undo the
5456                                         // displacement from the center, which we do with a
5457                                         // DotProduct, the subtraction/addition of center is also
5458                                         // optimized into DotProducts here
5459                                         l = DotProduct(right, center);
5460                                         for (i = 0;i < 4;i++)
5461                                         {
5462                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5463                                                 f = DotProduct(right, v1) - l;
5464                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5465                                         }
5466                                 }
5467                                 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);
5468                                 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);
5469                         }
5470                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5471                         rsurface.vertex3f_bufferobject = 0;
5472                         rsurface.vertex3f_bufferoffset = 0;
5473                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5474                         rsurface.svector3f_bufferobject = 0;
5475                         rsurface.svector3f_bufferoffset = 0;
5476                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5477                         rsurface.tvector3f_bufferobject = 0;
5478                         rsurface.tvector3f_bufferoffset = 0;
5479                         rsurface.normal3f = rsurface.array_deformednormal3f;
5480                         rsurface.normal3f_bufferobject = 0;
5481                         rsurface.normal3f_bufferoffset = 0;
5482                         break;
5483                 case Q3DEFORM_NORMAL:
5484                         // deform the normals to make reflections wavey
5485                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5486                         {
5487                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5488                                 for (j = 0;j < surface->num_vertices;j++)
5489                                 {
5490                                         float vertex[3];
5491                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
5492                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5493                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
5494                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5495                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5496                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5497                                         VectorNormalize(normal);
5498                                 }
5499                                 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);
5500                         }
5501                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5502                         rsurface.svector3f_bufferobject = 0;
5503                         rsurface.svector3f_bufferoffset = 0;
5504                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5505                         rsurface.tvector3f_bufferobject = 0;
5506                         rsurface.tvector3f_bufferoffset = 0;
5507                         rsurface.normal3f = rsurface.array_deformednormal3f;
5508                         rsurface.normal3f_bufferobject = 0;
5509                         rsurface.normal3f_bufferoffset = 0;
5510                         break;
5511                 case Q3DEFORM_WAVE:
5512                         // deform vertex array to make wavey water and flags and such
5513                         waveparms[0] = deform->waveparms[0];
5514                         waveparms[1] = deform->waveparms[1];
5515                         waveparms[2] = deform->waveparms[2];
5516                         waveparms[3] = deform->waveparms[3];
5517                         // this is how a divisor of vertex influence on deformation
5518                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5519                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5520                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5521                         {
5522                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5523                                 for (j = 0;j < surface->num_vertices;j++)
5524                                 {
5525                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
5526                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
5527                                         // if the wavefunc depends on time, evaluate it per-vertex
5528                                         if (waveparms[3])
5529                                         {
5530                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5531                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5532                                         }
5533                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
5534                                 }
5535                         }
5536                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5537                         rsurface.vertex3f_bufferobject = 0;
5538                         rsurface.vertex3f_bufferoffset = 0;
5539                         break;
5540                 case Q3DEFORM_BULGE:
5541                         // deform vertex array to make the surface have moving bulges
5542                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5543                         {
5544                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5545                                 for (j = 0;j < surface->num_vertices;j++)
5546                                 {
5547                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5548                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5549                                 }
5550                         }
5551                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5552                         rsurface.vertex3f_bufferobject = 0;
5553                         rsurface.vertex3f_bufferoffset = 0;
5554                         break;
5555                 case Q3DEFORM_MOVE:
5556                         // deform vertex array
5557                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5558                         VectorScale(deform->parms, scale, waveparms);
5559                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5560                         {
5561                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5562                                 for (j = 0;j < surface->num_vertices;j++)
5563                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5564                         }
5565                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5566                         rsurface.vertex3f_bufferobject = 0;
5567                         rsurface.vertex3f_bufferoffset = 0;
5568                         break;
5569                 }
5570         }
5571         // generate texcoords based on the chosen texcoord source
5572         switch(rsurface.texture->tcgen.tcgen)
5573         {
5574         default:
5575         case Q3TCGEN_TEXTURE:
5576                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
5577                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
5578                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
5579                 break;
5580         case Q3TCGEN_LIGHTMAP:
5581                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
5582                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
5583                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
5584                 break;
5585         case Q3TCGEN_VECTOR:
5586                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5587                 {
5588                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5589                         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)
5590                         {
5591                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5592                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5593                         }
5594                 }
5595                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5596                 rsurface.texcoordtexture2f_bufferobject  = 0;
5597                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5598                 break;
5599         case Q3TCGEN_ENVIRONMENT:
5600                 // make environment reflections using a spheremap
5601                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5602                 {
5603                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5604                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5605                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5606                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5607                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5608                         {
5609                                 // identical to Q3A's method, but executed in worldspace so
5610                                 // carried models can be shiny too
5611
5612                                 float viewer[3], d, reflected[3], worldreflected[3];
5613
5614                                 VectorSubtract(rsurface.modelorg, vertex, viewer);
5615                                 // VectorNormalize(viewer);
5616
5617                                 d = DotProduct(normal, viewer);
5618
5619                                 reflected[0] = normal[0]*2*d - viewer[0];
5620                                 reflected[1] = normal[1]*2*d - viewer[1];
5621                                 reflected[2] = normal[2]*2*d - viewer[2];
5622                                 // note: this is proportinal to viewer, so we can normalize later
5623
5624                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
5625                                 VectorNormalize(worldreflected);
5626
5627                                 // note: this sphere map only uses world x and z!
5628                                 // so positive and negative y will LOOK THE SAME.
