]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rmain.c
fix r_bloom_blur logic to not change brightness any more
[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 value scale - 0.5 recommended"};
39 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
40 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
41 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
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 motionblur alpha value"};
45 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
46
47 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
48
49 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"};
50 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
51 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
52 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
53 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)"};
54 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
55 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
56 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"};
57 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"};
58 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
59 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"};
60 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"};
61 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"};
62 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
63 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
64 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
65 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
66 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
67 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
68 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
69 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
70 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
71 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
72 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
73 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
74 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 in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
75 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
76 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
77 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
78 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
79 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
80 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
81 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"};
82 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"};
83 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
84 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
85
86 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
87 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
88 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
89 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
90 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
91 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
92 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
93 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
94
95 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)"};
96
97 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
98 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)"};
99 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
100 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
101 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
102 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
103 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)"};
104 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)"};
105 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)"};
106 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)"};
107 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)"};
108
109 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)"};
110 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
111 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"};
112 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
113 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
114
115 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
116 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
117 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
118 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
119
120 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
121 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
122 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
123 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
124 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
125 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
126 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
127
128 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
129 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
130 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
131 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)"};
132
133 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"};
134
135 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"};
136
137 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
138
139 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
140 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
141 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"};
142 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
143 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
144 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
145 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
146
147 extern cvar_t v_glslgamma;
148
149 extern qboolean v_flipped_state;
150
151 static struct r_bloomstate_s
152 {
153         qboolean enabled;
154         qboolean hdr;
155
156         int bloomwidth, bloomheight;
157
158         int screentexturewidth, screentextureheight;
159         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
160
161         int bloomtexturewidth, bloomtextureheight;
162         rtexture_t *texture_bloom;
163
164         // arrays for rendering the screen passes
165         float screentexcoord2f[8];
166         float bloomtexcoord2f[8];
167         float offsettexcoord2f[8];
168
169         r_viewport_t viewport;
170 }
171 r_bloomstate;
172
173 r_waterstate_t r_waterstate;
174
175 /// shadow volume bsp struct with automatically growing nodes buffer
176 svbsp_t r_svbsp;
177
178 rtexture_t *r_texture_blanknormalmap;
179 rtexture_t *r_texture_white;
180 rtexture_t *r_texture_grey128;
181 rtexture_t *r_texture_black;
182 rtexture_t *r_texture_notexture;
183 rtexture_t *r_texture_whitecube;
184 rtexture_t *r_texture_normalizationcube;
185 rtexture_t *r_texture_fogattenuation;
186 rtexture_t *r_texture_gammaramps;
187 unsigned int r_texture_gammaramps_serial;
188 //rtexture_t *r_texture_fogintensity;
189
190 unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
191 unsigned int r_numqueries;
192 unsigned int r_maxqueries;
193
194 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
195 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
196
197 /// vertex coordinates for a quad that covers the screen exactly
198 const float r_screenvertex3f[12] =
199 {
200         0, 0, 0,
201         1, 0, 0,
202         1, 1, 0,
203         0, 1, 0
204 };
205
206 extern void R_DrawModelShadows(void);
207
208 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
209 {
210         int i;
211         for (i = 0;i < verts;i++)
212         {
213                 out[0] = in[0] * r;
214                 out[1] = in[1] * g;
215                 out[2] = in[2] * b;
216                 out[3] = in[3];
217                 in += 4;
218                 out += 4;
219         }
220 }
221
222 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
223 {
224         int i;
225         for (i = 0;i < verts;i++)
226         {
227                 out[0] = r;
228                 out[1] = g;
229                 out[2] = b;
230                 out[3] = a;
231                 out += 4;
232         }
233 }
234
235 // FIXME: move this to client?
236 void FOG_clear(void)
237 {
238         if (gamemode == GAME_NEHAHRA)
239         {
240                 Cvar_Set("gl_fogenable", "0");
241                 Cvar_Set("gl_fogdensity", "0.2");
242                 Cvar_Set("gl_fogred", "0.3");
243                 Cvar_Set("gl_foggreen", "0.3");
244                 Cvar_Set("gl_fogblue", "0.3");
245         }
246         r_refdef.fog_density = 0;
247         r_refdef.fog_red = 0;
248         r_refdef.fog_green = 0;
249         r_refdef.fog_blue = 0;
250         r_refdef.fog_alpha = 1;
251         r_refdef.fog_start = 0;
252         r_refdef.fog_end = 0;
253 }
254
255 float FogForDistance(vec_t dist)
256 {
257         unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
258         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
259 }
260
261 float FogPoint_World(const vec3_t p)
262 {
263         return FogForDistance(VectorDistance((p), r_refdef.view.origin));
264 }
265
266 float FogPoint_Model(const vec3_t p)
267 {
268         return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
269 }
270
271 static void R_BuildBlankTextures(void)
272 {
273         unsigned char data[4];
274         data[2] = 128; // normal X
275         data[1] = 128; // normal Y
276         data[0] = 255; // normal Z
277         data[3] = 128; // height
278         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
279         data[0] = 255;
280         data[1] = 255;
281         data[2] = 255;
282         data[3] = 255;
283         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
284         data[0] = 128;
285         data[1] = 128;
286         data[2] = 128;
287         data[3] = 255;
288         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
289         data[0] = 0;
290         data[1] = 0;
291         data[2] = 0;
292         data[3] = 255;
293         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
294 }
295
296 static void R_BuildNoTexture(void)
297 {
298         int x, y;
299         unsigned char pix[16][16][4];
300         // this makes a light grey/dark grey checkerboard texture
301         for (y = 0;y < 16;y++)
302         {
303                 for (x = 0;x < 16;x++)
304                 {
305                         if ((y < 8) ^ (x < 8))
306                         {
307                                 pix[y][x][0] = 128;
308                                 pix[y][x][1] = 128;
309                                 pix[y][x][2] = 128;
310                                 pix[y][x][3] = 255;
311                         }
312                         else
313                         {
314                                 pix[y][x][0] = 64;
315                                 pix[y][x][1] = 64;
316                                 pix[y][x][2] = 64;
317                                 pix[y][x][3] = 255;
318                         }
319                 }
320         }
321         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
322 }
323
324 static void R_BuildWhiteCube(void)
325 {
326         unsigned char data[6*1*1*4];
327         memset(data, 255, sizeof(data));
328         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
329 }
330
331 static void R_BuildNormalizationCube(void)
332 {
333         int x, y, side;
334         vec3_t v;
335         vec_t s, t, intensity;
336 #define NORMSIZE 64
337         unsigned char data[6][NORMSIZE][NORMSIZE][4];
338         for (side = 0;side < 6;side++)
339         {
340                 for (y = 0;y < NORMSIZE;y++)
341                 {
342                         for (x = 0;x < NORMSIZE;x++)
343                         {
344                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
345                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
346                                 switch(side)
347                                 {
348                                 default:
349                                 case 0:
350                                         v[0] = 1;
351                                         v[1] = -t;
352                                         v[2] = -s;
353                                         break;
354                                 case 1:
355                                         v[0] = -1;
356                                         v[1] = -t;
357                                         v[2] = s;
358                                         break;
359                                 case 2:
360                                         v[0] = s;
361                                         v[1] = 1;
362                                         v[2] = t;
363                                         break;
364                                 case 3:
365                                         v[0] = s;
366                                         v[1] = -1;
367                                         v[2] = -t;
368                                         break;
369                                 case 4:
370                                         v[0] = s;
371                                         v[1] = -t;
372                                         v[2] = 1;
373                                         break;
374                                 case 5:
375                                         v[0] = -s;
376                                         v[1] = -t;
377                                         v[2] = -1;
378                                         break;
379                                 }
380                                 intensity = 127.0f / sqrt(DotProduct(v, v));
381                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
382                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
383                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
384                                 data[side][y][x][3] = 255;
385                         }
386                 }
387         }
388         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
389 }
390
391 static void R_BuildFogTexture(void)
392 {
393         int x, b;
394 #define FOGWIDTH 256
395         unsigned char data1[FOGWIDTH][4];
396         //unsigned char data2[FOGWIDTH][4];
397         double d, r, alpha;
398
399         r_refdef.fogmasktable_start = r_refdef.fog_start;
400         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
401         r_refdef.fogmasktable_range = r_refdef.fogrange;
402         r_refdef.fogmasktable_density = r_refdef.fog_density;
403
404         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
405         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
406         {
407                 d = (x * r - r_refdef.fogmasktable_start);
408                 if(developer.integer >= 100)
409                         Con_Printf("%f ", d);
410                 d = max(0, d);
411                 if (r_fog_exp2.integer)
412                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
413                 else
414                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
415                 if(developer.integer >= 100)
416                         Con_Printf(" : %f ", alpha);
417                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
418                 if(developer.integer >= 100)
419                         Con_Printf(" = %f\n", alpha);
420                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
421         }
422
423         for (x = 0;x < FOGWIDTH;x++)
424         {
425                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
426                 data1[x][0] = b;
427                 data1[x][1] = b;
428                 data1[x][2] = b;
429                 data1[x][3] = 255;
430                 //data2[x][0] = 255 - b;
431                 //data2[x][1] = 255 - b;
432                 //data2[x][2] = 255 - b;
433                 //data2[x][3] = 255;
434         }
435         if (r_texture_fogattenuation)
436         {
437                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
438                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
439         }
440         else
441         {
442                 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);
443                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
444         }
445 }
446
447 static const char *builtinshaderstring =
448 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
449 "// written by Forest 'LordHavoc' Hale\n"
450 "\n"
451 "// enable various extensions depending on permutation:\n"
452 "\n" 
453 "#ifdef USESHADOWMAPRECT\n"
454 "# extension GL_ARB_texture_rectangle : enable\n"
455 "#endif\n"
456 "\n"
457 "#ifdef USESHADOWMAP2D\n"
458 "# ifdef GL_EXT_gpu_shader4\n"
459 "#   extension GL_EXT_gpu_shader4 : enable\n"
460 "# endif\n"
461 "# ifdef GL_ARB_texture_gather\n"
462 "#   extension GL_ARB_texture_gather : enable\n"
463 "# else\n"
464 "#   ifdef GL_AMD_texture_texture4\n"
465 "#     extension GL_AMD_texture_texture4 : enable\n"
466 "#   endif\n"
467 "# endif\n"
468 "#endif\n"
469 "\n"
470 "#ifdef USESHADOWMAPCUBE\n"
471 "# extension GL_EXT_gpu_shader4 : enable\n"
472 "#endif\n"
473 "\n"
474 "#ifdef USESHADOWSAMPLER\n"
475 "# extension GL_ARB_shadow : enable\n"
476 "#endif\n"
477 "\n"
478 "// common definitions between vertex shader and fragment shader:\n"
479 "\n"
480 "//#ifdef __GLSL_CG_DATA_TYPES\n"
481 "//# define myhalf half\n"
482 "//# define myhalf2 half2\n"
483 "//# define myhalf3half3\n"
484 "//# define myhalf4 half4\n"
485 "//#else\n"
486 "# define myhalf float\n"
487 "# define myhalf2 vec2\n"
488 "# define myhalf3 vec3\n"
489 "# define myhalf4 vec4\n"
490 "//#endif\n"
491 "\n"
492 "#ifdef MODE_DEPTH_OR_SHADOW\n"
493 "\n"
494 "# ifdef VERTEX_SHADER\n"
495 "void main(void)\n"
496 "{\n"
497 "       gl_Position = ftransform();\n"
498 "}\n"
499 "# endif\n"
500 "\n"
501 "#else\n"
502 "#ifdef MODE_SHOWDEPTH\n"
503 "# ifdef VERTEX_SHADER\n"
504 "void main(void)\n"
505 "{\n"
506 "       gl_Position = ftransform();\n"
507 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
508 "}\n"
509 "# endif\n"
510 "# ifdef FRAGMENT_SHADER\n"
511 "void main(void)\n"
512 "{\n"
513 "       gl_FragColor = gl_Color;\n"
514 "}\n"
515 "# endif\n"
516 "\n"
517 "#else // !MODE_SHOWDEPTH\n"
518 "\n"
519 "#ifdef MODE_POSTPROCESS\n"
520 "# ifdef VERTEX_SHADER\n"
521 "void main(void)\n"
522 "{\n"
523 "       gl_FrontColor = gl_Color;\n"
524 "       gl_Position = ftransform();\n"
525 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
526 "#ifdef USEBLOOM\n"
527 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
528 "#endif\n"
529 "}\n"
530 "# endif\n"
531 "# ifdef FRAGMENT_SHADER\n"
532 "\n"
533 "uniform sampler2D Texture_First;\n"
534 "#ifdef USEBLOOM\n"
535 "uniform sampler2D Texture_Second;\n"
536 "#endif\n"
537 "#ifdef USEGAMMARAMPS\n"
538 "uniform sampler2D Texture_GammaRamps;\n"
539 "#endif\n"
540 "#ifdef USESATURATION\n"
541 "uniform float Saturation;\n"
542 "#endif\n"
543 "#ifdef USEVIEWTINT\n"
544 "uniform vec4 TintColor;\n"
545 "#endif\n"
546 "//uncomment these if you want to use them:\n"
547 "uniform vec4 UserVec1;\n"
548 "// uniform vec4 UserVec2;\n"
549 "// uniform vec4 UserVec3;\n"
550 "// uniform vec4 UserVec4;\n"
551 "// uniform float ClientTime;\n"
552 "uniform vec2 PixelSize;\n"
553 "void main(void)\n"
554 "{\n"
555 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
556 "#ifdef USEBLOOM\n"
557 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
558 "#endif\n"
559 "#ifdef USEVIEWTINT\n"
560 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
561 "#endif\n"
562 "\n"
563 "#ifdef USEPOSTPROCESSING\n"
564 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
565 "// 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"
566 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
567 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
568 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
569 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
570 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
571 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
572 "#endif\n"
573 "\n"
574 "#ifdef USESATURATION\n"
575 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
576 "       myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
577 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
578 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
579 "#endif\n"
580 "\n"
581 "#ifdef USEGAMMARAMPS\n"
582 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
583 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
584 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
585 "#endif\n"
586 "}\n"
587 "# endif\n"
588 "\n"
589 "\n"
590 "#else\n"
591 "#ifdef MODE_GENERIC\n"
592 "# ifdef VERTEX_SHADER\n"
593 "void main(void)\n"
594 "{\n"
595 "       gl_FrontColor = gl_Color;\n"
596 "#  ifdef USEDIFFUSE\n"
597 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
598 "#  endif\n"
599 "#  ifdef USESPECULAR\n"
600 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
601 "#  endif\n"
602 "       gl_Position = ftransform();\n"
603 "}\n"
604 "# endif\n"
605 "# ifdef FRAGMENT_SHADER\n"
606 "\n"
607 "#  ifdef USEDIFFUSE\n"
608 "uniform sampler2D Texture_First;\n"
609 "#  endif\n"
610 "#  ifdef USESPECULAR\n"
611 "uniform sampler2D Texture_Second;\n"
612 "#  endif\n"
613 "\n"
614 "void main(void)\n"
615 "{\n"
616 "       gl_FragColor = gl_Color;\n"
617 "#  ifdef USEDIFFUSE\n"
618 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
619 "#  endif\n"
620 "\n"
621 "#  ifdef USESPECULAR\n"
622 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
623 "#  endif\n"
624 "#  ifdef USECOLORMAPPING\n"
625 "       gl_FragColor *= tex2;\n"
626 "#  endif\n"
627 "#  ifdef USEGLOW\n"
628 "       gl_FragColor += tex2;\n"
629 "#  endif\n"
630 "#  ifdef USEVERTEXTEXTUREBLEND\n"
631 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
632 "#  endif\n"
633 "}\n"
634 "# endif\n"
635 "\n"
636 "#else // !MODE_GENERIC\n"
637 "\n"
638 "varying vec2 TexCoord;\n"
639 "#ifdef USEVERTEXTEXTUREBLEND\n"
640 "varying vec2 TexCoord2;\n"
641 "#endif\n"
642 "varying vec2 TexCoordLightmap;\n"
643 "\n"
644 "#ifdef MODE_LIGHTSOURCE\n"
645 "varying vec3 CubeVector;\n"
646 "#endif\n"
647 "\n"
648 "#ifdef MODE_LIGHTSOURCE\n"
649 "varying vec3 LightVector;\n"
650 "#endif\n"
651 "#ifdef MODE_LIGHTDIRECTION\n"