5629                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
5630                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
5631                         }
5632                 }
5633                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5634                 rsurface.texcoordtexture2f_bufferobject  = 0;
5635                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5636                 break;
5637         }
5638         // the only tcmod that needs software vertex processing is turbulent, so
5639         // check for it here and apply the changes if needed
5640         // and we only support that as the first one
5641         // (handling a mixture of turbulent and other tcmods would be problematic
5642         //  without punting it entirely to a software path)
5643         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5644         {
5645                 amplitude = rsurface.texture->tcmods[0].parms[1];
5646                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5647                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5648                 {
5649                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5650                         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)
5651                         {
5652                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5653                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5654                         }
5655                 }
5656                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5657                 rsurface.texcoordtexture2f_bufferobject  = 0;
5658                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5659         }
5660         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
5661         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5662         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5663         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5664 }
5665
5666 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5667 {
5668         int i, j;
5669         const msurface_t *surface = texturesurfacelist[0];
5670         const msurface_t *surface2;
5671         int firstvertex;
5672         int endvertex;
5673         int numvertices;
5674         int numtriangles;
5675         // TODO: lock all array ranges before render, rather than on each surface
5676         if (texturenumsurfaces == 1)
5677         {
5678                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5679                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5680         }
5681         else if (r_batchmode.integer == 2)
5682         {
5683                 #define MAXBATCHTRIANGLES 4096
5684                 int batchtriangles = 0;
5685                 int batchelements[MAXBATCHTRIANGLES*3];
5686                 for (i = 0;i < texturenumsurfaces;i = j)
5687                 {
5688                         surface = texturesurfacelist[i];
5689                         j = i + 1;
5690                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5691                         {
5692                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5693                                 continue;
5694                         }
5695                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5696                         batchtriangles = surface->num_triangles;
5697                         firstvertex = surface->num_firstvertex;
5698                         endvertex = surface->num_firstvertex + surface->num_vertices;
5699                         for (;j < texturenumsurfaces;j++)
5700                         {
5701                                 surface2 = texturesurfacelist[j];
5702                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5703                                         break;
5704                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5705                                 batchtriangles += surface2->num_triangles;
5706                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5707                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5708                         }
5709                         surface2 = texturesurfacelist[j-1];
5710                         numvertices = endvertex - firstvertex;
5711                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5712                 }
5713         }
5714         else if (r_batchmode.integer == 1)
5715         {
5716                 for (i = 0;i < texturenumsurfaces;i = j)
5717                 {
5718                         surface = texturesurfacelist[i];
5719                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5720                                 if (texturesurfacelist[j] != surface2)
5721                                         break;
5722                         surface2 = texturesurfacelist[j-1];
5723                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5724                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5725                         GL_LockArrays(surface->num_firstvertex, numvertices);
5726                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5727                 }
5728         }
5729         else
5730         {
5731                 for (i = 0;i < texturenumsurfaces;i++)
5732                 {
5733                         surface = texturesurfacelist[i];
5734                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5735                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5736                 }
5737         }
5738 }
5739
5740 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5741 {
5742         int i, planeindex, vertexindex;
5743         float d, bestd;
5744         vec3_t vert;
5745         const float *v;
5746         r_waterstate_waterplane_t *p, *bestp;
5747         msurface_t *surface;
5748         if (r_waterstate.renderingscene)
5749                 return;
5750         for (i = 0;i < texturenumsurfaces;i++)
5751         {
5752                 surface = texturesurfacelist[i];
5753                 if (lightmaptexunit >= 0)
5754                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5755                 if (deluxemaptexunit >= 0)
5756                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5757                 // pick the closest matching water plane
5758                 bestd = 0;
5759                 bestp = NULL;
5760                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5761                 {
5762                         d = 0;
5763                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5764                         {
5765                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5766                                 d += fabs(PlaneDiff(vert, &p->plane));
5767                         }
5768                         if (bestd > d || !bestp)
5769                         {
5770                                 bestd = d;
5771                                 bestp = p;
5772                         }
5773                 }
5774                 if (bestp)
5775                 {
5776                         if (refractiontexunit >= 0)
5777                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5778                         if (reflectiontexunit >= 0)
5779                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5780                 }
5781                 else
5782                 {
5783                         if (refractiontexunit >= 0)
5784                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5785                         if (reflectiontexunit >= 0)
5786                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5787                 }
5788                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5789                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5790         }
5791 }
5792
5793 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5794 {
5795         int i;
5796         int j;
5797         const msurface_t *surface = texturesurfacelist[0];
5798         const msurface_t *surface2;
5799         int firstvertex;
5800         int endvertex;
5801         int numvertices;
5802         int numtriangles;
5803         // TODO: lock all array ranges before render, rather than on each surface
5804         if (texturenumsurfaces == 1)
5805         {
5806                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5807                 if (deluxemaptexunit >= 0)
5808                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5809                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5810                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5811         }
5812         else if (r_batchmode.integer == 2)
5813         {
5814                 #define MAXBATCHTRIANGLES 4096
5815                 int batchtriangles = 0;
5816                 int batchelements[MAXBATCHTRIANGLES*3];
5817                 for (i = 0;i < texturenumsurfaces;i = j)
5818                 {
5819                         surface = texturesurfacelist[i];
5820                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5821                         if (deluxemaptexunit >= 0)
5822                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5823                         j = i + 1;
5824                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5825                         {
5826                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5827                                 continue;
5828                         }
5829                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5830                         batchtriangles = surface->num_triangles;
5831                         firstvertex = surface->num_firstvertex;
5832                         endvertex = surface->num_firstvertex + surface->num_vertices;
5833                         for (;j < texturenumsurfaces;j++)
5834                         {
5835                                 surface2 = texturesurfacelist[j];
5836                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5837                                         break;
5838                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5839                                 batchtriangles += surface2->num_triangles;
5840                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5841                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5842                         }
5843                         surface2 = texturesurfacelist[j-1];
5844                         numvertices = endvertex - firstvertex;
5845                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5846                 }
5847         }
5848         else if (r_batchmode.integer == 1)
5849         {
5850 #if 0
5851                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5852                 for (i = 0;i < texturenumsurfaces;i = j)
5853                 {
5854                         surface = texturesurfacelist[i];
5855                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5856                                 if (texturesurfacelist[j] != surface2)
5857                                         break;
5858                         Con_Printf(" %i", j - i);
5859                 }
5860                 Con_Printf("\n");
5861                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5862 #endif
5863                 for (i = 0;i < texturenumsurfaces;i = j)
5864                 {
5865                         surface = texturesurfacelist[i];
5866                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5867                         if (deluxemaptexunit >= 0)
5868                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5869                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5870                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5871                                         break;