652 "varying vec3 LightVector;\n"
653 "#endif\n"
654 "\n"
655 "varying vec3 EyeVector;\n"
656 "#ifdef USEFOG\n"
657 "varying vec3 EyeVectorModelSpace;\n"
658 "#endif\n"
659 "\n"
660 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
661 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
662 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
663 "\n"
664 "#ifdef MODE_WATER\n"
665 "varying vec4 ModelViewProjectionPosition;\n"
666 "#endif\n"
667 "#ifdef MODE_REFRACTION\n"
668 "varying vec4 ModelViewProjectionPosition;\n"
669 "#endif\n"
670 "#ifdef USEREFLECTION\n"
671 "varying vec4 ModelViewProjectionPosition;\n"
672 "#endif\n"
673 "\n"
674 "\n"
675 "\n"
676 "\n"
677 "\n"
678 "// vertex shader specific:\n"
679 "#ifdef VERTEX_SHADER\n"
680 "\n"
681 "uniform vec3 LightPosition;\n"
682 "uniform vec3 EyePosition;\n"
683 "uniform vec3 LightDir;\n"
684 "\n"
685 "// 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"
686 "\n"
687 "void main(void)\n"
688 "{\n"
689 "       gl_FrontColor = gl_Color;\n"
690 "       // copy the surface texcoord\n"
691 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
692 "#ifdef USEVERTEXTEXTUREBLEND\n"
693 "       TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
694 "#endif\n"
695 "#ifndef MODE_LIGHTSOURCE\n"
696 "# ifndef MODE_LIGHTDIRECTION\n"
697 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
698 "# endif\n"
699 "#endif\n"
700 "\n"
701 "#ifdef MODE_LIGHTSOURCE\n"
702 "       // transform vertex position into light attenuation/cubemap space\n"
703 "       // (-1 to +1 across the light box)\n"
704 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
705 "\n"
706 "       // transform unnormalized light direction into tangent space\n"
707 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
708 "       //  normalize it per pixel)\n"
709 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
710 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
711 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
712 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
713 "#endif\n"
714 "\n"
715 "#ifdef MODE_LIGHTDIRECTION\n"
716 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
717 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
718 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
719 "#endif\n"
720 "\n"
721 "       // transform unnormalized eye direction into tangent space\n"
722 "#ifndef USEFOG\n"
723 "       vec3 EyeVectorModelSpace;\n"
724 "#endif\n"
725 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
726 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
727 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
728 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
729 "\n"
730 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
731 "       VectorS = gl_MultiTexCoord1.xyz;\n"
732 "       VectorT = gl_MultiTexCoord2.xyz;\n"
733 "       VectorR = gl_MultiTexCoord3.xyz;\n"
734 "#endif\n"
735 "\n"
736 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
737 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
738 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
739 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
740 "//#endif\n"
741 "\n"
742 "// transform vertex to camera space, using ftransform to match non-VS\n"
743 "       // rendering\n"
744 "       gl_Position = ftransform();\n"
745 "\n"
746 "#ifdef MODE_WATER\n"
747 "       ModelViewProjectionPosition = gl_Position;\n"
748 "#endif\n"
749 "#ifdef MODE_REFRACTION\n"
750 "       ModelViewProjectionPosition = gl_Position;\n"
751 "#endif\n"
752 "#ifdef USEREFLECTION\n"
753 "       ModelViewProjectionPosition = gl_Position;\n"
754 "#endif\n"
755 "}\n"
756 "\n"
757 "#endif // VERTEX_SHADER\n"
758 "\n"
759 "\n"
760 "\n"
761 "\n"
762 "// fragment shader specific:\n"
763 "#ifdef FRAGMENT_SHADER\n"
764 "\n"
765 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
766 "uniform sampler2D Texture_Normal;\n"
767 "uniform sampler2D Texture_Color;\n"
768 "uniform sampler2D Texture_Gloss;\n"
769 "uniform sampler2D Texture_Glow;\n"
770 "uniform sampler2D Texture_SecondaryNormal;\n"
771 "uniform sampler2D Texture_SecondaryColor;\n"
772 "uniform sampler2D Texture_SecondaryGloss;\n"
773 "uniform sampler2D Texture_SecondaryGlow;\n"
774 "uniform sampler2D Texture_Pants;\n"
775 "uniform sampler2D Texture_Shirt;\n"
776 "uniform sampler2D Texture_FogMask;\n"
777 "uniform sampler2D Texture_Lightmap;\n"
778 "uniform sampler2D Texture_Deluxemap;\n"
779 "uniform sampler2D Texture_Refraction;\n"
780 "uniform sampler2D Texture_Reflection;\n"
781 "uniform sampler2D Texture_Attenuation;\n"
782 "uniform samplerCube Texture_Cube;\n"
783 "\n"
784 "#define showshadowmap 0\n"
785 "\n"
786 "#ifdef USESHADOWMAPRECT\n"
787 "# ifdef USESHADOWSAMPLER\n"
788 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
789 "# else\n"
790 "uniform sampler2DRect Texture_ShadowMapRect;\n"
791 "# endif\n"
792 "#endif\n"
793 "\n"
794 "#ifdef USESHADOWMAP2D\n"
795 "# ifdef USESHADOWSAMPLER\n"
796 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
797 "# else\n"
798 "uniform sampler2D Texture_ShadowMap2D;\n"
799 "# endif\n"
800 "#endif\n"
801 "\n"
802 "#ifdef USESHADOWMAPVSDCT\n"
803 "uniform samplerCube Texture_CubeProjection;\n"
804 "#endif\n"
805 "\n"
806 "#ifdef USESHADOWMAPCUBE\n"
807 "# ifdef USESHADOWSAMPLER\n"
808 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
809 "# else\n"
810 "uniform samplerCube Texture_ShadowMapCube;\n"
811 "# endif\n"
812 "#endif\n"
813 "\n"
814 "uniform myhalf3 LightColor;\n"
815 "uniform myhalf3 AmbientColor;\n"
816 "uniform myhalf3 DiffuseColor;\n"
817 "uniform myhalf3 SpecularColor;\n"
818 "uniform myhalf3 Color_Pants;\n"
819 "uniform myhalf3 Color_Shirt;\n"
820 "uniform myhalf3 FogColor;\n"
821 "\n"
822 "uniform myhalf4 TintColor;\n"
823 "\n"
824 "\n"
825 "//#ifdef MODE_WATER\n"
826 "uniform vec4 DistortScaleRefractReflect;\n"
827 "uniform vec4 ScreenScaleRefractReflect;\n"
828 "uniform vec4 ScreenCenterRefractReflect;\n"
829 "uniform myhalf4 RefractColor;\n"
830 "uniform myhalf4 ReflectColor;\n"
831 "uniform myhalf ReflectFactor;\n"
832 "uniform myhalf ReflectOffset;\n"
833 "//#else\n"
834 "//# ifdef MODE_REFRACTION\n"
835 "//uniform vec4 DistortScaleRefractReflect;\n"
836 "//uniform vec4 ScreenScaleRefractReflect;\n"
837 "//uniform vec4 ScreenCenterRefractReflect;\n"
838 "//uniform myhalf4 RefractColor;\n"
839 "//#  ifdef USEREFLECTION\n"
840 "//uniform myhalf4 ReflectColor;\n"
841 "//#  endif\n"
842 "//# else\n"
843 "//#  ifdef USEREFLECTION\n"
844 "//uniform vec4 DistortScaleRefractReflect;\n"
845 "//uniform vec4 ScreenScaleRefractReflect;\n"
846 "//uniform vec4 ScreenCenterRefractReflect;\n"
847 "//uniform myhalf4 ReflectColor;\n"
848 "//#  endif\n"
849 "//# endif\n"
850 "//#endif\n"
851 "\n"
852 "uniform myhalf3 GlowColor;\n"
853 "uniform myhalf SceneBrightness;\n"
854 "\n"
855 "uniform float OffsetMapping_Scale;\n"
856 "uniform float OffsetMapping_Bias;\n"
857 "uniform float FogRangeRecip;\n"
858 "\n"
859 "uniform myhalf AmbientScale;\n"
860 "uniform myhalf DiffuseScale;\n"
861 "uniform myhalf SpecularScale;\n"
862 "uniform myhalf SpecularPower;\n"
863 "\n"
864 "#ifdef USEOFFSETMAPPING\n"
865 "vec2 OffsetMapping(vec2 TexCoord)\n"
866 "{\n"
867 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
868 "       // 14 sample relief mapping: linear search and then binary search\n"
869 "       // this basically steps forward a small amount repeatedly until it finds\n"
870 "       // itself inside solid, then jitters forward and back using decreasing\n"
871 "       // amounts to find the impact\n"
872 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
873 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
874 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
875 "       vec3 RT = vec3(TexCoord, 1);\n"
876 "       OffsetVector *= 0.1;\n"
877 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
878 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
879 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
880 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
881 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
882 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
883 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
884 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
885 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
886 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
887 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
888 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
889 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
890 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
891 "       return RT.xy;\n"
892 "#else\n"
893 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
894 "       // this basically moves forward the full distance, and then backs up based\n"
895 "       // on height of samples\n"
896 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
897 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
898 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
899 "       TexCoord += OffsetVector;\n"
900 "       OffsetVector *= 0.333;\n"
901 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
902 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
903 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
904 "       return TexCoord;\n"
905 "#endif\n"
906 "}\n"
907 "#endif // USEOFFSETMAPPING\n"
908 "\n"
909 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
910 "uniform vec2 ShadowMap_TextureScale;\n"
911 "uniform vec4 ShadowMap_Parameters;\n"
912 "#endif\n"
913 "\n"
914 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
915 "vec3 GetShadowMapTC2D(vec3 dir)\n"
916 "{\n"
917 "       vec3 adir = abs(dir);\n"
918 "# ifndef USESHADOWMAPVSDCT\n"
919 "       vec2 tc;\n"
920 "       vec2 offset;\n"
921 "       float ma;\n"
922 "       if (adir.x > adir.y)\n"
923 "       {\n"
924 "               if (adir.x > adir.z) // X\n"
925 "               {\n"
926 "                       ma = adir.x;\n"
927 "                       tc = dir.zy;\n"
928 "                       offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
929 "               }\n"
930 "               else // Z\n"
931 "               {\n"
932 "                       ma = adir.z;\n"
933 "                       tc = dir.xy;\n"
934 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
935 "               }\n"
936 "       }\n"
937 "       else\n"
938 "       {\n"
939 "               if (adir.y > adir.z) // Y\n"
940 "               {\n"
941 "                       ma = adir.y;\n"
942 "                       tc = dir.xz;\n"
943 "                       offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
944 "               }\n"
945 "               else // Z\n"
946 "               {\n"
947 "                       ma = adir.z;\n"
948 "                       tc = dir.xy;\n"
949 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
950 "               }\n"
951 "       }\n"
952 "\n"
953 "       vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
954 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
955 "       stc.z += ShadowMap_Parameters.z;\n"
956 "#  if showshadowmap\n"
957 "       stc.xy *= ShadowMap_TextureScale;\n"
958 "#  endif\n"
959 "       return stc;\n"
960 "# else\n"
961 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
962 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
963 "       vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
964 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
965 "       stc.z += ShadowMap_Parameters.z;\n"
966 "#  if showshadowmap\n"
967 "       stc.xy *= ShadowMap_TextureScale;\n"
968 "#  endif\n"
969 "       return stc;\n"
970 "# endif\n"
971 "}\n"
972 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
973 "\n"
974 "#ifdef USESHADOWMAPCUBE\n"
975 "vec4 GetShadowMapTCCube(vec3 dir)\n"
976 "{\n"
977 "    vec3 adir = abs(dir);\n"
978 "    return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
979 "}\n"
980 "#endif\n"
981 "\n"
982 "#if !showshadowmap\n"
983 "# ifdef USESHADOWMAPRECT\n"
984 "float ShadowMapCompare(vec3 dir)\n"
985 "{\n"
986 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
987 "       float f;\n"
988 "#  ifdef USESHADOWSAMPLER\n"
989 "\n"
990 "#    ifdef USESHADOWMAPPCF\n"
991 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
992 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
993 "#    else\n"
994 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
995 "#    endif\n"
996 "\n"
997 "#  else\n"
998 "\n"
999 "#    ifdef USESHADOWMAPPCF\n"
1000 "#      if USESHADOWMAPPCF > 1\n"
1001 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1002 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1003 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1004 "    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1005 "    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1006 "    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1007 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1008 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1009 "#      else\n"
1010 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1011 "    vec2 offset = fract(shadowmaptc.xy);\n"
1012 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1013 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1014 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1015 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1016 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1017 "#      endif\n"
1018 "#    else\n"
1019 "    f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1020 "#    endif\n"
1021 "\n"
1022 "#  endif\n"
1023 "       return f;\n"
1024 "}\n"
1025 "# endif\n"
1026 "\n"
1027 "# ifdef USESHADOWMAP2D\n"
1028 "float ShadowMapCompare(vec3 dir)\n"
1029 "{\n"
1030 "    vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1031 "    float f;\n"
1032 "\n"
1033 "#  ifdef USESHADOWSAMPLER\n"
1034 "#    ifdef USESHADOWMAPPCF\n"
1035 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1036 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1037 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1038 "#    else\n"
1039 "    f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1040 "#    endif\n"
1041 "#  else\n"
1042 "#    ifdef USESHADOWMAPPCF\n"
1043 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1044 "#      ifdef GL_ARB_texture_gather\n"
1045 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1046 "#      else\n"
1047 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1048 "#      endif\n"
1049 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1050 "    center *= ShadowMap_TextureScale;\n"
1051 "    vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1052 "    vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1053 "    vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1054 "    vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1055 "    vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1056 "                mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1057 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1058 "#     else\n"
1059 "#      ifdef GL_EXT_gpu_shader4\n"
1060 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1061 "#      else\n"
1062 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1063 "#      endif\n"
1064 "#      if USESHADOWMAPPCF > 1\n"       
1065 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1066 "    center *= ShadowMap_TextureScale;\n"
1067 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1068 "    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1069 "    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1070 "    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1071 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1072 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1073 "#      else\n"
1074 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1075 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1076 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1077 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1078 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1079 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1080 "#      endif\n"      
1081 "#     endif\n"
1082 "#    else\n"
1083 "    f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1084 "#    endif\n"
1085 "#  endif\n"
1086 "    return f;\n"
1087 "}\n"
1088 "# endif\n"
1089 "\n"
1090 "# ifdef USESHADOWMAPCUBE\n"
1091 "float ShadowMapCompare(vec3 dir)\n"
1092 "{\n"
1093 "    // apply depth texture cubemap as light filter\n"
1094 "    vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1095 "    float f;\n"
1096 "#  ifdef USESHADOWSAMPLER\n"
1097 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1098 "#  else\n"
1099 "    f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1100 "#  endif\n"
1101 "    return f;\n"
1102 "}\n"
1103 "# endif\n"
1104 "#endif\n"
1105 "\n"
1106 "#ifdef MODE_WATER\n"
1107 "\n"
1108 "// water pass\n"
1109 "void main(void)\n"
1110 "{\n"
1111 "#ifdef USEOFFSETMAPPING\n"
1112 "       // apply offsetmapping\n"
1113 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1114 "#define TexCoord TexCoordOffset\n"
1115 "#endif\n"
1116 "\n"
1117 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1118 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1119 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1120 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1121 "       // FIXME temporary hack to detect the case that the reflection\n"
1122 "       // gets blackened at edges due to leaving the area that contains actual\n"
1123 "       // content.\n"
1124 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1125 "       // 'appening.\n"
1126 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1127 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1128 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1129 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1130 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1131 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1132 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1133 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1134 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1135 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1136 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1137 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1138 "}\n"
1139 "\n"
1140 "#else // !MODE_WATER\n"
1141 "#ifdef MODE_REFRACTION\n"
1142 "\n"
1143 "// refraction pass\n"
1144 "void main(void)\n"
1145 "{\n"
1146 "#ifdef USEOFFSETMAPPING\n"
1147 "       // apply offsetmapping\n"
1148 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1149 "#define TexCoord TexCoordOffset\n"
1150 "#endif\n"
1151 "\n"
1152 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1153 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1154 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1155 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1156 "       // FIXME temporary hack to detect the case that the reflection\n"
1157 "       // gets blackened at edges due to leaving the area that contains actual\n"
1158 "       // content.\n"
1159 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1160 "       // 'appening.\n"
1161 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1162 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1163 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1164 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1165 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1166 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1167 "}\n"
1168 "\n"
1169 "#else // !MODE_REFRACTION\n"
1170 "void main(void)\n"
1171 "{\n"
1172 "#ifdef USEOFFSETMAPPING\n"
1173 "       // apply offsetmapping\n"
1174 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1175 "#define TexCoord TexCoordOffset\n"
1176 "#endif\n"
1177 "\n"
1178 "       // combine the diffuse textures (base, pants, shirt)\n"
1179 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1180 "#ifdef USECOLORMAPPING\n"
1181 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1182 "#endif\n"
1183 "#ifdef USEVERTEXTEXTUREBLEND\n"
1184 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1185 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1186 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1187 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1188 "       color.a = 1.0;\n"
1189 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1190 "#endif\n"
1191 "\n"
1192 "#ifdef USEDIFFUSE\n"
1193 "       // get the surface normal and the gloss color\n"
1194 "# ifdef USEVERTEXTEXTUREBLEND\n"
1195 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1196 "#  ifdef USESPECULAR\n"
1197 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1198 "#  endif\n"
1199 "# else\n"
1200 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1201 "#  ifdef USESPECULAR\n"
1202 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1203 "#  endif\n"
1204 "# endif\n"
1205 "#endif\n"
1206 "\n"
1207 "\n"
1208 "\n"
1209 "#ifdef MODE_LIGHTSOURCE\n"
1210 "       // light source\n"
1211 "\n"
1212 "       // calculate surface normal, light normal, and specular normal\n"
1213 "       // compute color intensity for the two textures (colormap and glossmap)\n"
1214 "       // scale by light color and attenuation as efficiently as possible\n"
1215 "       // (do as much scalar math as possible rather than vector math)\n"
1216 "# ifdef USEDIFFUSE\n"
1217 "       // get the light normal\n"
1218 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1219 "# endif\n"
1220 "# ifdef USESPECULAR\n"
1221 "#  ifndef USEEXACTSPECULARMATH\n"
1222 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1223 "\n"
1224 "#  endif\n"
1225 "       // calculate directional shading\n"
1226 "#  ifdef USEEXACTSPECULARMATH\n"
1227 "       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"
1228 "#  else\n"
1229 "       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"
1230 "#  endif\n"
1231 "# else\n"
1232 "#  ifdef USEDIFFUSE\n"
1233 "       // calculate directional shading\n"
1234 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1235 "#  else\n"
1236 "       // calculate directionless shading\n"
1237 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1238 "#  endif\n"
1239 "# endif\n"
1240 "\n"
1241 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1242 "#if !showshadowmap\n"
1243 "    color.rgb *= ShadowMapCompare(CubeVector);\n"
1244 "#endif\n"
1245 "#endif\n"
1246 "\n"
1247 "# ifdef USECUBEFILTER\n"
1248 "       // apply light cubemap filter\n"
1249 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1250 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1251 "# endif\n"
1252 "#endif // MODE_LIGHTSOURCE\n"
1253 "\n"
1254 "\n"
1255 "\n"
1256 "\n"
1257 "#ifdef MODE_LIGHTDIRECTION\n"
1258 "       // directional model lighting\n"
1259 "# ifdef USEDIFFUSE\n"
1260 "       // get the light normal\n"
1261 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1262 "# endif\n"
1263 "# ifdef USESPECULAR\n"
1264 "       // calculate directional shading\n"
1265 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1266 "#  ifdef USEEXACTSPECULARMATH\n"
1267 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1268 "#  else\n"
1269 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1270 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1271 "#  endif\n"
1272 "# else\n"
1273 "#  ifdef USEDIFFUSE\n"
1274 "\n"
1275 "       // calculate directional shading\n"
1276 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1277 "#  else\n"
1278 "       color.rgb *= AmbientColor;\n"
1279 "#  endif\n"
1280 "# endif\n"
1281 "#endif // MODE_LIGHTDIRECTION\n"
1282 "\n"
1283 "\n"
1284 "\n"
1285 "\n"
1286 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1287 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1288 "\n"
1289 "       // get the light normal\n"
1290 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1291 "       myhalf3 diffusenormal;\n"
1292 "       diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1293 "       diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1294 "       diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1295 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1296 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1297 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1298 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1299 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1300 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1301 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1302 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1303 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1304 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1305 "               // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1306 "# ifdef USESPECULAR\n"
1307 "#  ifdef USEEXACTSPECULARMATH\n"
1308 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1309 "#  else\n"
1310 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1311 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1312 "#  endif\n"
1313 "# endif\n"
1314 "\n"
1315 "       // apply lightmap color\n"
1316 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1317 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1318 "\n"
1319 "\n"
1320 "\n"
1321 "\n"
1322 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1323 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1324 "\n"
1325 "       // get the light normal\n"
1326 "       myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1327 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1328 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1329 "# ifdef USESPECULAR\n"
1330 "#  ifdef USEEXACTSPECULARMATH\n"
1331 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1332 "#  else\n"
1333 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1334 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1335 "#  endif\n"
1336 "# endif\n"
1337 "\n"
1338 "       // apply lightmap color\n"
1339 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1340 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1341 "\n"
1342 "\n"
1343 "\n"
1344 "\n"
1345 "#ifdef MODE_LIGHTMAP\n"
1346 "       // apply lightmap color\n"
1347 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1348 "#endif // MODE_LIGHTMAP\n"
1349 "\n"
1350 "\n"
1351 "\n"
1352 "\n"
1353 "#ifdef MODE_VERTEXCOLOR\n"
1354 "       // apply lightmap color\n"
1355 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1356 "#endif // MODE_VERTEXCOLOR\n"
1357 "\n"
1358 "\n"
1359 "\n"
1360 "\n"
1361 "#ifdef MODE_FLATCOLOR\n"
1362 "#endif // MODE_FLATCOLOR\n"
1363 "\n"
1364 "\n"
1365 "\n"
1366 "\n"
1367 "\n"
1368 "\n"
1369 "\n"
1370 "       color *= TintColor;\n"
1371 "\n"
1372 "#ifdef USEGLOW\n"
1373 "#ifdef USEVERTEXTEXTUREBLEND\n"
1374 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1375 "#else\n"
1376 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
1377 "#endif\n"
1378 "#endif\n"
1379 "\n"
1380 "       color.rgb *= SceneBrightness;\n"
1381 "\n"
1382 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1383 "#ifdef USEFOG\n"
1384 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1385 "#endif\n"
1386 "\n"
1387 "       // 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"
1388 "#ifdef USEREFLECTION\n"
1389 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1390 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1391 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1392 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1393 "       // FIXME temporary hack to detect the case that the reflection\n"
1394 "       // gets blackened at edges due to leaving the area that contains actual\n"
1395 "       // content.\n"
1396 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1397 "       // 'appening.\n"
1398 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1399 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1400 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1401 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1402 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1403 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1404 "#endif\n"
1405 "\n"
1406 "       gl_FragColor = vec4(color);\n"
1407 "\n"
1408 "#if showshadowmap\n"
1409 "# ifdef USESHADOWMAPRECT\n"
1410 "#  ifdef USESHADOWSAMPLER\n"
1411 "       gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1412 "#  else\n"
1413 "       gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1414 "#  endif\n"
1415 "# endif\n"
1416 "# ifdef USESHADOWMAP2D\n"
1417 "#  ifdef USESHADOWSAMPLER\n"
1418 "    gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1419 "#  else\n"
1420 "    gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1421 "#  endif\n"
1422 "# endif\n"
1423 "\n"
1424 "# ifdef USESHADOWMAPCUBE\n"
1425 "#  ifdef USESHADOWSAMPLER\n"
1426 "    gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1427 "#  else\n"
1428 "    gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1429 "#  endif\n"
1430 "# endif\n"
1431 "#endif\n"
1432 "}\n"
1433 "#endif // !MODE_REFRACTION\n"
1434 "#endif // !MODE_WATER\n"
1435 "\n"
1436 "#endif // FRAGMENT_SHADER\n"
1437 "\n"
1438 "#endif // !MODE_GENERIC\n"
1439 "#endif // !MODE_POSTPROCESS\n"
1440 "#endif // !MODE_SHOWDEPTH\n"
1441 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1442 ;
1443
1444 typedef struct shaderpermutationinfo_s
1445 {
1446         const char *pretext;
1447         const char *name;
1448 }
1449 shaderpermutationinfo_t;
1450
1451 typedef struct shadermodeinfo_s
1452 {
1453         const char *vertexfilename;
1454         const char *geometryfilename;
1455         const char *fragmentfilename;
1456         const char *pretext;
1457         const char *name;
1458 }
1459 shadermodeinfo_t;
1460
1461 typedef enum shaderpermutation_e
1462 {
1463         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1464         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1465         SHADERPERMUTATION_VIEWTINT = 1<<1, ///< view tint (postprocessing only)
1466         SHADERPERMUTATION_COLORMAPPING = 1<<2, ///< indicates this is a colormapped skin
1467         SHADERPERMUTATION_SATURATION = 1<<2, ///< saturation (postprocessing only)
1468         SHADERPERMUTATION_FOG = 1<<3, ///< tint the color by fog color or black if using additive blend mode
1469         SHADERPERMUTATION_GAMMARAMPS = 1<<3, ///< gamma (postprocessing only)
1470         SHADERPERMUTATION_CUBEFILTER = 1<<4, ///< (lightsource) use cubemap light filter
1471         SHADERPERMUTATION_GLOW = 1<<5, ///< (lightmap) blend in an additive glow texture
1472         SHADERPERMUTATION_BLOOM = 1<<5, ///< bloom (postprocessing only)
1473         SHADERPERMUTATION_SPECULAR = 1<<6, ///< (lightsource or deluxemapping) render specular effects
1474         SHADERPERMUTATION_POSTPROCESSING = 1<<6, ///< user defined postprocessing (postprocessing only)
1475         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<7, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1476         SHADERPERMUTATION_REFLECTION = 1<<8, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1477         SHADERPERMUTATION_OFFSETMAPPING = 1<<9, ///< adjust texcoords to roughly simulate a displacement mapped surface
1478         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1479         SHADERPERMUTATION_SHADOWMAPRECT = 1<<11, ///< (lightsource) use shadowmap rectangle texture as light filter
1480         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<12, ///< (lightsource) use shadowmap cubemap texture as light filter
1481         SHADERPERMUTATION_SHADOWMAP2D = 1<<13, ///< (lightsource) use shadowmap rectangle texture as light filter
1482         SHADERPERMUTATION_SHADOWMAPPCF = 1<<14, //< (lightsource) use percentage closer filtering on shadowmap test results
1483         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<15, //< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1484         SHADERPERMUTATION_SHADOWSAMPLER = 1<<16, //< (lightsource) use hardware shadowmap test
1485         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<17, //< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1486         SHADERPERMUTATION_LIMIT = 1<<18, ///< size of permutations array
1487         SHADERPERMUTATION_COUNT = 18 ///< size of shaderpermutationinfo array
1488 }
1489 shaderpermutation_t;
1490
1491 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1492 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1493 {
1494         {"#define USEDIFFUSE\n", " diffuse"},
1495         {"#define USEVERTEXTEXTUREBLEND\n#define USEVIEWTINT\n", " vertextextureblend/tint"},
1496         {"#define USECOLORMAPPING\n#define USESATURATION\n", " colormapping/saturation"},
1497         {"#define USEFOG\n#define USEGAMMARAMPS\n", " fog/gammaramps"},
1498         {"#define USECUBEFILTER\n", " cubefilter"},
1499         {"#define USEGLOW\n#define USEBLOOM\n", " glow/bloom"},
1500         {"#define USESPECULAR\n#define USEPOSTPROCESSING", " specular/postprocessing"},
1501         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1502         {"#define USEREFLECTION\n", " reflection"},
1503         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1504         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1505         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1506         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1507         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1508         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1509         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1510         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1511         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1512 };
1513
1514 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1515 typedef enum shadermode_e
1516 {
1517         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1518         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1519         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1520         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1521         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1522         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1523         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1524         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1525         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1526         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1527         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1528         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1529         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1530         SHADERMODE_COUNT
1531 }
1532 shadermode_t;
1533
1534 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1535 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1536 {
1537         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1538         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1539         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1540         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1541         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1542         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1543         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1544         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1545         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1546         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1547         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1548         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1549         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1550 };
1551
1552 struct r_glsl_permutation_s;
1553 typedef struct r_glsl_permutation_s
1554 {
1555         /// hash lookup data
1556         struct r_glsl_permutation_s *hashnext;
1557         unsigned int mode;
1558         unsigned int permutation;
1559
1560         /// indicates if we have tried compiling this permutation already
1561         qboolean compiled;
1562         /// 0 if compilation failed
1563         int program;
1564         /// locations of detected uniforms in program object, or -1 if not found
1565         int loc_Texture_First;
1566         int loc_Texture_Second;
1567         int loc_Texture_GammaRamps;
1568         int loc_Texture_Normal;
1569         int loc_Texture_Color;
1570         int loc_Texture_Gloss;
1571         int loc_Texture_Glow;
1572         int loc_Texture_SecondaryNormal;
1573         int loc_Texture_SecondaryColor;
1574         int loc_Texture_SecondaryGloss;
1575         int loc_Texture_SecondaryGlow;
1576         int loc_Texture_Pants;
1577         int loc_Texture_Shirt;
1578         int loc_Texture_FogMask;
1579         int loc_Texture_Lightmap;
1580         int loc_Texture_Deluxemap;
1581         int loc_Texture_Attenuation;
1582         int loc_Texture_Cube;
1583         int loc_Texture_Refraction;
1584         int loc_Texture_Reflection;
1585         int loc_Texture_ShadowMapRect;
1586         int loc_Texture_ShadowMapCube;
1587         int loc_Texture_ShadowMap2D;
1588         int loc_Texture_CubeProjection;
1589         int loc_FogColor;
1590         int loc_LightPosition;
1591         int loc_EyePosition;
1592         int loc_Color_Pants;
1593         int loc_Color_Shirt;
1594         int loc_FogRangeRecip;
1595         int loc_AmbientScale;
1596         int loc_DiffuseScale;
1597         int loc_SpecularScale;
1598         int loc_SpecularPower;
1599         int loc_GlowColor;
1600         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1601         int loc_OffsetMapping_Scale;
1602         int loc_TintColor;
1603         int loc_AmbientColor;
1604         int loc_DiffuseColor;
1605         int loc_SpecularColor;
1606         int loc_LightDir;
1607         int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1608         int loc_GammaCoeff; ///< 1 / gamma
1609         int loc_DistortScaleRefractReflect;
1610         int loc_ScreenScaleRefractReflect;
1611         int loc_ScreenCenterRefractReflect;
1612         int loc_RefractColor;
1613         int loc_ReflectColor;
1614         int loc_ReflectFactor;
1615         int loc_ReflectOffset;
1616         int loc_UserVec1;
1617         int loc_UserVec2;
1618         int loc_UserVec3;
1619         int loc_UserVec4;
1620         int loc_ClientTime;
1621         int loc_PixelSize;
1622         int loc_Saturation;
1623         int loc_ShadowMap_TextureScale;
1624         int loc_ShadowMap_Parameters;
1625 }
1626 r_glsl_permutation_t;
1627
1628 #define SHADERPERMUTATION_HASHSIZE 4096
1629
1630 /// information about each possible shader permutation
1631 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1632 /// currently selected permutation
1633 r_glsl_permutation_t *r_glsl_permutation;
1634 /// storage for permutations linked in the hash table
1635 memexpandablearray_t r_glsl_permutationarray;
1636
1637 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1638 {
1639         //unsigned int hashdepth = 0;
1640         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1641         r_glsl_permutation_t *p;
1642         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1643         {
1644                 if (p->mode == mode && p->permutation == permutation)
1645                 {
1646                         //if (hashdepth > 10)
1647                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1648                         return p;
1649                 }
1650                 //hashdepth++;
1651         }
1652         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1653         p->mode = mode;
1654         p->permutation = permutation;
1655         p->hashnext = r_glsl_permutationhash[mode][hashindex];
1656         r_glsl_permutationhash[mode][hashindex] = p;
1657         //if (hashdepth > 10)
1658         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1659         return p;
1660 }
1661
1662 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1663 {
1664         char *shaderstring;
1665         if (!filename || !filename[0])
1666                 return NULL;
1667         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1668         if (shaderstring)
1669         {
1670                 if (printfromdisknotice)
1671                         Con_DPrint("from disk... ");
1672                 return shaderstring;
1673         }
1674         else if (!strcmp(filename, "glsl/default.glsl"))
1675         {
1676                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1677                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1678         }
1679         return shaderstring;
1680 }
1681
1682 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1683 {
1684         int i;
1685         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1686         int vertstrings_count = 0;
1687         int geomstrings_count = 0;
1688         int fragstrings_count = 0;
1689         char *vertexstring, *geometrystring, *fragmentstring;
1690         const char *vertstrings_list[32+3];
1691         const char *geomstrings_list[32+3];
1692         const char *fragstrings_list[32+3];
1693         char permutationname[256];
1694
1695         if (p->compiled)
1696                 return;
1697         p->compiled = true;
1698         p->program = 0;
1699
1700         permutationname[0] = 0;
1701         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1702         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1703         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1704
1705         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1706
1707         // the first pretext is which type of shader to compile as
1708         // (later these will all be bound together as a program object)
1709         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1710         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1711         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1712
1713         // the second pretext is the mode (for example a light source)
1714         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1715         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1716         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1717         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1718
1719         // now add all the permutation pretexts
1720         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1721         {
1722                 if (permutation & (1<<i))
1723                 {
1724                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1725                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1726                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1727                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1728                 }
1729                 else
1730                 {
1731                         // keep line numbers correct
1732                         vertstrings_list[vertstrings_count++] = "\n";
1733                         geomstrings_list[geomstrings_count++] = "\n";
1734                         fragstrings_list[fragstrings_count++] = "\n";
1735                 }
1736         }
1737
1738         // now append the shader text itself
1739         vertstrings_list[vertstrings_count++] = vertexstring;
1740         geomstrings_list[geomstrings_count++] = geometrystring;
1741         fragstrings_list[fragstrings_count++] = fragmentstring;
1742
1743         // if any sources were NULL, clear the respective list
1744         if (!vertexstring)
1745                 vertstrings_count = 0;
1746         if (!geometrystring)
1747                 geomstrings_count = 0;
1748         if (!fragmentstring)
1749                 fragstrings_count = 0;
1750
1751         // compile the shader program
1752         if (vertstrings_count + geomstrings_count + fragstrings_count)
1753                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1754         if (p->program)
1755         {
1756                 CHECKGLERROR
1757                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1758                 // look up all the uniform variable names we care about, so we don't
1759                 // have to look them up every time we set them