5872 #if 0
5873                         Con_Printf(" %i", j - i);
5874 #endif
5875                         surface2 = texturesurfacelist[j-1];
5876                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5877                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5878                         GL_LockArrays(surface->num_firstvertex, numvertices);
5879                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5880                 }
5881 #if 0
5882                 Con_Printf("\n");
5883 #endif
5884         }
5885         else
5886         {
5887                 for (i = 0;i < texturenumsurfaces;i++)
5888                 {
5889                         surface = texturesurfacelist[i];
5890                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5891                         if (deluxemaptexunit >= 0)
5892                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5893                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5894                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5895                 }
5896         }
5897 }
5898
5899 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5900 {
5901         int j;
5902         int texturesurfaceindex;
5903         if (r_showsurfaces.integer == 2)
5904         {
5905                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5906                 {
5907                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5908                         for (j = 0;j < surface->num_triangles;j++)
5909                         {
5910                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5911                                 GL_Color(f, f, f, 1);
5912                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5913                         }
5914                 }
5915         }
5916         else
5917         {
5918                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5919                 {
5920                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5921                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
5922                         GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
5923                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5924                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5925                 }
5926         }
5927 }
5928
5929 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
5930 {
5931         int texturesurfaceindex;
5932         int i;
5933         float *v, *c2;
5934         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5935         {
5936                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5937                 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)
5938                 {
5939                         c2[0] = 0.5;
5940                         c2[1] = 0.5;
5941                         c2[2] = 0.5;
5942                         c2[3] = 1;
5943                 }
5944         }
5945         rsurface.lightmapcolor4f = rsurface.array_color4f;
5946         rsurface.lightmapcolor4f_bufferobject = 0;
5947         rsurface.lightmapcolor4f_bufferoffset = 0;
5948 }
5949
5950 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5951 {
5952         int texturesurfaceindex;
5953         int i;
5954         float f;
5955         float *v, *c, *c2;
5956         if (rsurface.lightmapcolor4f)
5957         {
5958                 // generate color arrays for the surfaces in this list
5959                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5960                 {
5961                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5962                         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)
5963                         {
5964                                 f = FogPoint_Model(v);
5965                                 c2[0] = c[0] * f;
5966                                 c2[1] = c[1] * f;
5967                                 c2[2] = c[2] * f;
5968                                 c2[3] = c[3];
5969                         }
5970                 }
5971         }
5972         else
5973         {
5974                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5975                 {
5976                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5977                         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)
5978                         {
5979                                 f = FogPoint_Model(v);
5980                                 c2[0] = f;
5981                                 c2[1] = f;
5982                                 c2[2] = f;
5983                                 c2[3] = 1;
5984                         }
5985                 }
5986         }
5987         rsurface.lightmapcolor4f = rsurface.array_color4f;
5988         rsurface.lightmapcolor4f_bufferobject = 0;
5989         rsurface.lightmapcolor4f_bufferoffset = 0;
5990 }
5991
5992 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
5993 {
5994         int texturesurfaceindex;
5995         int i;
5996         float f;
5997         float *v, *c, *c2;
5998         if (!rsurface.lightmapcolor4f)
5999                 return;
6000         // generate color arrays for the surfaces in this list
6001         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6002         {
6003                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6004                 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)
6005                 {
6006                         f = FogPoint_Model(v);
6007                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
6008                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
6009                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
6010                         c2[3] = c[3];
6011                 }
6012         }
6013         rsurface.lightmapcolor4f = rsurface.array_color4f;
6014         rsurface.lightmapcolor4f_bufferobject = 0;
6015         rsurface.lightmapcolor4f_bufferoffset = 0;
6016 }
6017
6018 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
6019 {
6020         int texturesurfaceindex;
6021         int i;
6022         float *c, *c2;
6023         if (!rsurface.lightmapcolor4f)
6024                 return;
6025         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6026         {
6027                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6028                 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)
6029                 {
6030                         c2[0] = c[0] * r;
6031                         c2[1] = c[1] * g;
6032                         c2[2] = c[2] * b;
6033                         c2[3] = c[3] * a;
6034                 }
6035         }
6036         rsurface.lightmapcolor4f = rsurface.array_color4f;
6037         rsurface.lightmapcolor4f_bufferobject = 0;
6038         rsurface.lightmapcolor4f_bufferoffset = 0;
6039 }
6040
6041 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
6042 {
6043         int texturesurfaceindex;
6044         int i;
6045         float *c, *c2;
6046         if (!rsurface.lightmapcolor4f)
6047                 return;
6048         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6049         {
6050                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6051                 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)
6052                 {
6053                         c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
6054                         c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
6055                         c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
6056                         c2[3] = c[3];
6057                 }
6058         }
6059         rsurface.lightmapcolor4f = rsurface.array_color4f;
6060         rsurface.lightmapcolor4f_bufferobject = 0;
6061         rsurface.lightmapcolor4f_bufferoffset = 0;
6062 }
6063
6064 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6065 {
6066         // TODO: optimize
6067         rsurface.lightmapcolor4f = NULL;
6068         rsurface.lightmapcolor4f_bufferobject = 0;
6069         rsurface.lightmapcolor4f_bufferoffset = 0;
6070         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6071         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6072         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6073         GL_Color(r, g, b, a);
6074         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
6075 }
6076
6077 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6078 {
6079         // TODO: optimize applyfog && applycolor case
6080         // just apply fog if necessary, and tint the fog color array if necessary
6081         rsurface.lightmapcolor4f = NULL;
6082         rsurface.lightmapcolor4f_bufferobject = 0;
6083         rsurface.lightmapcolor4f_bufferoffset = 0;
6084         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6085         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6086         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6087         GL_Color(r, g, b, a);
6088         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6089 }
6090
6091 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6092 {
6093         int texturesurfaceindex;
6094         int i;
6095         float *c;
6096         // TODO: optimize
6097         if (texturesurfacelist[0]->lightmapinfo)
6098         {
6099                 // generate color arrays for the surfaces in this list
6100                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6101                 {
6102                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6103                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
6104                         {
6105                                 if (surface->lightmapinfo->samples)
6106                                 {
6107                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
6108                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
6109                                         VectorScale(lm, scale, c);
6110                                         if (surface->lightmapinfo->styles[1] != 255)
6111                                         {
6112                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
6113                                                 lm += size3;
6114                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
6115                                                 VectorMA(c, scale, lm, c);
6116                                                 if (surface->lightmapinfo->styles[2] != 255)
6117                                                 {
6118                                                         lm += size3;
6119                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
6120                                                         VectorMA(c, scale, lm, c);
6121                                                         if (surface->lightmapinfo->styles[3] != 255)
6122                                                         {
6123                                                                 lm += size3;
6124                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
6125                                                                 VectorMA(c, scale, lm, c);
6126                                                         }
6127                                                 }
6128                                         }
6129                                 }
6130                                 else
6131                                         VectorClear(c);
6132                                 c[3] = 1;
6133                         }
6134                 }
6135                 rsurface.lightmapcolor4f = rsurface.array_color4f;
6136                 rsurface.lightmapcolor4f_bufferobject = 0;
6137                 rsurface.lightmapcolor4f_bufferoffset = 0;