1760                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1761                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1762                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1763                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1764                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1765                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1766                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1767                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1768                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1769                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1770                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1771                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1772                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1773                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1774                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1775                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1776                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1777                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1778                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1779                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1780                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1781                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1782                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1783                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");  
1784                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1785                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1786                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1787                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1788                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1789                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1790                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1791                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1792                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1793                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1794                 p->loc_GlowColor                  = qglGetUniformLocationARB(p->program, "GlowColor");
1795                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1796                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1797                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1798                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1799                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1800                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1801                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1802                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1803                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1804                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1805                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1806                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1807                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1808                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1809                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1810                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1811                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1812                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1813                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1814                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1815                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1816                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
1817                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
1818                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1819                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1820                 // initialize the samplers to refer to the texture units we use
1821                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1822                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1823                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1824                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1825                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1826                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1827                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1828                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1829                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1830                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1831                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1832                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1833                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1834                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1835                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1836                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1837                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1838                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1839                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1840                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1841                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , GL20TU_SHADOWMAPRECT);
1842                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
1843                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
1844                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1845                 CHECKGLERROR
1846                 if (developer.integer)
1847                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1848         }
1849         else
1850                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1851
1852         // free the strings
1853         if (vertexstring)
1854                 Mem_Free(vertexstring);
1855         if (geometrystring)
1856                 Mem_Free(geometrystring);
1857         if (fragmentstring)
1858                 Mem_Free(fragmentstring);
1859 }
1860
1861 void R_GLSL_Restart_f(void)
1862 {
1863         unsigned int i, limit;
1864         r_glsl_permutation_t *p;
1865         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1866         for (i = 0;i < limit;i++)
1867         {
1868                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1869                 {
1870                         GL_Backend_FreeProgram(p->program);
1871                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1872                 }
1873         }
1874         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1875 }
1876
1877 void R_GLSL_DumpShader_f(void)
1878 {
1879         int i;
1880
1881         qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1882         if(!file)
1883         {
1884                 Con_Printf("failed to write to glsl/default.glsl\n");
1885                 return;
1886         }
1887
1888         FS_Print(file, "/* The engine may define the following macros:\n");
1889         FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1890         for (i = 0;i < SHADERMODE_COUNT;i++)
1891                 FS_Print(file, shadermodeinfo[i].pretext);
1892         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1893                 FS_Print(file, shaderpermutationinfo[i].pretext);
1894         FS_Print(file, "*/\n");
1895         FS_Print(file, builtinshaderstring);
1896         FS_Close(file);
1897
1898         Con_Printf("glsl/default.glsl written\n");
1899 }
1900
1901 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1902 {
1903         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1904         if (r_glsl_permutation != perm)
1905         {
1906                 r_glsl_permutation = perm;
1907                 if (!r_glsl_permutation->program)
1908                 {
1909                         if (!r_glsl_permutation->compiled)
1910                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1911                         if (!r_glsl_permutation->program)
1912                         {
1913                                 // remove features until we find a valid permutation
1914                                 int i;
1915                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1916                                 {
1917                                         // reduce i more quickly whenever it would not remove any bits
1918                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1919                                         if (!(permutation & j))
1920                                                 continue;
1921                                         permutation -= j;
1922                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1923                                         if (!r_glsl_permutation->compiled)
1924                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1925                                         if (r_glsl_permutation->program)
1926                                                 break;
1927                                 }
1928                                 if (i >= SHADERPERMUTATION_COUNT)
1929                                 {
1930                                         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");
1931                                         Cvar_SetValueQuick(&r_glsl, 0);
1932                                         R_GLSL_Restart_f(); // unload shaders
1933                                         return; // no bit left to clear
1934                                 }
1935                         }
1936                 }
1937                 CHECKGLERROR
1938                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1939         }
1940 }
1941
1942 void R_SetupGenericShader(qboolean usetexture)
1943 {
1944         if (gl_support_fragment_shader)
1945         {
1946                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1947                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1948                 else if (r_glsl_permutation)
1949                 {
1950                         r_glsl_permutation = NULL;
1951                         qglUseProgramObjectARB(0);CHECKGLERROR
1952                 }
1953         }
1954 }
1955
1956 void R_SetupGenericTwoTextureShader(int texturemode)
1957 {
1958         if (gl_support_fragment_shader)
1959         {
1960                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1961                         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))));
1962                 else if (r_glsl_permutation)
1963                 {
1964                         r_glsl_permutation = NULL;
1965                         qglUseProgramObjectARB(0);CHECKGLERROR
1966                 }
1967         }
1968         if (!r_glsl_permutation)
1969         {
1970                 if (texturemode == GL_DECAL && gl_combine.integer)
1971                         texturemode = GL_INTERPOLATE_ARB;
1972                 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1973         }
1974 }
1975
1976 void R_SetupDepthOrShadowShader(void)
1977 {
1978         if (gl_support_fragment_shader)
1979         {
1980                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1981                         R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1982                 else if (r_glsl_permutation)
1983                 {
1984                         r_glsl_permutation = NULL;
1985                         qglUseProgramObjectARB(0);CHECKGLERROR
1986                 }
1987         }
1988 }
1989
1990 void R_SetupShowDepthShader(void)
1991 {
1992         if (gl_support_fragment_shader)
1993         {
1994                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1995                         R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
1996                 else if (r_glsl_permutation)
1997                 {
1998                         r_glsl_permutation = NULL;
1999                         qglUseProgramObjectARB(0);CHECKGLERROR
2000                 }
2001         }
2002 }
2003
2004 extern rtexture_t *r_shadow_attenuationgradienttexture;
2005 extern rtexture_t *r_shadow_attenuation2dtexture;
2006 extern rtexture_t *r_shadow_attenuation3dtexture;
2007 extern qboolean r_shadow_usingshadowmaprect;
2008 extern qboolean r_shadow_usingshadowmapcube;
2009 extern qboolean r_shadow_usingshadowmap2d;
2010 extern float r_shadow_shadowmap_texturescale[2];
2011 extern float r_shadow_shadowmap_parameters[4];
2012 extern qboolean r_shadow_shadowmapvsdct;
2013 extern qboolean r_shadow_shadowmapsampler;
2014 extern int r_shadow_shadowmappcf;
2015 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2016 {
2017         // select a permutation of the lighting shader appropriate to this
2018         // combination of texture, entity, light source, and fogging, only use the
2019         // minimum features necessary to avoid wasting rendering time in the
2020         // fragment shader on features that are not being used
2021         unsigned int permutation = 0;
2022         unsigned int mode = 0;
2023         // TODO: implement geometry-shader based shadow volumes someday
2024         if (r_glsl_offsetmapping.integer)
2025         {
2026                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2027                 if (r_glsl_offsetmapping_reliefmapping.integer)
2028                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2029         }
2030         if (rsurfacepass == RSURFPASS_BACKGROUND)
2031         {
2032                 // distorted background
2033                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2034                         mode = SHADERMODE_WATER;
2035                 else
2036                         mode = SHADERMODE_REFRACTION;
2037         }
2038         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2039         {
2040                 // light source
2041                 mode = SHADERMODE_LIGHTSOURCE;
2042                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2043                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2044                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2045                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2046                 if (diffusescale > 0)
2047                         permutation |= SHADERPERMUTATION_DIFFUSE;
2048                 if (specularscale > 0)
2049                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2050                 if (r_refdef.fogenabled)
2051                         permutation |= SHADERPERMUTATION_FOG;
2052                 if (rsurface.texture->colormapping)
2053                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2054                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2055                 {
2056                         if (r_shadow_usingshadowmaprect)
2057                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2058                         if (r_shadow_usingshadowmap2d)
2059                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2060                         if (r_shadow_usingshadowmapcube)
2061                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2062                         else if(r_shadow_shadowmapvsdct)
2063                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2064
2065                         if (r_shadow_shadowmapsampler)
2066                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2067                         if (r_shadow_shadowmappcf > 1)
2068                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2069                         else if (r_shadow_shadowmappcf)
2070                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2071                 }
2072         }
2073         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2074         {
2075                 // unshaded geometry (fullbright or ambient model lighting)
2076                 mode = SHADERMODE_FLATCOLOR;
2077                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2078                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2079                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2080                         permutation |= SHADERPERMUTATION_GLOW;
2081                 if (r_refdef.fogenabled)
2082                         permutation |= SHADERPERMUTATION_FOG;
2083                 if (rsurface.texture->colormapping)
2084                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2085                 if (r_glsl_offsetmapping.integer)
2086                 {
2087                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2088                         if (r_glsl_offsetmapping_reliefmapping.integer)
2089                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2090                 }
2091                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2092                         permutation |= SHADERPERMUTATION_REFLECTION;
2093         }
2094         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2095         {
2096                 // directional model lighting
2097                 mode = SHADERMODE_LIGHTDIRECTION;
2098                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2099                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2100                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2101                         permutation |= SHADERPERMUTATION_GLOW;
2102                 permutation |= SHADERPERMUTATION_DIFFUSE;
2103                 if (specularscale > 0)
2104                         permutation |= SHADERPERMUTATION_SPECULAR;
2105                 if (r_refdef.fogenabled)
2106                         permutation |= SHADERPERMUTATION_FOG;
2107                 if (rsurface.texture->colormapping)
2108                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2109                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2110                         permutation |= SHADERPERMUTATION_REFLECTION;
2111         }
2112         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2113         {
2114                 // ambient model lighting
2115                 mode = SHADERMODE_LIGHTDIRECTION;
2116                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2117                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2118                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2119                         permutation |= SHADERPERMUTATION_GLOW;
2120                 if (r_refdef.fogenabled)
2121                         permutation |= SHADERPERMUTATION_FOG;
2122                 if (rsurface.texture->colormapping)
2123                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2124                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2125                         permutation |= SHADERPERMUTATION_REFLECTION;
2126         }
2127         else
2128         {
2129                 // lightmapped wall
2130                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2131                 {
2132                         // deluxemapping (light direction texture)
2133                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2134                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2135                         else
2136                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2137                         permutation |= SHADERPERMUTATION_DIFFUSE;
2138                         if (specularscale > 0)
2139                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2140                 }
2141                 else if (r_glsl_deluxemapping.integer >= 2)
2142                 {
2143                         // fake deluxemapping (uniform light direction in tangentspace)
2144                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2145                         permutation |= SHADERPERMUTATION_DIFFUSE;
2146                         if (specularscale > 0)
2147                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2148                 }
2149                 else if (rsurface.uselightmaptexture)
2150                 {
2151                         // ordinary lightmapping (q1bsp, q3bsp)
2152                         mode = SHADERMODE_LIGHTMAP;
2153                 }
2154                 else
2155                 {
2156                         // ordinary vertex coloring (q3bsp)
2157                         mode = SHADERMODE_VERTEXCOLOR;
2158                 }
2159                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2160                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2161                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2162                         permutation |= SHADERPERMUTATION_GLOW;
2163                 if (r_refdef.fogenabled)
2164                         permutation |= SHADERPERMUTATION_FOG;
2165                 if (rsurface.texture->colormapping)
2166                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2167                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2168                         permutation |= SHADERPERMUTATION_REFLECTION;
2169         }
2170         if(permutation & SHADERPERMUTATION_SPECULAR)
2171                 if(r_shadow_glossexact.integer)
2172                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2173         R_SetupShader_SetPermutation(mode, permutation);
2174         if (mode == SHADERMODE_LIGHTSOURCE)
2175         {
2176                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2177                 if (permutation & SHADERPERMUTATION_DIFFUSE)
2178                 {
2179                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2180                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2181                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2182                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2183                 }
2184                 else