6138         }
6139         else
6140         {
6141                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6142                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6143                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6144         }
6145         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6146         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6147         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6148         GL_Color(r, g, b, a);
6149         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6150 }
6151
6152 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6153 {
6154         int texturesurfaceindex;
6155         int i;
6156         float f;
6157         float *v, *c, *c2, alpha;
6158         vec3_t ambientcolor;
6159         vec3_t diffusecolor;
6160         vec3_t lightdir;
6161         // TODO: optimize
6162         // model lighting
6163         VectorCopy(rsurface.modellight_lightdir, lightdir);
6164         f = 0.5f * r_refdef.lightmapintensity;
6165         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6166         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6167         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6168         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6169         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6170         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6171         alpha = *a;
6172         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6173         {
6174                 // generate color arrays for the surfaces in this list
6175                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6176                 {
6177                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6178                         int numverts = surface->num_vertices;
6179                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6180                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6181                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6182                         // q3-style directional shading
6183                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6184                         {
6185                                 if ((f = DotProduct(c2, lightdir)) > 0)
6186                                         VectorMA(ambientcolor, f, diffusecolor, c);
6187                                 else
6188                                         VectorCopy(ambientcolor, c);
6189                                 c[3] = alpha;
6190                         }
6191                 }
6192                 *r = 1;
6193                 *g = 1;
6194                 *b = 1;
6195                 *a = 1;
6196                 rsurface.lightmapcolor4f = rsurface.array_color4f;
6197                 rsurface.lightmapcolor4f_bufferobject = 0;
6198                 rsurface.lightmapcolor4f_bufferoffset = 0;
6199                 *applycolor = false;
6200         }
6201         else
6202         {
6203                 *r = ambientcolor[0];
6204                 *g = ambientcolor[1];
6205                 *b = ambientcolor[2];
6206                 rsurface.lightmapcolor4f = NULL;
6207                 rsurface.lightmapcolor4f_bufferobject = 0;
6208                 rsurface.lightmapcolor4f_bufferoffset = 0;
6209         }
6210 }
6211
6212 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6213 {
6214         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6215         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6216         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6217         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6218         GL_Color(r, g, b, a);
6219         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6220 }
6221
6222 void RSurf_SetupDepthAndCulling(void)
6223 {
6224         // submodels are biased to avoid z-fighting with world surfaces that they
6225         // may be exactly overlapping (avoids z-fighting artifacts on certain
6226         // doors and things in Quake maps)
6227         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6228         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6229         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6230         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6231 }
6232
6233 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6234 {
6235         // transparent sky would be ridiculous
6236         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6237                 return;
6238         R_SetupGenericShader(false);
6239         if (skyrendernow)
6240         {
6241                 skyrendernow = false;
6242                 // we have to force off the water clipping plane while rendering sky
6243                 R_SetupView(false);
6244                 R_Sky();
6245                 R_SetupView(true);
6246                 // restore entity matrix
6247                 R_Mesh_Matrix(&rsurface.matrix);
6248         }
6249         RSurf_SetupDepthAndCulling();
6250         GL_DepthMask(true);
6251         // LordHavoc: HalfLife maps have freaky skypolys so don't use
6252         // skymasking on them, and Quake3 never did sky masking (unlike
6253         // software Quake and software Quake2), so disable the sky masking
6254         // in Quake3 maps as it causes problems with q3map2 sky tricks,
6255         // and skymasking also looks very bad when noclipping outside the
6256         // level, so don't use it then either.
6257         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6258         {
6259                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6260                 R_Mesh_ColorPointer(NULL, 0, 0);
6261                 R_Mesh_ResetTextureState();
6262                 if (skyrendermasked)
6263                 {
6264                         R_SetupDepthOrShadowShader();
6265                         // depth-only (masking)
6266                         GL_ColorMask(0,0,0,0);
6267                         // just to make sure that braindead drivers don't draw
6268                         // anything despite that colormask...
6269                         GL_BlendFunc(GL_ZERO, GL_ONE);
6270                 }
6271                 else
6272                 {
6273                         R_SetupGenericShader(false);
6274                         // fog sky
6275                         GL_BlendFunc(GL_ONE, GL_ZERO);
6276                 }
6277                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6278                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6279                 if (skyrendermasked)
6280                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6281         }
6282         R_Mesh_ResetTextureState();
6283         GL_Color(1, 1, 1, 1);
6284 }
6285
6286 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6287 {
6288         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6289                 return;
6290
6291         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6292         R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
6293         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6294         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6295         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6296         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6297         if (rsurface.texture->backgroundcurrentskinframe)
6298         {
6299                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6300                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6301                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6302                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6303         }
6304         if(rsurface.texture->colormapping)
6305         {
6306                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6307                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6308         }
6309         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6310         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6311                 R_Mesh_ColorPointer(NULL, 0, 0);
6312         else
6313                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6314
6315         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6316         {
6317                 // render background
6318                 GL_BlendFunc(GL_ONE, GL_ZERO);
6319                 GL_DepthMask(true);
6320                 GL_AlphaTest(false);
6321
6322                 GL_Color(1, 1, 1, 1);
6323                 R_Mesh_ColorPointer(NULL, 0, 0);
6324
6325                 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6326                 if (r_glsl_permutation)
6327                 {
6328                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6329                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6330                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6331                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6332                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6333                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6334                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6335                 }
6336                 GL_LockArrays(0, 0);
6337
6338                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6339                 GL_DepthMask(false);
6340                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6341                         R_Mesh_ColorPointer(NULL, 0, 0);
6342                 else
6343                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6344                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6345                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6346         }
6347
6348         R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6349         if (!r_glsl_permutation)
6350                 return;
6351
6352         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6353         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6354         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6355         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6356         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6357         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6358
6359         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6360         {
6361                 GL_BlendFunc(GL_ONE, GL_ZERO);
6362                 GL_DepthMask(true);
6363                 GL_AlphaTest(false);
6364         }
6365         else
6366         {
6367                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6368                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6369                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6370         }
6371
6372         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6373         {
6374                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6375                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6376                 else
6377                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6378         }
6379         else
6380         {
6381                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6382                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6383                 else
6384                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6385         }
6386         GL_LockArrays(0, 0);
6387 }
6388
6389 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6390 {
6391         // OpenGL 1.3 path - anything not completely ancient
6392         int texturesurfaceindex;
6393         qboolean applycolor;
6394         qboolean applyfog;
6395         rmeshstate_t m;
6396         int layerindex;
6397         const texturelayer_t *layer;
6398         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6399
6400         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6401         {
6402                 vec4_t layercolor;
6403                 int layertexrgbscale;
6404                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6405                 {
6406                         if (layerindex == 0)
6407                                 GL_AlphaTest(true);
6408                         else
6409                         {
6410                                 GL_AlphaTest(false);
6411                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6412                         }
6413                 }
6414                 GL_DepthMask(layer->depthmask && writedepth);
6415                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6416                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6417                 {
6418                         layertexrgbscale = 4;
6419                         VectorScale(layer->color, 0.25f, layercolor);
6420                 }
6421                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6422                 {
6423                         layertexrgbscale = 2;
6424                         VectorScale(layer->color, 0.5f, layercolor);
6425                 }
6426                 else
6427                 {
6428                         layertexrgbscale = 1;
6429                         VectorScale(layer->color, 1.0f, layercolor);
6430                 }
6431                 layercolor[3] = layer->color[3];
6432                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6433                 R_Mesh_ColorPointer(NULL, 0, 0);
6434                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6435                 switch (layer->type)
6436                 {
6437                 case TEXTURELAYERTYPE_LITTEXTURE:
6438                         memset(&m, 0, sizeof(m));
6439                         m.tex[0] = R_GetTexture(r_texture_white);
6440                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6441                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6442                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6443                         m.tex[1] = R_GetTexture(layer->texture);
6444                         m.texmatrix[1] = layer->texmatrix;
6445                         m.texrgbscale[1] = layertexrgbscale;
6446                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6447                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6448                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6449                         R_Mesh_TextureState(&m);
6450                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6451                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6452                         else if (rsurface.uselightmaptexture)
6453                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6454                         else
6455                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6456                         break;
6457                 case TEXTURELAYERTYPE_TEXTURE:
6458                         memset(&m, 0, sizeof(m));
6459                         m.tex[0] = R_GetTexture(layer->texture);
6460                         m.texmatrix[0] = layer->texmatrix;
6461                         m.texrgbscale[0] = layertexrgbscale;
6462                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6463                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6464                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6465                         R_Mesh_TextureState(&m);
6466                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6467                         break;
6468                 case TEXTURELAYERTYPE_FOG:
6469                         memset(&m, 0, sizeof(m));
6470                         m.texrgbscale[0] = layertexrgbscale;
6471                         if (layer->texture)
6472                         {
6473                                 m.tex[0] = R_GetTexture(layer->texture);
6474                                 m.texmatrix[0] = layer->texmatrix;
6475                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6476                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6477                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6478                         }
6479                         R_Mesh_TextureState(&m);
6480                         // generate a color array for the fog pass
6481                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6482                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6483                         {
6484                                 int i;
6485                                 float f, *v, *c;
6486                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6487                                 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)
6488                                 {
6489                                         f = 1 - FogPoint_Model(v);
6490                                         c[0] = layercolor[0];
6491                                         c[1] = layercolor[1];
6492                                         c[2] = layercolor[2];
6493                                         c[3] = f * layercolor[3];
6494                                 }
6495                         }
6496                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6497                         break;
6498                 default:
6499                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6500                 }
6501                 GL_LockArrays(0, 0);
6502         }
6503         CHECKGLERROR
6504         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6505         {
6506                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6507                 GL_AlphaTest(false);
6508         }
6509 }
6510
6511 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6512 {
6513         // OpenGL 1.1 - crusty old voodoo path
6514         int texturesurfaceindex;
6515         qboolean applyfog;
6516         rmeshstate_t m;
6517         int layerindex;
6518         const texturelayer_t *layer;
6519         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6520
6521         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6522         {
6523                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6524                 {
6525                         if (layerindex == 0)
6526                                 GL_AlphaTest(true);
6527                         else
6528                         {
6529                                 GL_AlphaTest(false);
6530                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6531                         }
6532                 }
6533                 GL_DepthMask(layer->depthmask && writedepth);
6534                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6535                 R_Mesh_ColorPointer(NULL, 0, 0);
6536                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6537                 switch (layer->type)
6538                 {
6539                 case TEXTURELAYERTYPE_LITTEXTURE:
6540                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6541                         {
6542                                 // two-pass lit texture with 2x rgbscale
6543                                 // first the lightmap pass
6544                                 memset(&m, 0, sizeof(m));
6545                                 m.tex[0] = R_GetTexture(r_texture_white);
6546                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6547                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6548                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6549                                 R_Mesh_TextureState(&m);
6550                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6551                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6552                                 else if (rsurface.uselightmaptexture)
6553                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6554                                 else
6555                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6556                                 GL_LockArrays(0, 0);
6557                                 // then apply the texture to it
6558                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6559                                 memset(&m, 0, sizeof(m));
6560                                 m.tex[0] = R_GetTexture(layer->texture);
6561                                 m.texmatrix[0] = layer->texmatrix;
6562                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6563                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6564                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6565                                 R_Mesh_TextureState(&m);
6566                                 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);
6567                         }
6568                         else
6569                         {
6570                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6571                                 memset(&m, 0, sizeof(m));
6572                                 m.tex[0] = R_GetTexture(layer->texture);
6573                                 m.texmatrix[0] = layer->texmatrix;
6574                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6575                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6576                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6577                                 R_Mesh_TextureState(&m);
6578                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6579                                         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);
6580                                 else
6581                                         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);
6582                         }
6583                         break;
6584                 case TEXTURELAYERTYPE_TEXTURE:
6585                         // singletexture unlit texture with transparency support
6586                         memset(&m, 0, sizeof(m));
6587                         m.tex[0] = R_GetTexture(layer->texture);
6588                         m.texmatrix[0] = layer->texmatrix;
6589                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6590                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6591                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6592                         R_Mesh_TextureState(&m);
6593                         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);
6594                         break;
6595                 case TEXTURELAYERTYPE_FOG:
6596                         // singletexture fogging
6597                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6598                         if (layer->texture)
6599                         {
6600                                 memset(&m, 0, sizeof(m));
6601                                 m.tex[0] = R_GetTexture(layer->texture);
6602                                 m.texmatrix[0] = layer->texmatrix;
6603                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6604                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6605                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6606                                 R_Mesh_TextureState(&m);
6607                         }
6608                         else
6609                                 R_Mesh_ResetTextureState();
6610                         // generate a color array for the fog pass
6611                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6612                         {
6613                                 int i;
6614                                 float f, *v, *c;