2185                 {
2186                         // ambient only is simpler
2187                         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]);
2188                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2189                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2190                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2191                 }
2192                 // additive passes are only darkened by fog, not tinted
2193                 if (r_glsl_permutation->loc_FogColor >= 0)
2194                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2195                 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2196                 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2197         }
2198         else
2199         {
2200                 if (mode == SHADERMODE_LIGHTDIRECTION)
2201                 {
2202                         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);
2203                         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);
2204                         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);
2205                         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]);
2206                 }
2207                 else
2208                 {
2209                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2210                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2211                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2212                 }
2213                 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]);
2214                 if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
2215                 // additive passes are only darkened by fog, not tinted
2216                 if (r_glsl_permutation->loc_FogColor >= 0)
2217                 {
2218                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2219                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2220                         else
2221                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2222                 }
2223                 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);
2224                 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]);
2225                 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]);
2226                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2227                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2228                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2229                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2230         }
2231         if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2232         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
2233         if (r_glsl_permutation->loc_Color_Pants >= 0)
2234         {
2235                 if (rsurface.texture->currentskinframe->pants)
2236                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2237                 else
2238                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2239         }
2240         if (r_glsl_permutation->loc_Color_Shirt >= 0)
2241         {
2242                 if (rsurface.texture->currentskinframe->shirt)
2243                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2244                 else
2245                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2246         }
2247         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
2248         if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2249         {
2250                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2251         }
2252         else
2253         {
2254                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2255         }
2256         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2257         CHECKGLERROR
2258 }
2259
2260 #define SKINFRAME_HASH 1024
2261
2262 typedef struct
2263 {
2264         int loadsequence; // incremented each level change
2265         memexpandablearray_t array;
2266         skinframe_t *hash[SKINFRAME_HASH];
2267 }
2268 r_skinframe_t;
2269 r_skinframe_t r_skinframe;
2270
2271 void R_SkinFrame_PrepareForPurge(void)
2272 {
2273         r_skinframe.loadsequence++;
2274         // wrap it without hitting zero
2275         if (r_skinframe.loadsequence >= 200)
2276                 r_skinframe.loadsequence = 1;
2277 }
2278
2279 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2280 {
2281         if (!skinframe)
2282                 return;
2283         // mark the skinframe as used for the purging code
2284         skinframe->loadsequence = r_skinframe.loadsequence;
2285 }
2286
2287 void R_SkinFrame_Purge(void)
2288 {
2289         int i;
2290         skinframe_t *s;
2291         for (i = 0;i < SKINFRAME_HASH;i++)
2292         {
2293                 for (s = r_skinframe.hash[i];s;s = s->next)
2294                 {
2295                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2296                         {
2297                                 if (s->merged == s->base)
2298                                         s->merged = NULL;
2299                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2300                                 R_PurgeTexture(s->stain );s->stain  = NULL;
2301                                 R_PurgeTexture(s->merged);s->merged = NULL;
2302                                 R_PurgeTexture(s->base  );s->base   = NULL;
2303                                 R_PurgeTexture(s->pants );s->pants  = NULL;
2304                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
2305                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
2306                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
2307                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
2308                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
2309                                 s->loadsequence = 0;
2310                         }
2311                 }
2312         }
2313 }
2314
2315 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2316         skinframe_t *item;
2317         char basename[MAX_QPATH];
2318
2319         Image_StripImageExtension(name, basename, sizeof(basename));
2320
2321         if( last == NULL ) {
2322                 int hashindex;
2323                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2324                 item = r_skinframe.hash[hashindex];
2325         } else {
2326                 item = last->next;
2327         }
2328
2329         // linearly search through the hash bucket
2330         for( ; item ; item = item->next ) {
2331                 if( !strcmp( item->basename, basename ) ) {
2332                         return item;
2333                 }
2334         }
2335         return NULL;
2336 }
2337
2338 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2339 {
2340         skinframe_t *item;
2341         int hashindex;
2342         char basename[MAX_QPATH];
2343
2344         Image_StripImageExtension(name, basename, sizeof(basename));
2345
2346         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2347         for (item = r_skinframe.hash[hashindex];item;item = item->next)
2348                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2349                         break;
2350
2351         if (!item) {
2352                 rtexture_t *dyntexture;
2353                 // check whether its a dynamic texture
2354                 dyntexture = CL_GetDynTexture( basename );
2355                 if (!add && !dyntexture)
2356                         return NULL;
2357                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2358                 memset(item, 0, sizeof(*item));
2359                 strlcpy(item->basename, basename, sizeof(item->basename));
2360                 item->base = dyntexture; // either NULL or dyntexture handle
2361                 item->textureflags = textureflags;
2362                 item->comparewidth = comparewidth;
2363                 item->compareheight = compareheight;
2364                 item->comparecrc = comparecrc;
2365                 item->next = r_skinframe.hash[hashindex];
2366                 r_skinframe.hash[hashindex] = item;
2367         }
2368         else if( item->base == NULL )
2369         {
2370                 rtexture_t *dyntexture;
2371                 // check whether its a dynamic texture
2372                 // 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]
2373                 dyntexture = CL_GetDynTexture( basename );
2374                 item->base = dyntexture; // either NULL or dyntexture handle
2375         }
2376
2377         R_SkinFrame_MarkUsed(item);
2378         return item;
2379 }
2380
2381 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2382         { \
2383                 unsigned long long avgcolor[5], wsum; \
2384                 int pix, comp, w; \
2385                 avgcolor[0] = 0; \
2386                 avgcolor[1] = 0; \
2387                 avgcolor[2] = 0; \
2388                 avgcolor[3] = 0; \
2389                 avgcolor[4] = 0; \
2390                 wsum = 0; \
2391                 for(pix = 0; pix < cnt; ++pix) \
2392                 { \
2393                         w = 0; \
2394                         for(comp = 0; comp < 3; ++comp) \
2395                                 w += getpixel; \
2396                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2397                         { \
2398                                 ++wsum; \
2399                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2400                                 w = getpixel; \
2401                                 for(comp = 0; comp < 3; ++comp) \
2402                                         avgcolor[comp] += getpixel * w; \
2403                                 avgcolor[3] += w; \
2404                         } \
2405                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2406                         avgcolor[4] += getpixel; \
2407                 } \
2408                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2409                         avgcolor[3] = 1; \
2410                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2411                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2412                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2413                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2414         }
2415
2416 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
2417 {
2418         // FIXME: it should be possible to disable loading various layers using
2419         // cvars, to prevent wasted loading time and memory usage if the user does
2420         // not want them
2421         qboolean loadnormalmap = true;
2422         qboolean loadgloss = true;
2423         qboolean loadpantsandshirt = true;
2424         qboolean loadglow = true;
2425         int j;
2426         unsigned char *pixels;
2427         unsigned char *bumppixels;
2428         unsigned char *basepixels = NULL;
2429         int basepixels_width;
2430         int basepixels_height;
2431         skinframe_t *skinframe;
2432
2433         *has_alpha = false;
2434
2435         if (cls.state == ca_dedicated)
2436                 return NULL;
2437
2438         // return an existing skinframe if already loaded
2439         // if loading of the first image fails, don't make a new skinframe as it
2440         // would cause all future lookups of this to be missing
2441         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2442         if (skinframe && skinframe->base)
2443                 return skinframe;
2444
2445         basepixels = loadimagepixelsbgra(name, complain, true);
2446         if (basepixels == NULL)
2447                 return NULL;
2448
2449         if (developer_loading.integer)
2450                 Con_Printf("loading skin \"%s\"\n", name);
2451
2452         // we've got some pixels to store, so really allocate this new texture now
2453         if (!skinframe)
2454                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2455         skinframe->stain = NULL;
2456         skinframe->merged = NULL;
2457         skinframe->base = r_texture_notexture;
2458         skinframe->pants = NULL;
2459         skinframe->shirt = NULL;
2460         skinframe->nmap = r_texture_blanknormalmap;
2461         skinframe->gloss = NULL;
2462         skinframe->glow = NULL;
2463         skinframe->fog = NULL;
2464
2465         basepixels_width = image_width;
2466         basepixels_height = image_height;
2467         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);
2468
2469         if (textureflags & TEXF_ALPHA)
2470         {
2471                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2472                         if (basepixels[j] < 255)
2473                                 break;
2474                 if (j < basepixels_width * basepixels_height * 4)
2475                 {
2476                         // has transparent pixels
2477                         *has_alpha = true;
2478                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2479                         for (j = 0;j < image_width * image_height * 4;j += 4)
2480                         {
2481                                 pixels[j+0] = 255;
2482                                 pixels[j+1] = 255;
2483                                 pixels[j+2] = 255;
2484                                 pixels[j+3] = basepixels[j+3];
2485                         }
2486                         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);
2487                         Mem_Free(pixels);
2488                 }
2489         }
2490
2491         R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2492         //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]);
2493
2494         // _norm is the name used by tenebrae and has been adopted as standard
2495         if (loadnormalmap)
2496         {
2497                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2498                 {
2499                         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);
2500                         Mem_Free(pixels);
2501                         pixels = NULL;
2502                 }
2503                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2504                 {
2505                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2506                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2507                         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);
2508                         Mem_Free(pixels);
2509                         Mem_Free(bumppixels);
2510                 }
2511                 else if (r_shadow_bumpscale_basetexture.value > 0)
2512                 {
2513                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2514                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2515                         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);
2516                         Mem_Free(pixels);
2517                 }
2518         }
2519         // _luma is supported for tenebrae compatibility
2520         // (I think it's a very stupid name, but oh well)
2521         // _glow is the preferred name
2522         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;}
2523         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;}
2524         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;}
2525         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;}
2526
2527         if (basepixels)
2528                 Mem_Free(basepixels);
2529
2530         return skinframe;
2531 }
2532
2533 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2534 {
2535         qboolean has_alpha;
2536         return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2537 }
2538
2539 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)
2540 {
2541         int i;
2542         if (!force)
2543         {
2544                 for (i = 0;i < width*height;i++)
2545                         if (((unsigned char *)&palette[in[i]])[3] > 0)
2546                                 break;
2547                 if (i == width*height)
2548                         return NULL;
2549         }
2550         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2551 }
2552
2553 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2554 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2555 {
2556         int i;
2557         unsigned char *temp1, *temp2;
2558         skinframe_t *skinframe;
2559
2560         if (cls.state == ca_dedicated)
2561                 return NULL;
2562
2563         // if already loaded just return it, otherwise make a new skinframe
2564         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2565         if (skinframe && skinframe->base)
2566                 return skinframe;
2567
2568         skinframe->stain = NULL;
2569         skinframe->merged = NULL;
2570         skinframe->base = r_texture_notexture;
2571         skinframe->pants = NULL;
2572         skinframe->shirt = NULL;
2573         skinframe->nmap = r_texture_blanknormalmap;
2574         skinframe->gloss = NULL;
2575         skinframe->glow = NULL;
2576         skinframe->fog = NULL;
2577
2578         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2579         if (!skindata)
2580                 return NULL;
2581
2582         if (developer_loading.integer)
2583                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2584
2585         if (r_shadow_bumpscale_basetexture.value > 0)
2586         {
2587                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2588                 temp2 = temp1 + width * height * 4;
2589                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2590                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2591                 Mem_Free(temp1);
2592         }
2593         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2594         if (textureflags & TEXF_ALPHA)
2595         {
2596                 for (i = 3;i < width * height * 4;i += 4)
2597                         if (skindata[i] < 255)
2598                                 break;
2599                 if (i < width * height * 4)
2600                 {
2601                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2602                         memcpy(fogpixels, skindata, width * height * 4);
2603                         for (i = 0;i < width * height * 4;i += 4)
2604                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2605                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2606                         Mem_Free(fogpixels);
2607                 }
2608         }
2609
2610         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2611         //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]);
2612
2613         return skinframe;
2614 }
2615
2616 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2617 {
2618         int i;
2619         unsigned char *temp1, *temp2;
2620         unsigned int *palette;
2621         skinframe_t *skinframe;
2622
2623         if (cls.state == ca_dedicated)
2624                 return NULL;
2625
2626         // if already loaded just return it, otherwise make a new skinframe
2627         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2628         if (skinframe && skinframe->base)
2629                 return skinframe;
2630
2631         palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2632
2633         skinframe->stain = NULL;
2634         skinframe->merged = NULL;
2635         skinframe->base = r_texture_notexture;
2636         skinframe->pants = NULL;
2637         skinframe->shirt = NULL;
2638         skinframe->nmap = r_texture_blanknormalmap;
2639         skinframe->gloss = NULL;
2640         skinframe->glow = NULL;
2641         skinframe->fog = NULL;
2642
2643         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2644         if (!skindata)
2645                 return NULL;
2646
2647         if (developer_loading.integer)
2648                 Con_Printf("loading quake skin \"%s\"\n", name);
2649
2650         if (r_shadow_bumpscale_basetexture.value > 0)
2651         {
2652                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2653                 temp2 = temp1 + width * height * 4;
2654                 // use either a custom palette or the quake palette
2655                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2656                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2657                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2658                 Mem_Free(temp1);
2659         }
2660         // use either a custom palette, or the quake palette
2661         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2662         if (loadglowtexture)
2663                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2664         if (loadpantsandshirt)
2665         {
2666                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2667                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2668         }
2669         if (skinframe->pants || skinframe->shirt)
2670                 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
2671         if (textureflags & TEXF_ALPHA)
2672         {
2673                 for (i = 0;i < width * height;i++)
2674                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2675                                 break;
2676                 if (i < width * height)
2677                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2678         }
2679
2680         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2681         //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]);
2682
2683         return skinframe;
2684 }
2685
2686 skinframe_t *R_SkinFrame_LoadMissing(void)
2687 {
2688         skinframe_t *skinframe;
2689
2690         if (cls.state == ca_dedicated)
2691                 return NULL;
2692
2693         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2694         skinframe->stain = NULL;
2695         skinframe->merged = NULL;
2696         skinframe->base = r_texture_notexture;
2697         skinframe->pants = NULL;
2698         skinframe->shirt = NULL;
2699         skinframe->nmap = r_texture_blanknormalmap;