6615                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6616                                 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)
6617                                 {
6618                                         f = 1 - FogPoint_Model(v);
6619                                         c[0] = layer->color[0];
6620                                         c[1] = layer->color[1];
6621                                         c[2] = layer->color[2];
6622                                         c[3] = f * layer->color[3];
6623                                 }
6624                         }
6625                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6626                         break;
6627                 default:
6628                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6629                 }
6630                 GL_LockArrays(0, 0);
6631         }
6632         CHECKGLERROR
6633         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6634         {
6635                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6636                 GL_AlphaTest(false);
6637         }
6638 }
6639
6640 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6641 {
6642         float c[4];
6643
6644         GL_AlphaTest(false);
6645         R_Mesh_ColorPointer(NULL, 0, 0);
6646         R_Mesh_ResetTextureState();
6647         R_SetupGenericShader(false);
6648
6649         if(rsurface.texture && rsurface.texture->currentskinframe)
6650         {
6651                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
6652                 c[3] *= rsurface.texture->currentalpha;
6653         }
6654         else
6655         {
6656                 c[0] = 1;
6657                 c[1] = 0;
6658                 c[2] = 1;
6659                 c[3] = 1;
6660         }
6661
6662         if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
6663         {
6664                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
6665                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
6666                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
6667         }
6668
6669         // brighten it up (as texture value 127 means "unlit")
6670         c[0] *= 2 * r_refdef.view.colorscale;
6671         c[1] *= 2 * r_refdef.view.colorscale;
6672         c[2] *= 2 * r_refdef.view.colorscale;
6673
6674         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
6675                 c[3] *= r_wateralpha.value;
6676
6677         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
6678         {
6679                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6680                 GL_DepthMask(false);
6681         }
6682         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6683         {
6684                 GL_BlendFunc(GL_ONE, GL_ONE);
6685                 GL_DepthMask(false);
6686         }
6687         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6688         {
6689                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
6690                 GL_DepthMask(false);
6691         }
6692         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6693         {
6694                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
6695                 GL_DepthMask(false);
6696         }
6697         else
6698         {
6699                 GL_BlendFunc(GL_ONE, GL_ZERO);
6700                 GL_DepthMask(writedepth);
6701         }
6702
6703         rsurface.lightmapcolor4f = NULL;
6704
6705         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
6706         {
6707                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6708
6709                 rsurface.lightmapcolor4f = NULL;
6710                 rsurface.lightmapcolor4f_bufferobject = 0;
6711                 rsurface.lightmapcolor4f_bufferoffset = 0;
6712         }
6713         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6714         {
6715                 qboolean applycolor = true;
6716                 float one = 1.0;
6717
6718                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6719
6720                 r_refdef.lightmapintensity = 1;
6721                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
6722                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
6723         }
6724         else
6725         {
6726                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6727
6728                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6729                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6730                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6731         }
6732
6733         if(!rsurface.lightmapcolor4f)
6734                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
6735
6736         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
6737         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
6738         if(r_refdef.fogenabled)
6739                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
6740
6741         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6742         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6743 }
6744
6745 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6746 {
6747         CHECKGLERROR
6748         RSurf_SetupDepthAndCulling();
6749         if (r_showsurfaces.integer == 3)
6750                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
6751         else if (r_glsl.integer && gl_support_fragment_shader)
6752                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6753         else if (gl_combine.integer && r_textureunits.integer >= 2)
6754                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6755         else
6756                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6757         CHECKGLERROR
6758 }
6759
6760 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6761 {
6762         CHECKGLERROR
6763         RSurf_SetupDepthAndCulling();
6764         if (r_showsurfaces.integer == 3)
6765                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
6766         else if (r_glsl.integer && gl_support_fragment_shader)
6767                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6768         else if (gl_combine.integer && r_textureunits.integer >= 2)
6769                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6770         else
6771                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6772         CHECKGLERROR
6773 }
6774
6775 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6776 {
6777         int i, j;
6778         int texturenumsurfaces, endsurface;
6779         texture_t *texture;
6780         msurface_t *surface;
6781         msurface_t *texturesurfacelist[1024];
6782
6783         // if the model is static it doesn't matter what value we give for
6784         // wantnormals and wanttangents, so this logic uses only rules applicable
6785         // to a model, knowing that they are meaningless otherwise
6786         if (ent == r_refdef.scene.worldentity)
6787                 RSurf_ActiveWorldEntity();
6788         else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6789                 RSurf_ActiveModelEntity(ent, false, false);
6790         else
6791                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6792
6793         for (i = 0;i < numsurfaces;i = j)
6794         {
6795                 j = i + 1;
6796                 surface = rsurface.modelsurfaces + surfacelist[i];
6797                 texture = surface->texture;
6798                 rsurface.texture = R_GetCurrentTexture(texture);
6799                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6800                 // scan ahead until we find a different texture
6801                 endsurface = min(i + 1024, numsurfaces);
6802                 texturenumsurfaces = 0;
6803                 texturesurfacelist[texturenumsurfaces++] = surface;
6804                 for (;j < endsurface;j++)
6805                 {
6806                         surface = rsurface.modelsurfaces + surfacelist[j];
6807                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6808                                 break;
6809                         texturesurfacelist[texturenumsurfaces++] = surface;
6810                 }
6811                 // render the range of surfaces
6812                 if (ent == r_refdef.scene.worldentity)
6813                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6814                 else
6815                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6816         }
6817         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6818         GL_AlphaTest(false);
6819 }
6820
6821 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
6822 {
6823         const entity_render_t *queueentity = r_refdef.scene.worldentity;
6824         CHECKGLERROR
6825         if (depthonly)
6826         {
6827                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6828                         return;
6829                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6830                         return;
6831                 RSurf_SetupDepthAndCulling();
6832                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6833                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6834         }
6835         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
6836         {
6837                 RSurf_SetupDepthAndCulling();
6838                 GL_AlphaTest(false);
6839                 R_Mesh_ColorPointer(NULL, 0, 0);
6840                 R_Mesh_ResetTextureState();
6841                 R_SetupGenericShader(false);
6842                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6843                 GL_DepthMask(true);
6844                 GL_BlendFunc(GL_ONE, GL_ZERO);
6845                 GL_Color(0, 0, 0, 1);
6846                 GL_DepthTest(writedepth);
6847                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6848         }
6849         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
6850         {
6851                 RSurf_SetupDepthAndCulling();
6852                 GL_AlphaTest(false);
6853                 R_Mesh_ColorPointer(NULL, 0, 0);
6854                 R_Mesh_ResetTextureState();
6855                 R_SetupGenericShader(false);
6856                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6857                 GL_DepthMask(true);
6858                 GL_BlendFunc(GL_ONE, GL_ZERO);
6859                 GL_DepthTest(true);
6860                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6861         }
6862         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6863                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6864         else if (!rsurface.texture->currentnumlayers)
6865                 return;
6866         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
6867         {
6868                 // transparent surfaces get pushed off into the transparent queue
6869                 int surfacelistindex;
6870                 const msurface_t *surface;
6871                 vec3_t tempcenter, center;
6872                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6873                 {
6874                         surface = texturesurfacelist[surfacelistindex];
6875                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6876                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6877                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6878                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6879                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6880                 }
6881         }
6882         else
6883         {
6884                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6885                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6886         }
6887         CHECKGLERROR
6888 }
6889
6890 void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
6891 {
6892         int i, j;
6893         texture_t *texture;
6894         // break the surface list down into batches by texture and use of lightmapping
6895         for (i = 0;i < numsurfaces;i = j)
6896         {
6897                 j = i + 1;
6898                 // texture is the base texture pointer, rsurface.texture is the
6899                 // current frame/skin the texture is directing us to use (for example
6900                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6901                 // use skin 1 instead)
6902                 texture = surfacelist[i]->texture;
6903                 rsurface.texture = R_GetCurrentTexture(texture);
6904                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6905                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6906                 {
6907                         // if this texture is not the kind we want, skip ahead to the next one
6908                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6909                                 ;
6910                         continue;
6911                 }
6912                 // simply scan ahead until we find a different texture or lightmap state
6913                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6914                         ;
6915                 // render the range of surfaces
6916                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
6917         }
6918 }
6919
6920 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6921 {
6922         CHECKGLERROR
6923         if (depthonly)
6924         {
6925                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6926                         return;
6927                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6928                         return;
6929                 RSurf_SetupDepthAndCulling();
6930                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6931                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6932         }
6933         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
6934         {
6935                 RSurf_SetupDepthAndCulling();
6936                 GL_AlphaTest(false);
6937                 R_Mesh_ColorPointer(NULL, 0, 0);
6938                 R_Mesh_ResetTextureState();
6939                 R_SetupGenericShader(false);
6940                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6941                 GL_DepthMask(true);
6942                 GL_BlendFunc(GL_ONE, GL_ZERO);
6943                 GL_Color(0, 0, 0, 1);
6944                 GL_DepthTest(writedepth);
6945                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6946         }
6947         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
6948         {
6949                 RSurf_SetupDepthAndCulling();
6950                 GL_AlphaTest(false);
6951                 R_Mesh_ColorPointer(NULL, 0, 0);
6952                 R_Mesh_ResetTextureState();
6953                 R_SetupGenericShader(false);
6954                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6955                 GL_DepthMask(true);
6956                 GL_BlendFunc(GL_ONE, GL_ZERO);
6957                 GL_DepthTest(true);
6958                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6959         }
6960         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6961                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6962         else if (!rsurface.texture->currentnumlayers)
6963                 return;
6964         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
6965         {
6966                 // transparent surfaces get pushed off into the transparent queue
6967                 int surfacelistindex;
6968                 const msurface_t *surface;
6969                 vec3_t tempcenter, center;
6970                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6971                 {
6972                         surface = texturesurfacelist[surfacelistindex];
6973                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6974                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6975                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6976                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6977                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6978                 }
6979         }
6980         else
6981         {
6982                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6983                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6984         }
6985         CHECKGLERROR
6986 }
6987
6988 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
6989 {
6990         int i, j;
6991         texture_t *texture;
6992         // break the surface list down into batches by texture and use of lightmapping
6993         for (i = 0;i < numsurfaces;i = j)
6994         {
6995                 j = i + 1;
6996                 // texture is the base texture pointer, rsurface.texture is the
6997                 // current frame/skin the texture is directing us to use (for example
6998                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6999                 // use skin 1 instead)
7000                 texture = surfacelist[i]->texture;
7001                 rsurface.texture = R_GetCurrentTexture(texture);
7002                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7003                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7004                 {
7005                         // if this texture is not the kind we want, skip ahead to the next one
7006                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7007                                 ;
7008                         continue;
7009                 }
7010                 // simply scan ahead until we find a different texture or lightmap state
7011                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7012                         ;
7013                 // render the range of surfaces
7014                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
7015         }
7016 }
7017
7018 float locboxvertex3f[6*4*3] =
7019 {
7020         1,0,1, 1,0,0, 1,1,0, 1,1,1,
7021         0,1,1, 0,1,0, 0,0,0, 0,0,1,
7022         1,1,1, 1,1,0, 0,1,0, 0,1,1,
7023         0,0,1, 0,0,0, 1,0,0, 1,0,1,
7024         0,0,1, 1,0,1, 1,1,1, 0,1,1,
7025         1,0,0, 0,0,0, 0,1,0, 1,1,0
7026 };
7027
7028 unsigned short locboxelements[6*2*3] =
7029 {
7030          0, 1, 2, 0, 2, 3,
7031          4, 5, 6, 4, 6, 7,
7032          8, 9,10, 8,10,11,
7033         12,13,14, 12,14,15,
7034         16,17,18, 16,18,19,
7035         20,21,22, 20,22,23
7036 };
7037
7038 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7039 {
7040         int i, j;
7041         cl_locnode_t *loc = (cl_locnode_t *)ent;
7042         vec3_t mins, size;
7043         float vertex3f[6*4*3];
7044         CHECKGLERROR
7045         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7046         GL_DepthMask(false);
7047         GL_DepthRange(0, 1);
7048         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7049         GL_DepthTest(true);
7050         GL_CullFace(GL_NONE);
7051         R_Mesh_Matrix(&identitymatrix);
7052
7053         R_Mesh_VertexPointer(vertex3f, 0, 0);
7054         R_Mesh_ColorPointer(NULL, 0, 0);
7055         R_Mesh_ResetTextureState();
7056         R_SetupGenericShader(false);
7057
7058         i = surfacelist[0];
7059         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7060                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7061                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7062                         surfacelist[0] < 0 ? 0.5f : 0.125f);
7063
7064         if (VectorCompare(loc->mins, loc->maxs))
7065         {
7066                 VectorSet(size, 2, 2, 2);
7067                 VectorMA(loc->mins, -0.5f, size, mins);
7068         }
7069         else
7070         {
7071                 VectorCopy(loc->mins, mins);
7072                 VectorSubtract(loc->maxs, loc->mins, size);
7073         }
7074
7075         for (i = 0;i < 6*4*3;)
7076                 for (j = 0;j < 3;j++, i++)
7077                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
7078
7079         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
7080 }
7081
7082 void R_DrawLocs(void)
7083 {
7084         int index;
7085         cl_locnode_t *loc, *nearestloc;
7086         vec3_t center;
7087         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
7088         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
7089         {
7090                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
7091                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
7092         }
7093 }
7094
7095 void R_DrawDebugModel(entity_render_t *ent)
7096 {
7097         int i, j, k, l, flagsmask;
7098         const int *elements;
7099         q3mbrush_t *brush;
7100         msurface_t *surface;
7101         dp_model_t *model = ent->model;
7102         vec3_t v;
7103
7104         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
7105
7106         R_Mesh_ColorPointer(NULL, 0, 0);
7107         R_Mesh_ResetTextureState();
7108         R_SetupGenericShader(false);
7109         GL_DepthRange(0, 1);
7110         GL_DepthTest(!r_showdisabledepthtest.integer);
7111         GL_DepthMask(false);
7112         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7113
7114         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
7115         {
7116                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
7117                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
7118                 {
7119                         if (brush->colbrushf && brush->colbrushf->numtriangles)
7120                         {
7121                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
7122                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
7123                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
7124                         }
7125                 }
7126                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
7127                 {
7128                         if (surface->num_collisiontriangles)
7129                         {
7130                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
7131                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
7132                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
7133                         }
7134                 }
7135         }
7136
7137         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7138
7139         if (r_showtris.integer || r_shownormals.integer)
7140         {
7141                 if (r_showdisabledepthtest.integer)
7142                 {
7143                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7144                         GL_DepthMask(false);
7145                 }
7146                 else
7147                 {
7148                         GL_BlendFunc(GL_ONE, GL_ZERO);
7149                         GL_DepthMask(true);
7150                 }
7151                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
7152                 {
7153                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
7154                                 continue;
7155                         rsurface.texture = R_GetCurrentTexture(surface->texture);
7156                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
7157                         {
7158                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
7159                                 if (r_showtris.value > 0)
7160                                 {
7161                                         if (!rsurface.texture->currentlayers->depthmask)
7162                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