2700         skinframe->gloss = NULL;
2701         skinframe->glow = NULL;
2702         skinframe->fog = NULL;
2703
2704         skinframe->avgcolor[0] = rand() / RAND_MAX;
2705         skinframe->avgcolor[1] = rand() / RAND_MAX;
2706         skinframe->avgcolor[2] = rand() / RAND_MAX;
2707         skinframe->avgcolor[3] = 1;
2708
2709         return skinframe;
2710 }
2711
2712 void gl_main_start(void)
2713 {
2714         r_numqueries = 0;
2715         r_maxqueries = 0;
2716         memset(r_queries, 0, sizeof(r_queries));
2717
2718         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2719         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2720
2721         // set up r_skinframe loading system for textures
2722         memset(&r_skinframe, 0, sizeof(r_skinframe));
2723         r_skinframe.loadsequence = 1;
2724         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2725
2726         r_main_texturepool = R_AllocTexturePool();
2727         R_BuildBlankTextures();
2728         R_BuildNoTexture();
2729         if (gl_texturecubemap)
2730         {
2731                 R_BuildWhiteCube();
2732                 R_BuildNormalizationCube();
2733         }
2734         r_texture_fogattenuation = NULL;
2735         r_texture_gammaramps = NULL;
2736         //r_texture_fogintensity = NULL;
2737         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2738         memset(&r_waterstate, 0, sizeof(r_waterstate));
2739         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
2740         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
2741         memset(&r_svbsp, 0, sizeof (r_svbsp));
2742
2743         r_refdef.fogmasktable_density = 0;
2744 }
2745
2746 extern rtexture_t *loadingscreentexture;
2747 void gl_main_shutdown(void)
2748 {
2749         if (r_maxqueries)
2750                 qglDeleteQueriesARB(r_maxqueries, r_queries);
2751
2752         r_numqueries = 0;
2753         r_maxqueries = 0;
2754         memset(r_queries, 0, sizeof(r_queries));
2755
2756         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2757         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2758
2759         // clear out the r_skinframe state
2760         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2761         memset(&r_skinframe, 0, sizeof(r_skinframe));
2762
2763         if (r_svbsp.nodes)
2764                 Mem_Free(r_svbsp.nodes);
2765         memset(&r_svbsp, 0, sizeof (r_svbsp));
2766         R_FreeTexturePool(&r_main_texturepool);
2767         loadingscreentexture = NULL;
2768         r_texture_blanknormalmap = NULL;
2769         r_texture_white = NULL;
2770         r_texture_grey128 = NULL;
2771         r_texture_black = NULL;
2772         r_texture_whitecube = NULL;
2773         r_texture_normalizationcube = NULL;
2774         r_texture_fogattenuation = NULL;
2775         r_texture_gammaramps = NULL;
2776         //r_texture_fogintensity = NULL;
2777         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2778         memset(&r_waterstate, 0, sizeof(r_waterstate));
2779         R_GLSL_Restart_f();
2780 }
2781
2782 extern void CL_ParseEntityLump(char *entitystring);
2783 void gl_main_newmap(void)
2784 {
2785         // FIXME: move this code to client
2786         int l;
2787         char *entities, entname[MAX_QPATH];
2788         if (cl.worldmodel)
2789         {
2790                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2791                 l = (int)strlen(entname) - 4;
2792                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2793                 {
2794                         memcpy(entname + l, ".ent", 5);
2795                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2796                         {
2797                                 CL_ParseEntityLump(entities);
2798                                 Mem_Free(entities);
2799                                 return;
2800                         }
2801                 }
2802                 if (cl.worldmodel->brush.entities)
2803                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
2804         }
2805 }
2806
2807 void GL_Main_Init(void)
2808 {
2809         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2810
2811         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2812         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2813         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2814         if (gamemode == GAME_NEHAHRA)
2815         {
2816                 Cvar_RegisterVariable (&gl_fogenable);
2817                 Cvar_RegisterVariable (&gl_fogdensity);
2818                 Cvar_RegisterVariable (&gl_fogred);
2819                 Cvar_RegisterVariable (&gl_foggreen);
2820                 Cvar_RegisterVariable (&gl_fogblue);
2821                 Cvar_RegisterVariable (&gl_fogstart);
2822                 Cvar_RegisterVariable (&gl_fogend);
2823                 Cvar_RegisterVariable (&gl_skyclip);
2824         }
2825         Cvar_RegisterVariable(&r_motionblur);
2826         Cvar_RegisterVariable(&r_motionblur_maxblur);
2827         Cvar_RegisterVariable(&r_motionblur_bmin);
2828         Cvar_RegisterVariable(&r_motionblur_vmin);
2829         Cvar_RegisterVariable(&r_motionblur_vmax);
2830         Cvar_RegisterVariable(&r_motionblur_vcoeff);
2831         Cvar_RegisterVariable(&r_motionblur_randomize);
2832         Cvar_RegisterVariable(&r_damageblur);
2833         Cvar_RegisterVariable(&r_animcache);
2834         Cvar_RegisterVariable(&r_depthfirst);
2835         Cvar_RegisterVariable(&r_useinfinitefarclip);
2836         Cvar_RegisterVariable(&r_nearclip);
2837         Cvar_RegisterVariable(&r_showbboxes);
2838         Cvar_RegisterVariable(&r_showsurfaces);
2839         Cvar_RegisterVariable(&r_showtris);
2840         Cvar_RegisterVariable(&r_shownormals);
2841         Cvar_RegisterVariable(&r_showlighting);
2842         Cvar_RegisterVariable(&r_showshadowvolumes);
2843         Cvar_RegisterVariable(&r_showcollisionbrushes);
2844         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2845         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2846         Cvar_RegisterVariable(&r_showdisabledepthtest);
2847         Cvar_RegisterVariable(&r_drawportals);
2848         Cvar_RegisterVariable(&r_drawentities);
2849         Cvar_RegisterVariable(&r_cullentities_trace);
2850         Cvar_RegisterVariable(&r_cullentities_trace_samples);
2851         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2852         Cvar_RegisterVariable(&r_cullentities_trace_delay);
2853         Cvar_RegisterVariable(&r_drawviewmodel);
2854         Cvar_RegisterVariable(&r_speeds);
2855         Cvar_RegisterVariable(&r_fullbrights);
2856         Cvar_RegisterVariable(&r_wateralpha);
2857         Cvar_RegisterVariable(&r_dynamic);
2858         Cvar_RegisterVariable(&r_fullbright);
2859         Cvar_RegisterVariable(&r_shadows);
2860         Cvar_RegisterVariable(&r_shadows_darken);
2861         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
2862         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
2863         Cvar_RegisterVariable(&r_shadows_throwdistance);
2864         Cvar_RegisterVariable(&r_shadows_throwdirection);
2865         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2866         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2867         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2868         Cvar_RegisterVariable(&r_fog_exp2);
2869         Cvar_RegisterVariable(&r_drawfog);
2870         Cvar_RegisterVariable(&r_textureunits);
2871         Cvar_RegisterVariable(&r_glsl);
2872         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2873         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2874         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2875         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2876         Cvar_RegisterVariable(&r_glsl_postprocess);
2877         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2878         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2879         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2880         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2881         Cvar_RegisterVariable(&r_glsl_usegeneric);
2882         Cvar_RegisterVariable(&r_water);
2883         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2884         Cvar_RegisterVariable(&r_water_clippingplanebias);
2885         Cvar_RegisterVariable(&r_water_refractdistort);
2886         Cvar_RegisterVariable(&r_water_reflectdistort);
2887         Cvar_RegisterVariable(&r_lerpsprites);
2888         Cvar_RegisterVariable(&r_lerpmodels);
2889         Cvar_RegisterVariable(&r_lerplightstyles);
2890         Cvar_RegisterVariable(&r_waterscroll);
2891         Cvar_RegisterVariable(&r_bloom);
2892         Cvar_RegisterVariable(&r_bloom_colorscale);
2893         Cvar_RegisterVariable(&r_bloom_brighten);
2894         Cvar_RegisterVariable(&r_bloom_blur);
2895         Cvar_RegisterVariable(&r_bloom_resolution);
2896         Cvar_RegisterVariable(&r_bloom_colorexponent);
2897         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2898         Cvar_RegisterVariable(&r_hdr);
2899         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2900         Cvar_RegisterVariable(&r_hdr_glowintensity);
2901         Cvar_RegisterVariable(&r_hdr_range);
2902         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2903         Cvar_RegisterVariable(&developer_texturelogging);
2904         Cvar_RegisterVariable(&gl_lightmaps);
2905         Cvar_RegisterVariable(&r_test);
2906         Cvar_RegisterVariable(&r_batchmode);
2907         Cvar_RegisterVariable(&r_glsl_saturation);
2908         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2909                 Cvar_SetValue("r_fullbrights", 0);
2910         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2911
2912         Cvar_RegisterVariable(&r_track_sprites);
2913         Cvar_RegisterVariable(&r_track_sprites_flags);
2914         Cvar_RegisterVariable(&r_track_sprites_scalew);
2915         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2916 }
2917
2918 extern void R_Textures_Init(void);
2919 extern void GL_Draw_Init(void);
2920 extern void GL_Main_Init(void);
2921 extern void R_Shadow_Init(void);
2922 extern void R_Sky_Init(void);
2923 extern void GL_Surf_Init(void);
2924 extern void R_Particles_Init(void);
2925 extern void R_Explosion_Init(void);
2926 extern void gl_backend_init(void);
2927 extern void Sbar_Init(void);
2928 extern void R_LightningBeams_Init(void);
2929 extern void Mod_RenderInit(void);
2930
2931 void Render_Init(void)
2932 {
2933         gl_backend_init();
2934         R_Textures_Init();
2935         GL_Main_Init();
2936         GL_Draw_Init();
2937         R_Shadow_Init();
2938         R_Sky_Init();
2939         GL_Surf_Init();
2940         Sbar_Init();
2941         R_Particles_Init();
2942         R_Explosion_Init();
2943         R_LightningBeams_Init();
2944         Mod_RenderInit();
2945 }
2946
2947 /*
2948 ===============
2949 GL_Init
2950 ===============
2951 */
2952 extern char *ENGINE_EXTENSIONS;
2953 void GL_Init (void)
2954 {
2955         gl_renderer = (const char *)qglGetString(GL_RENDERER);
2956         gl_vendor = (const char *)qglGetString(GL_VENDOR);
2957         gl_version = (const char *)qglGetString(GL_VERSION);
2958         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2959
2960         if (!gl_extensions)
2961                 gl_extensions = "";
2962         if (!gl_platformextensions)
2963                 gl_platformextensions = "";
2964
2965         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2966         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2967         Con_Printf("GL_VERSION: %s\n", gl_version);
2968         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
2969         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2970
2971         VID_CheckExtensions();
2972
2973         // LordHavoc: report supported extensions
2974         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2975
2976         // clear to black (loading plaque will be seen over this)
2977         CHECKGLERROR
2978         qglClearColor(0,0,0,1);CHECKGLERROR
2979         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2980 }
2981
2982 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2983 {
2984         int i;
2985         mplane_t *p;
2986         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2987         {
2988                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2989                 if (i == 4)
2990                         continue;
2991                 p = r_refdef.view.frustum + i;
2992                 switch(p->signbits)
2993                 {
2994                 default:
2995                 case 0:
2996                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2997                                 return true;
2998                         break;
2999                 case 1:
3000                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3001                                 return true;
3002                         break;
3003                 case 2:
3004                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3005                                 return true;
3006                         break;
3007                 case 3:
3008                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3009                                 return true;
3010                         break;
3011                 case 4:
3012                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3013                                 return true;
3014                         break;
3015                 case 5:
3016                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3017                                 return true;
3018                         break;
3019                 case 6:
3020                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3021                                 return true;
3022                         break;
3023                 case 7:
3024                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3025                                 return true;
3026                         break;
3027                 }
3028         }
3029         return false;
3030 }
3031
3032 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3033 {
3034         int i;
3035         const mplane_t *p;
3036         for (i = 0;i < numplanes;i++)
3037         {
3038                 p = planes + i;
3039                 switch(p->signbits)
3040                 {
3041                 default:
3042                 case 0:
3043                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3044                                 return true;
3045                         break;
3046                 case 1:
3047                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3048                                 return true;
3049                         break;
3050                 case 2:
3051                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3052                                 return true;
3053                         break;
3054                 case 3:
3055                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3056                                 return true;
3057                         break;
3058                 case 4:
3059                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3060                                 return true;
3061                         break;
3062                 case 5:
3063                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3064                                 return true;
3065                         break;
3066                 case 6:
3067                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3068                                 return true;
3069                         break;
3070                 case 7:
3071                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3072                                 return true;
3073                         break;
3074                 }
3075         }
3076         return false;
3077 }
3078
3079 //==================================================================================
3080
3081 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3082
3083 /**
3084  * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3085  * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3086  * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3087  */
3088
3089 typedef struct r_animcache_entity_s
3090 {
3091         float *vertex3f;
3092         float *normal3f;
3093         float *svector3f;
3094         float *tvector3f;
3095         int maxvertices;
3096         qboolean wantnormals;
3097         qboolean wanttangents;
3098 }
3099 r_animcache_entity_t;
3100
3101 typedef struct r_animcache_s
3102 {
3103         r_animcache_entity_t entity[MAX_EDICTS*2];
3104         int maxindex;
3105         int currentindex;
3106 }
3107 r_animcache_t;
3108
3109 static r_animcache_t r_animcachestate;
3110
3111 void R_AnimCache_Free(void)
3112 {
3113         int idx;
3114         for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
3115         {
3116                 r_animcachestate.entity[idx].maxvertices = 0;
3117                 Mem_Free(r_animcachestate.entity[idx].vertex3f);
3118                 r_animcachestate.entity[idx].vertex3f = NULL;
3119                 r_animcachestate.entity[idx].normal3f = NULL;
3120                 r_animcachestate.entity[idx].svector3f = NULL;
3121                 r_animcachestate.entity[idx].tvector3f = NULL;
3122         }
3123         r_animcachestate.currentindex = 0;
3124         r_animcachestate.maxindex = 0;
3125 }
3126
3127 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
3128 {
3129         int arraySize;
3130         float *base;
3131         r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
3132
3133         if (cache->maxvertices >= numvertices)
3134                 return;
3135
3136         // Release existing memory
3137         if (cache->vertex3f)
3138                 Mem_Free(cache->vertex3f);
3139
3140         // Pad by 1024 verts
3141         cache->maxvertices = (numvertices + 1023) & ~1023;
3142         arraySize = cache->maxvertices * 3;
3143
3144         // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
3145         base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
3146         r_animcachestate.entity[cacheIdx].vertex3f = base;
3147         r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
3148         r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
3149         r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3150
3151 //      Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3152 }
3153
3154 void R_AnimCache_NewFrame(void)
3155 {
3156         int i;
3157
3158         if (r_animcache.integer && r_drawentities.integer)
3159                 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3160         else if (r_animcachestate.maxindex)
3161                 R_AnimCache_Free();
3162
3163         r_animcachestate.currentindex = 0;
3164
3165         for (i = 0;i < r_refdef.scene.numentities;i++)
3166                 r_refdef.scene.entities[i]->animcacheindex = -1;
3167 }
3168
3169 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3170 {
3171         dp_model_t *model = ent->model;
3172         r_animcache_entity_t *c;
3173         // see if it's already cached this frame
3174         if (ent->animcacheindex >= 0)
3175         {
3176                 // add normals/tangents if needed
3177                 c = r_animcachestate.entity + ent->animcacheindex;
3178                 if (c->wantnormals)
3179                         wantnormals = false;
3180                 if (c->wanttangents)
3181                         wanttangents = false;
3182                 if (wantnormals || wanttangents)
3183                         model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3184         }
3185         else
3186         {
3187                 // see if this ent is worth caching
3188                 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3189                         return false;
3190                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3191                         return false;
3192                 // assign it a cache entry and make sure the arrays are big enough
3193                 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3194                 ent->animcacheindex = r_animcachestate.currentindex++;
3195                 c = r_animcachestate.entity + ent->animcacheindex;
3196                 c->wantnormals = wantnormals;
3197                 c->wanttangents = wanttangents;
3198                 model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3199         }
3200         return true;
3201 }
3202
3203 void R_AnimCache_CacheVisibleEntities(void)
3204 {
3205         int i;
3206         qboolean wantnormals;
3207         qboolean wanttangents;
3208
3209         if (!r_animcachestate.maxindex)
3210                 return;
3211
3212         wantnormals = !r_showsurfaces.integer;
3213         wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
3214
3215         // TODO: thread this?
3216
3217         for (i = 0;i < r_refdef.scene.numentities;i++)
3218         {
3219                 if (!r_refdef.viewcache.entityvisible[i])
3220                         continue;
3221                 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3222         }
3223 }
3224
3225 //==================================================================================
3226
3227 static void R_View_UpdateEntityLighting (void)
3228 {
3229         int i;
3230         entity_render_t *ent;
3231         vec3_t tempdiffusenormal;
3232
3233         for (i = 0;i < r_refdef.scene.numentities;i++)
3234         {
3235                 ent = r_refdef.scene.entities[i];
3236
3237                 // skip unseen models
3238                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3239                         continue;
3240
3241                 // skip bsp models
3242                 if (ent->model && ent->model->brush.num_leafs)
3243                 {
3244                         // TODO: use modellight for r_ambient settings on world?