7163                                         else if (ent == r_refdef.scene.worldentity)
7164                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
7165                                         else
7166                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
7167                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
7168                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
7169                                         R_Mesh_ColorPointer(NULL, 0, 0);
7170                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
7171                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7172                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
7173                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7174                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7175                                         CHECKGLERROR
7176                                 }
7177                                 if (r_shownormals.value < 0)
7178                                 {
7179                                         qglBegin(GL_LINES);
7180                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7181                                         {
7182                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7183                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7184                                                 qglVertex3f(v[0], v[1], v[2]);
7185                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
7186                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7187                                                 qglVertex3f(v[0], v[1], v[2]);
7188                                         }
7189                                         qglEnd();
7190                                         CHECKGLERROR
7191                                 }
7192                                 if (r_shownormals.value > 0)
7193                                 {
7194                                         qglBegin(GL_LINES);
7195                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7196                                         {
7197                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7198                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7199                                                 qglVertex3f(v[0], v[1], v[2]);
7200                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
7201                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7202                                                 qglVertex3f(v[0], v[1], v[2]);
7203                                         }
7204                                         qglEnd();
7205                                         CHECKGLERROR
7206                                         qglBegin(GL_LINES);
7207                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7208                                         {
7209                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7210                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
7211                                                 qglVertex3f(v[0], v[1], v[2]);
7212                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
7213                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7214                                                 qglVertex3f(v[0], v[1], v[2]);
7215                                         }
7216                                         qglEnd();
7217                                         CHECKGLERROR
7218                                         qglBegin(GL_LINES);
7219                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7220                                         {
7221                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7222                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
7223                                                 qglVertex3f(v[0], v[1], v[2]);
7224                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
7225                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7226                                                 qglVertex3f(v[0], v[1], v[2]);
7227                                         }
7228                                         qglEnd();
7229                                         CHECKGLERROR
7230                                 }
7231                         }
7232                 }
7233                 rsurface.texture = NULL;
7234         }
7235 }
7236
7237 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
7238 int r_maxsurfacelist = 0;
7239 msurface_t **r_surfacelist = NULL;
7240 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7241 {
7242         int i, j, endj, f, flagsmask;
7243         texture_t *t;
7244         dp_model_t *model = r_refdef.scene.worldmodel;
7245         msurface_t *surfaces;
7246         unsigned char *update;
7247         int numsurfacelist = 0;
7248         if (model == NULL)
7249                 return;
7250
7251         if (r_maxsurfacelist < model->num_surfaces)
7252         {
7253                 r_maxsurfacelist = model->num_surfaces;
7254                 if (r_surfacelist)
7255                         Mem_Free(r_surfacelist);
7256                 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7257         }
7258
7259         RSurf_ActiveWorldEntity();
7260
7261         surfaces = model->data_surfaces;
7262         update = model->brushq1.lightmapupdateflags;
7263
7264         // update light styles on this submodel
7265         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7266         {
7267                 model_brush_lightstyleinfo_t *style;
7268                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7269                 {
7270                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
7271                         {
7272                                 int *list = style->surfacelist;
7273                                 style->value = r_refdef.scene.lightstylevalue[style->style];
7274                                 for (j = 0;j < style->numsurfaces;j++)
7275                                         update[list[j]] = true;
7276                         }
7277                 }
7278         }
7279
7280         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7281
7282         if (debug)
7283         {
7284                 R_DrawDebugModel(r_refdef.scene.worldentity);
7285                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7286                 return;
7287         }
7288
7289         f = 0;
7290         t = NULL;
7291         rsurface.uselightmaptexture = false;
7292         rsurface.texture = NULL;
7293         rsurface.rtlight = NULL;
7294         numsurfacelist = 0;
7295         // add visible surfaces to draw list
7296         for (i = 0;i < model->nummodelsurfaces;i++)
7297         {
7298                 j = model->sortedmodelsurfaces[i];
7299                 if (r_refdef.viewcache.world_surfacevisible[j])
7300                         r_surfacelist[numsurfacelist++] = surfaces + j;
7301         }
7302         // update lightmaps if needed
7303         if (update)
7304                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7305                         if (r_refdef.viewcache.world_surfacevisible[j])
7306                                 if (update[j])
7307                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7308         // don't do anything if there were no surfaces
7309         if (!numsurfacelist)
7310         {
7311                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7312                 return;
7313         }
7314         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7315         GL_AlphaTest(false);
7316
7317         // add to stats if desired
7318         if (r_speeds.integer && !skysurfaces && !depthonly)
7319         {
7320                 r_refdef.stats.world_surfaces += numsurfacelist;
7321                 for (j = 0;j < numsurfacelist;j++)
7322                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7323         }
7324         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7325 }
7326
7327 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7328 {
7329         int i, j, endj, f, flagsmask;
7330         texture_t *t;
7331         dp_model_t *model = ent->model;
7332         msurface_t *surfaces;
7333         unsigned char *update;
7334         int numsurfacelist = 0;
7335         if (model == NULL)
7336                 return;
7337
7338         if (r_maxsurfacelist < model->num_surfaces)
7339         {
7340                 r_maxsurfacelist = model->num_surfaces;
7341                 if (r_surfacelist)
7342                         Mem_Free(r_surfacelist);
7343                 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7344         }
7345
7346         // if the model is static it doesn't matter what value we give for
7347         // wantnormals and wanttangents, so this logic uses only rules applicable
7348         // to a model, knowing that they are meaningless otherwise
7349         if (ent == r_refdef.scene.worldentity)
7350                 RSurf_ActiveWorldEntity();
7351         else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
7352                 RSurf_ActiveModelEntity(ent, false, false);
7353         else
7354                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7355
7356         surfaces = model->data_surfaces;
7357         update = model->brushq1.lightmapupdateflags;
7358
7359         // update light styles
7360         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7361         {
7362                 model_brush_lightstyleinfo_t *style;
7363                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7364                 {
7365                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
7366                         {
7367                                 int *list = style->surfacelist;
7368                                 style->value = r_refdef.scene.lightstylevalue[style->style];
7369                                 for (j = 0;j < style->numsurfaces;j++)
7370                                         update[list[j]] = true;
7371                         }
7372                 }
7373         }
7374
7375         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7376
7377         if (debug)
7378         {
7379                 R_DrawDebugModel(ent);
7380                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7381                 return;
7382         }
7383
7384         f = 0;
7385         t = NULL;
7386         rsurface.uselightmaptexture = false;
7387         rsurface.texture = NULL;
7388         rsurface.rtlight = NULL;
7389         numsurfacelist = 0;
7390         // add visible surfaces to draw list
7391         for (i = 0;i < model->nummodelsurfaces;i++)
7392                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
7393         // don't do anything if there were no surfaces
7394         if (!numsurfacelist)
7395         {
7396                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7397                 return;
7398         }
7399         // update lightmaps if needed
7400         if (update)
7401                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7402                         if (update[j])
7403                                 R_BuildLightMap(ent, surfaces + j);
7404         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7405         GL_AlphaTest(false);
7406
7407         // add to stats if desired
7408         if (r_speeds.integer && !skysurfaces && !depthonly)
7409         {
7410                 r_refdef.stats.entities_surfaces += numsurfacelist;
7411                 for (j = 0;j < numsurfacelist;j++)
7412                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
7413         }
7414         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7415 }