3245                         VectorSet(ent->modellight_ambient, 0, 0, 0);
3246                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
3247                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
3248                         continue;
3249                 }
3250
3251                 // fetch the lighting from the worldmodel data
3252                 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));
3253                 VectorClear(ent->modellight_diffuse);
3254                 VectorClear(tempdiffusenormal);
3255                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3256                 {
3257                         vec3_t org;
3258                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3259                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3260                 }
3261                 else // highly rare
3262                         VectorSet(ent->modellight_ambient, 1, 1, 1);
3263
3264                 // move the light direction into modelspace coordinates for lighting code
3265                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3266                 if(VectorLength2(ent->modellight_lightdir) == 0)
3267                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3268                 VectorNormalize(ent->modellight_lightdir);
3269         }
3270 }
3271
3272 static void R_View_UpdateEntityVisible (void)
3273 {
3274         int i, renderimask;
3275         entity_render_t *ent;
3276
3277         if (!r_drawentities.integer)
3278                 return;
3279
3280         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3281         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3282         {
3283                 // worldmodel can check visibility
3284                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3285                 for (i = 0;i < r_refdef.scene.numentities;i++)
3286                 {
3287                         ent = r_refdef.scene.entities[i];
3288                         if (!(ent->flags & renderimask))
3289                         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)))
3290                         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))
3291                                 r_refdef.viewcache.entityvisible[i] = true;
3292                 }
3293                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3294                 {
3295                         for (i = 0;i < r_refdef.scene.numentities;i++)
3296                         {
3297                                 ent = r_refdef.scene.entities[i];
3298                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & (RENDER_VIEWMODEL + RENDER_NOCULL)) && !(ent->model && (ent->model->name[0] == '*')))
3299                                 {
3300                                         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))
3301                                                 ent->last_trace_visibility = realtime;
3302                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3303                                                 r_refdef.viewcache.entityvisible[i] = 0;
3304                                 }
3305                         }
3306                 }
3307         }
3308         else
3309         {
3310                 // no worldmodel or it can't check visibility
3311                 for (i = 0;i < r_refdef.scene.numentities;i++)
3312                 {
3313                         ent = r_refdef.scene.entities[i];
3314                         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));
3315                 }
3316         }
3317 }
3318
3319 /// only used if skyrendermasked, and normally returns false
3320 int R_DrawBrushModelsSky (void)
3321 {
3322         int i, sky;
3323         entity_render_t *ent;
3324
3325         if (!r_drawentities.integer)
3326                 return false;
3327
3328         sky = false;
3329         for (i = 0;i < r_refdef.scene.numentities;i++)
3330         {
3331                 if (!r_refdef.viewcache.entityvisible[i])
3332                         continue;
3333                 ent = r_refdef.scene.entities[i];
3334                 if (!ent->model || !ent->model->DrawSky)
3335                         continue;
3336                 ent->model->DrawSky(ent);
3337                 sky = true;
3338         }
3339         return sky;
3340 }
3341
3342 static void R_DrawNoModel(entity_render_t *ent);
3343 static void R_DrawModels(void)
3344 {
3345         int i;
3346         entity_render_t *ent;
3347
3348         if (!r_drawentities.integer)
3349                 return;
3350
3351         for (i = 0;i < r_refdef.scene.numentities;i++)
3352         {
3353                 if (!r_refdef.viewcache.entityvisible[i])
3354                         continue;
3355                 ent = r_refdef.scene.entities[i];
3356                 r_refdef.stats.entities++;
3357                 if (ent->model && ent->model->Draw != NULL)
3358                         ent->model->Draw(ent);
3359                 else
3360                         R_DrawNoModel(ent);
3361         }
3362 }
3363
3364 static void R_DrawModelsDepth(void)
3365 {
3366         int i;
3367         entity_render_t *ent;
3368
3369         if (!r_drawentities.integer)
3370                 return;
3371
3372         for (i = 0;i < r_refdef.scene.numentities;i++)
3373         {
3374                 if (!r_refdef.viewcache.entityvisible[i])
3375                         continue;
3376                 ent = r_refdef.scene.entities[i];
3377                 if (ent->model && ent->model->DrawDepth != NULL)
3378                         ent->model->DrawDepth(ent);
3379         }
3380 }
3381
3382 static void R_DrawModelsDebug(void)
3383 {
3384         int i;
3385         entity_render_t *ent;
3386
3387         if (!r_drawentities.integer)
3388                 return;
3389
3390         for (i = 0;i < r_refdef.scene.numentities;i++)
3391         {
3392                 if (!r_refdef.viewcache.entityvisible[i])
3393                         continue;
3394                 ent = r_refdef.scene.entities[i];
3395                 if (ent->model && ent->model->DrawDebug != NULL)
3396                         ent->model->DrawDebug(ent);
3397         }
3398 }
3399
3400 static void R_DrawModelsAddWaterPlanes(void)
3401 {
3402         int i;
3403         entity_render_t *ent;
3404
3405         if (!r_drawentities.integer)
3406                 return;
3407
3408         for (i = 0;i < r_refdef.scene.numentities;i++)
3409         {
3410                 if (!r_refdef.viewcache.entityvisible[i])
3411                         continue;
3412                 ent = r_refdef.scene.entities[i];
3413                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3414                         ent->model->DrawAddWaterPlanes(ent);
3415         }
3416 }
3417
3418 static void R_View_SetFrustum(void)
3419 {
3420         int i;
3421         double slopex, slopey;
3422         vec3_t forward, left, up, origin;
3423
3424         // we can't trust r_refdef.view.forward and friends in reflected scenes
3425         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3426
3427 #if 0
3428         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3429         r_refdef.view.frustum[0].normal[1] = 0 - 0;
3430         r_refdef.view.frustum[0].normal[2] = -1 - 0;
3431         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3432         r_refdef.view.frustum[1].normal[1] = 0 + 0;
3433         r_refdef.view.frustum[1].normal[2] = -1 + 0;
3434         r_refdef.view.frustum[2].normal[0] = 0 - 0;
3435         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3436         r_refdef.view.frustum[2].normal[2] = -1 - 0;
3437         r_refdef.view.frustum[3].normal[0] = 0 + 0;
3438         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3439         r_refdef.view.frustum[3].normal[2] = -1 + 0;
3440 #endif
3441
3442 #if 0
3443         zNear = r_refdef.nearclip;
3444         nudge = 1.0 - 1.0 / (1<<23);
3445         r_refdef.view.frustum[4].normal[0] = 0 - 0;
3446         r_refdef.view.frustum[4].normal[1] = 0 - 0;
3447         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3448         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3449         r_refdef.view.frustum[5].normal[0] = 0 + 0;
3450         r_refdef.view.frustum[5].normal[1] = 0 + 0;
3451         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3452         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3453 #endif
3454
3455
3456
3457 #if 0
3458         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3459         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3460         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3461         r_refdef.view.frustum[0].dist = m[15] - m[12];
3462
3463         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3464         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3465         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3466         r_refdef.view.frustum[1].dist = m[15] + m[12];
3467
3468         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3469         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3470         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3471         r_refdef.view.frustum[2].dist = m[15] - m[13];
3472
3473         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3474         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3475         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3476         r_refdef.view.frustum[3].dist = m[15] + m[13];
3477
3478         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3479         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3480         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3481         r_refdef.view.frustum[4].dist = m[15] - m[14];
3482
3483         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3484         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3485         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3486         r_refdef.view.frustum[5].dist = m[15] + m[14];
3487 #endif
3488
3489         if (r_refdef.view.useperspective)
3490         {
3491                 slopex = 1.0 / r_refdef.view.frustum_x;
3492                 slopey = 1.0 / r_refdef.view.frustum_y;
3493                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3494                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
3495                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
3496                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
3497                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3498
3499                 // Leaving those out was a mistake, those were in the old code, and they
3500                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3501                 // I couldn't reproduce it after adding those normalizations. --blub
3502                 VectorNormalize(r_refdef.view.frustum[0].normal);
3503                 VectorNormalize(r_refdef.view.frustum[1].normal);
3504                 VectorNormalize(r_refdef.view.frustum[2].normal);
3505                 VectorNormalize(r_refdef.view.frustum[3].normal);
3506
3507                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3508                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
3509                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
3510                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
3511                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
3512
3513                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3514                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3515                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3516                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3517                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3518         }
3519         else
3520         {
3521                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3522                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3523                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3524                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3525                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3526                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3527                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3528                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3529                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3530                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3531         }
3532         r_refdef.view.numfrustumplanes = 5;
3533
3534         if (r_refdef.view.useclipplane)
3535         {
3536                 r_refdef.view.numfrustumplanes = 6;
3537                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3538         }
3539
3540         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3541                 PlaneClassify(r_refdef.view.frustum + i);
3542
3543         // LordHavoc: note to all quake engine coders, Quake had a special case
3544         // for 90 degrees which assumed a square view (wrong), so I removed it,
3545         // Quake2 has it disabled as well.
3546
3547         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3548         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3549         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3550         //PlaneClassify(&frustum[0]);
3551
3552         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3553         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3554         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3555         //PlaneClassify(&frustum[1]);
3556
3557         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3558         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3559         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3560         //PlaneClassify(&frustum[2]);
3561
3562         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3563         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3564         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3565         //PlaneClassify(&frustum[3]);
3566
3567         // nearclip plane
3568         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3569         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3570         //PlaneClassify(&frustum[4]);
3571 }
3572
3573 void R_View_Update(void)
3574 {
3575         R_View_SetFrustum();
3576         R_View_WorldVisibility(r_refdef.view.useclipplane);
3577         R_View_UpdateEntityVisible();
3578         R_View_UpdateEntityLighting();
3579 }
3580
3581 void R_SetupView(qboolean allowwaterclippingplane)
3582 {
3583         const double *customclipplane = NULL;
3584         double plane[4];
3585         if (r_refdef.view.useclipplane && allowwaterclippingplane)
3586         {
3587                 // LordHavoc: couldn't figure out how to make this approach the
3588                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3589                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3590                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3591                         dist = r_refdef.view.clipplane.dist;
3592                 plane[0] = r_refdef.view.clipplane.normal[0];
3593                 plane[1] = r_refdef.view.clipplane.normal[1];
3594                 plane[2] = r_refdef.view.clipplane.normal[2];
3595                 plane[3] = dist;
3596                 customclipplane = plane;
3597         }
3598
3599         if (!r_refdef.view.useperspective)
3600                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -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, customclipplane);
3601         else if (gl_stencil && r_useinfinitefarclip.integer)
3602                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
3603         else
3604                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
3605         R_SetViewport(&r_refdef.view.viewport);
3606 }
3607
3608 void R_ResetViewRendering2D(void)
3609 {
3610         r_viewport_t viewport;
3611         DrawQ_Finish();
3612
3613         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3614         R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
3615         R_SetViewport(&viewport);
3616         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
3617         GL_Color(1, 1, 1, 1);
3618         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3619         GL_BlendFunc(GL_ONE, GL_ZERO);
3620         GL_AlphaTest(false);
3621         GL_ScissorTest(false);
3622         GL_DepthMask(false);
3623         GL_DepthRange(0, 1);
3624         GL_DepthTest(false);
3625         R_Mesh_Matrix(&identitymatrix);
3626         R_Mesh_ResetTextureState();
3627         GL_PolygonOffset(0, 0);
3628         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3629         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3630         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3631         qglStencilMask(~0);CHECKGLERROR
3632         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3633         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3634         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3635         R_SetupGenericShader(true);
3636 }
3637
3638 void R_ResetViewRendering3D(void)
3639 {
3640         DrawQ_Finish();
3641
3642         R_SetupView(true);
3643         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3644         GL_Color(1, 1, 1, 1);
3645         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3646         GL_BlendFunc(GL_ONE, GL_ZERO);
3647         GL_AlphaTest(false);
3648         GL_ScissorTest(true);
3649         GL_DepthMask(true);
3650         GL_DepthRange(0, 1);
3651         GL_DepthTest(true);
3652         R_Mesh_Matrix(&identitymatrix);
3653         R_Mesh_ResetTextureState();
3654         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3655         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3656         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3657         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3658         qglStencilMask(~0);CHECKGLERROR
3659         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3660         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3661         GL_CullFace(r_refdef.view.cullface_back);
3662         R_SetupGenericShader(true);
3663 }
3664
3665 void R_RenderScene(void);
3666 void R_RenderWaterPlanes(void);
3667
3668 static void R_Water_StartFrame(void)
3669 {
3670         int i;
3671         int waterwidth, waterheight, texturewidth, textureheight;
3672         r_waterstate_waterplane_t *p;
3673
3674         // set waterwidth and waterheight to the water resolution that will be
3675         // used (often less than the screen resolution for faster rendering)
3676         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
3677         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
3678
3679         // calculate desired texture sizes
3680         // can't use water if the card does not support the texture size
3681         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3682                 texturewidth = textureheight = waterwidth = waterheight = 0;
3683         else if (gl_support_arb_texture_non_power_of_two)
3684         {
3685                 texturewidth = waterwidth;
3686                 textureheight = waterheight;
3687         }
3688         else
3689         {
3690                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
3691                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
3692         }
3693
3694         // allocate textures as needed
3695         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3696         {
3697                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3698                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3699                 {
3700                         if (p->texture_refraction)
3701                                 R_FreeTexture(p->texture_refraction);
3702                         p->texture_refraction = NULL;
3703                         if (p->texture_reflection)
3704                                 R_FreeTexture(p->texture_reflection);
3705                         p->texture_reflection = NULL;
3706                 }
3707                 memset(&r_waterstate, 0, sizeof(r_waterstate));
3708                 r_waterstate.texturewidth = texturewidth;
3709                 r_waterstate.textureheight = textureheight;
3710         }
3711
3712         if (r_waterstate.texturewidth)
3713         {
3714                 r_waterstate.enabled = true;
3715
3716                 // when doing a reduced render (HDR) we want to use a smaller area
3717                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3718                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3719
3720                 // set up variables that will be used in shader setup
3721                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
3722                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
3723                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
3724                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
3725         }
3726
3727         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3728         r_waterstate.numwaterplanes = 0;
3729 }
3730
3731 void R_Water_AddWaterPlane(msurface_t *surface)
3732 {
3733         int triangleindex, planeindex;
3734         const int *e;
3735         vec3_t vert[3];
3736         vec3_t normal;
3737         vec3_t center;
3738         mplane_t plane;
3739         r_waterstate_waterplane_t *p;
3740         texture_t *t = R_GetCurrentTexture(surface->texture);
3741         // just use the first triangle with a valid normal for any decisions
3742         VectorClear(normal);
3743         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3744         {
3745                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3746                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3747                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3748                 TriangleNormal(vert[0], vert[1], vert[2], normal);
3749                 if (VectorLength2(normal) >= 0.001)
3750                         break;
3751         }
3752
3753         VectorCopy(normal, plane.normal);
3754         VectorNormalize(plane.normal);
3755         plane.dist = DotProduct(vert[0], plane.normal);
3756         PlaneClassify(&plane);
3757         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3758         {
3759                 // skip backfaces (except if nocullface is set)
3760                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3761                         return;
3762                 VectorNegate(plane.normal, plane.normal);
3763                 plane.dist *= -1;
3764                 PlaneClassify(&plane);
3765         }
3766
3767
3768         // find a matching plane if there is one
3769         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3770                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3771                         break;
3772         if (planeindex >= r_waterstate.maxwaterplanes)
3773                 return; // nothing we can do, out of planes
3774
3775         // if this triangle does not fit any known plane rendered this frame, add one
3776         if (planeindex >= r_waterstate.numwaterplanes)
3777         {
3778                 // store the new plane
3779                 r_waterstate.numwaterplanes++;
3780                 p->plane = plane;
3781                 // clear materialflags and pvs
3782                 p->materialflags = 0;
3783                 p->pvsvalid = false;
3784         }
3785         // merge this surface's materialflags into the waterplane
3786         p->materialflags |= t->currentmaterialflags;
3787         // merge this surface's PVS into the waterplane
3788         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3789         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3790          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3791         {
3792                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3793                 p->pvsvalid = true;
3794         }
3795 }
3796
3797 static void R_Water_ProcessPlanes(void)
3798 {
3799         r_refdef_view_t originalview;
3800         r_refdef_view_t myview;
3801         int planeindex;
3802         r_waterstate_waterplane_t *p;
3803
3804         originalview = r_refdef.view;
3805
3806         // make sure enough textures are allocated
3807         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3808         {
3809                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3810                 {
3811                         if (!p->texture_refraction)
3812                                 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);
3813                         if (!p->texture_refraction)
3814                                 goto error;
3815                 }
3816
3817                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3818                 {
3819                         if (!p->texture_reflection)
3820                                 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);
3821                         if (!p->texture_reflection)
3822                                 goto error;
3823                 }
3824         }
3825
3826         // render views
3827         r_refdef.view = originalview;
3828         r_refdef.view.showdebug = false;
3829         r_refdef.view.width = r_waterstate.waterwidth;
3830         r_refdef.view.height = r_waterstate.waterheight;
3831         r_refdef.view.useclipplane = true;
3832         myview = r_refdef.view;
3833         r_waterstate.renderingscene = true;
3834         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3835         {
3836                 // render the normal view scene and copy into texture
3837                 // (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)
3838                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3839                 {
3840                         r_refdef.view = myview;
3841                         r_refdef.view.clipplane = p->plane;
3842                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3843                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3844                         PlaneClassify(&r_refdef.view.clipplane);
3845
3846                         R_ResetViewRendering3D();
3847                         R_ClearScreen(r_refdef.fogenabled);
3848                         R_View_Update();
3849                         R_RenderScene();
3850
3851                         // copy view into the screen texture
3852                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3853                         GL_ActiveTexture(0);
3854                         CHECKGLERROR
3855                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
3856                 }
3857
3858                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3859                 {
3860                         r_refdef.view = myview;
3861                         // render reflected scene and copy into texture
3862                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3863                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3864                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3865                         r_refdef.view.clipplane = p->plane;
3866                         // reverse the cullface settings for this render
3867                         r_refdef.view.cullface_front = GL_FRONT;
3868                         r_refdef.view.cullface_back = GL_BACK;
3869                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3870                         {
3871                                 r_refdef.view.usecustompvs = true;
3872                                 if (p->pvsvalid)
3873                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3874                                 else
3875                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3876                         }
3877
3878                         R_ResetViewRendering3D();
3879                         R_ClearScreen(r_refdef.fogenabled);
3880                         R_View_Update();
3881                         R_RenderScene();
3882
3883                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3884                         GL_ActiveTexture(0);
3885                         CHECKGLERROR
3886                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
3887                 }
3888         }
3889         r_waterstate.renderingscene = false;
3890         r_refdef.view = originalview;
3891         R_ResetViewRendering3D();
3892         R_ClearScreen(r_refdef.fogenabled);
3893         R_View_Update();
3894         return;
3895 error:
3896         r_refdef.view = originalview;
3897         r_waterstate.renderingscene = false;
3898         Cvar_SetValueQuick(&r_water, 0);
3899         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
3900         return;
3901 }
3902
3903 void R_Bloom_StartFrame(void)
3904 {
3905         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3906
3907         // set bloomwidth and bloomheight to the bloom resolution that will be
3908         // used (often less than the screen resolution for faster rendering)
3909         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
3910         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
3911         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
3912         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
3913         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
3914
3915         // calculate desired texture sizes
3916         if (gl_support_arb_texture_non_power_of_two)
3917         {
3918                 screentexturewidth = r_refdef.view.width;
3919                 screentextureheight = r_refdef.view.height;
3920                 bloomtexturewidth = r_bloomstate.bloomwidth;
3921                 bloomtextureheight = r_bloomstate.bloomheight;
3922         }
3923         else
3924         {
3925                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
3926                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
3927                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
3928                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
3929         }
3930
3931         if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (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))
3932         {
3933                 Cvar_SetValueQuick(&r_hdr, 0);
3934                 Cvar_SetValueQuick(&r_bloom, 0);
3935                 Cvar_SetValueQuick(&r_motionblur, 0);
3936                 Cvar_SetValueQuick(&r_damageblur, 0);
3937         }
3938
3939         if (!(r_glsl.integer && (r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
3940                 screentexturewidth = screentextureheight = 0;
3941         if (!r_hdr.integer && !r_bloom.integer)
3942                 bloomtexturewidth = bloomtextureheight = 0;
3943
3944         // allocate textures as needed
3945         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3946         {
3947                 if (r_bloomstate.texture_screen)
3948                         R_FreeTexture(r_bloomstate.texture_screen);
3949                 r_bloomstate.texture_screen = NULL;
3950                 r_bloomstate.screentexturewidth = screentexturewidth;
3951                 r_bloomstate.screentextureheight = screentextureheight;
3952                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3953                         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);
3954         }
3955         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3956         {
3957                 if (r_bloomstate.texture_bloom)
3958                         R_FreeTexture(r_bloomstate.texture_bloom);
3959                 r_bloomstate.texture_bloom = NULL;
3960                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3961                 r_bloomstate.bloomtextureheight = bloomtextureheight;
3962                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3963                         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);
3964         }
3965
3966         // when doing a reduced render (HDR) we want to use a smaller area
3967         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
3968         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3969         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3970         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
3971         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
3972
3973         // set up a texcoord array for the full resolution screen image
3974         // (we have to keep this around to copy back during final render)
3975         r_bloomstate.screentexcoord2f[0] = 0;
3976         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3977         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3978         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3979         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3980         r_bloomstate.screentexcoord2f[5] = 0;
3981         r_bloomstate.screentexcoord2f[6] = 0;
3982         r_bloomstate.screentexcoord2f[7] = 0;
3983
3984         // set up a texcoord array for the reduced resolution bloom image
3985         // (which will be additive blended over the screen image)
3986         r_bloomstate.bloomtexcoord2f[0] = 0;
3987         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3988         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3989         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3990         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3991         r_bloomstate.bloomtexcoord2f[5] = 0;
3992         r_bloomstate.bloomtexcoord2f[6] = 0;
3993         r_bloomstate.bloomtexcoord2f[7] = 0;
3994
3995         if (r_hdr.integer || r_bloom.integer)
3996         {
3997                 r_bloomstate.enabled = true;
3998                 r_bloomstate.hdr = r_hdr.integer != 0;
3999         }
4000
4001         R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
4002 }
4003
4004 void R_Bloom_CopyBloomTexture(float colorscale)
4005 {
4006         r_refdef.stats.bloom++;
4007
4008         // scale down screen texture to the bloom texture size
4009         CHECKGLERROR
4010         R_SetViewport(&r_bloomstate.viewport);
4011         GL_BlendFunc(GL_ONE, GL_ZERO);
4012         GL_Color(colorscale, colorscale, colorscale, 1);
4013         // TODO: optimize with multitexture or GLSL
4014         R_SetupGenericShader(true);
4015         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4016         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4017         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4018         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4019
4020         // we now have a bloom image in the framebuffer
4021         // copy it into the bloom image texture for later processing
4022         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4023         GL_ActiveTexture(0);
4024         CHECKGLERROR
4025         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4026         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4027 }
4028
4029 void R_Bloom_CopyHDRTexture(void)
4030 {
4031         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4032         GL_ActiveTexture(0);
4033         CHECKGLERROR
4034         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4035         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4036 }
4037
4038 void R_Bloom_MakeTexture(void)
4039 {
4040         int x, range, dir;
4041         float xoffset, yoffset, r, brighten;
4042
4043         r_refdef.stats.bloom++;
4044
4045         R_ResetViewRendering2D();
4046         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4047         R_Mesh_ColorPointer(NULL, 0, 0);
4048         R_SetupGenericShader(true);
4049
4050         // we have a bloom image in the framebuffer
4051         CHECKGLERROR
4052         R_SetViewport(&r_bloomstate.viewport);
4053
4054         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4055         {
4056                 x *= 2;
4057                 r = bound(0, r_bloom_colorexponent.value / x, 1);
4058                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4059                 GL_Color(r, r, r, 1);
4060                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4061                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4062                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4063                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4064
4065                 // copy the vertically blurred bloom view to a texture
4066                 GL_ActiveTexture(0);
4067                 CHECKGLERROR
4068                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4069                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4070         }
4071
4072         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4073         brighten = r_bloom_brighten.value;
4074         if (r_hdr.integer)
4075                 brighten *= r_hdr_range.value;
4076         if(range >= 1)
4077                 brighten *= pow((3 * range) / (2 * range - 1), 2); // compensate for the "dot particle"
4078         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4079         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4080
4081         for (dir = 0;dir < 2;dir++)
4082         {
4083                 // blend on at multiple vertical offsets to achieve a vertical blur
4084                 // TODO: do offset blends using GLSL
4085                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
4086                 GL_BlendFunc(GL_ONE, GL_ZERO);
4087                 for (x = -range;x <= range;x++)
4088                 {
4089                         if (!dir){xoffset = 0;yoffset = x;}
4090                         else {xoffset = x;yoffset = 0;}
4091                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
4092                         yoffset /= (float)r_bloomstate.bloomtextureheight;
4093                         // compute a texcoord array with the specified x and y offset
4094                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4095                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4096                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4097                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4098                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4099                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4100                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4101                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4102                         // this r value looks like a 'dot' particle, fading sharply to
4103                         // black at the edges
4104                         // (probably not realistic but looks good enough)
4105                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4106                         //r = (dir ? 1.0f : brighten)/(range*2+1);
4107                         r = (dir ? 1.0f : brighten) / (range * 2 + 1);
4108                         if(range >= 1)
4109                                 r *= (1 - x*x/(float)(range*range));
4110                         GL_Color(r, r, r, 1);
4111                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4112                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4113                         GL_BlendFunc(GL_ONE, GL_ONE);
4114                 }
4115
4116                 // copy the vertically blurred bloom view to a texture
4117                 GL_ActiveTexture(0);
4118                 CHECKGLERROR
4119                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4120                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4121         }
4122
4123         // apply subtract last
4124         // (just like it would be in a GLSL shader)
4125         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
4126         {
4127                 GL_BlendFunc(GL_ONE, GL_ZERO);
4128                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4129                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4130                 GL_Color(1, 1, 1, 1);
4131                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4132                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4133
4134                 GL_BlendFunc(GL_ONE, GL_ONE);
4135                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4136                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4137                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4138                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4139                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4140                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4141                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4142
4143                 // copy the darkened bloom view to a texture
4144                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4145                 GL_ActiveTexture(0);
4146                 CHECKGLERROR
4147                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4148                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4149         }
4150 }
4151
4152 void R_HDR_RenderBloomTexture(void)
4153 {
4154         int oldwidth, oldheight;
4155         float oldcolorscale;
4156
4157         oldcolorscale = r_refdef.view.colorscale;
4158         oldwidth = r_refdef.view.width;
4159         oldheight = r_refdef.view.height;
4160         r_refdef.view.width = r_bloomstate.bloomwidth;
4161         r_refdef.view.height = r_bloomstate.bloomheight;
4162
4163         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
4164         // TODO: add exposure compensation features
4165         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4166
4167         r_refdef.view.showdebug = false;
4168         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4169
4170         R_ResetViewRendering3D();
4171
4172         R_ClearScreen(r_refdef.fogenabled);
4173         if (r_timereport_active)
4174                 R_TimeReport("HDRclear");
4175
4176         R_View_Update();
4177         if (r_timereport_active)
4178                 R_TimeReport("visibility");
4179
4180         // only do secondary renders with HDR if r_hdr is 2 or higher
4181         r_waterstate.numwaterplanes = 0;
4182         if (r_waterstate.enabled && r_hdr.integer >= 2)
4183                 R_RenderWaterPlanes();
4184
4185         r_refdef.view.showdebug = true;
4186         R_RenderScene();
4187         r_waterstate.numwaterplanes = 0;
4188
4189         R_ResetViewRendering2D();
4190
4191         R_Bloom_CopyHDRTexture();
4192         R_Bloom_MakeTexture();
4193
4194         // restore the view settings
4195         r_refdef.view.width = oldwidth;
4196         r_refdef.view.height = oldheight;
4197         r_refdef.view.colorscale = oldcolorscale;
4198
4199         R_ResetViewRendering3D();
4200
4201         R_ClearScreen(r_refdef.fogenabled);
4202         if (r_timereport_active)
4203                 R_TimeReport("viewclear");
4204 }
4205
4206 static void R_BlendView(void)
4207 {
4208         if (r_bloomstate.texture_screen)
4209         {
4210                 // make sure the buffer is available
4211                 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4212
4213                 R_ResetViewRendering2D();
4214                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4215                 R_Mesh_ColorPointer(NULL, 0, 0);
4216                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4217                 GL_ActiveTexture(0);CHECKGLERROR
4218
4219                 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4220                 {  
4221                         // declare variables
4222                         float speed;
4223                         static float avgspeed;
4224
4225                         speed = VectorLength(cl.movement_velocity);
4226
4227                         cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4228                         avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4229
4230                         speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4231                         speed = bound(0, speed, 1);
4232                         speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4233
4234                         // calculate values into a standard alpha
4235                         cl.motionbluralpha = 1 - exp(-
4236                                         (
4237                                          (r_motionblur.value * speed / 80)
4238                                          +
4239                                          (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4240                                         )
4241                                         /
4242                                         max(0.0001, cl.time - cl.oldtime) // fps independent
4243                                    );
4244
4245                         cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4246                         cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4247                         // apply the blur
4248                         if (cl.motionbluralpha > 0)
4249                         {
4250                                 R_SetupGenericShader(true);
4251                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4252                                 GL_Color(1, 1, 1, cl.motionbluralpha);
4253                                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4254                                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4255                                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4256                                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4257                         }
4258                 }
4259
4260                 // copy view into the screen texture
4261                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4262                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4263         }
4264
4265         if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
4266         {
4267                 unsigned int permutation =
4268                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4269                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4270                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4271                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4272                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4273
4274                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4275                 {
4276                         // render simple bloom effect
4277                         // copy the screen and shrink it and darken it for the bloom process
4278                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4279                         // make the bloom texture
4280                         R_Bloom_MakeTexture();
4281                 }
4282
4283                 R_ResetViewRendering2D();
4284                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4285                 R_Mesh_ColorPointer(NULL, 0, 0);
4286                 GL_Color(1, 1, 1, 1);
4287                 GL_BlendFunc(GL_ONE, GL_ZERO);
4288                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4289                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4290                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4291                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4292                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4293                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4294                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4295                 if (r_glsl_permutation->loc_TintColor >= 0)
4296                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4297                 if (r_glsl_permutation->loc_ClientTime >= 0)
4298                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4299                 if (r_glsl_permutation->loc_PixelSize >= 0)
4300                         qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4301                 if (r_glsl_permutation->loc_UserVec1 >= 0)
4302                 {
4303                         float a=0, b=0, c=0, d=0;
4304 #if _MSC_VER >= 1400
4305 #define sscanf sscanf_s
4306 #endif
4307                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4308                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4309                 }
4310                 if (r_glsl_permutation->loc_UserVec2 >= 0)
4311                 {
4312                         float a=0, b=0, c=0, d=0;
4313                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4314                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4315                 }
4316                 if (r_glsl_permutation->loc_UserVec3 >= 0)
4317                 {
4318                         float a=0, b=0, c=0, d=0;
4319                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4320                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4321                 }
4322                 if (r_glsl_permutation->loc_UserVec4 >= 0)
4323                 {
4324                         float a=0, b=0, c=0, d=0;
4325                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4326                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4327                 }
4328                 if (r_glsl_permutation->loc_Saturation >= 0)
4329                         qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4330                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4331                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4332                 return;
4333         }
4334
4335
4336
4337         if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
4338         {
4339                 // render high dynamic range bloom effect
4340                 // the bloom texture was made earlier this render, so we just need to
4341                 // blend it onto the screen...
4342                 R_ResetViewRendering2D();
4343                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4344                 R_Mesh_ColorPointer(NULL, 0, 0);
4345                 R_SetupGenericShader(true);
4346                 GL_Color(1, 1, 1, 1);
4347                 GL_BlendFunc(GL_ONE, GL_ONE);
4348                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4349                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4350                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4351                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4352         }
4353         else if (r_bloomstate.texture_bloom)
4354         {
4355                 // render simple bloom effect
4356                 // copy the screen and shrink it and darken it for the bloom process
4357                 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4358                 // make the bloom texture
4359                 R_Bloom_MakeTexture();
4360                 // put the original screen image back in place and blend the bloom
4361                 // texture on it
4362                 R_ResetViewRendering2D();
4363                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4364                 R_Mesh_ColorPointer(NULL, 0, 0);
4365                 GL_Color(1, 1, 1, 1);
4366                 GL_BlendFunc(GL_ONE, GL_ZERO);
4367                 // do both in one pass if possible
4368                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4369                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4370                 if (r_textureunits.integer >= 2 && gl_combine.integer)
4371                 {
4372                         R_SetupGenericTwoTextureShader(GL_ADD);
4373                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
4374                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
4375                 }
4376                 else
4377                 {
4378                         R_SetupGenericShader(true);
4379                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4380                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4381                         // now blend on the bloom texture
4382                         GL_BlendFunc(GL_ONE, GL_ONE);
4383                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4384                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4385                 }
4386                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4387                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4388         }
4389         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4390         {
4391                 // apply a color tint to the whole view
4392                 R_ResetViewRendering2D();
4393                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4394                 R_Mesh_ColorPointer(NULL, 0, 0);
4395                 R_SetupGenericShader(false);
4396                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4397                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4398                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4399         }
4400 }
4401
4402 matrix4x4_t r_waterscrollmatrix;
4403
4404 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4405 {
4406         if (r_refdef.fog_density)
4407         {
4408                 r_refdef.fogcolor[0] = r_refdef.fog_red;
4409                 r_refdef.fogcolor[1] = r_refdef.fog_green;
4410                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4411
4412                 {
4413                         vec3_t fogvec;
4414                         VectorCopy(r_refdef.fogcolor, fogvec);
4415                         //   color.rgb *= ContrastBoost * SceneBrightness;
4416                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4417                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4418                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4419                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4420                 }
4421         }
4422 }
4423
4424 void R_UpdateVariables(void)
4425 {
4426         R_Textures_Frame();
4427
4428         r_refdef.scene.ambient = r_ambient.value;
4429
4430         r_refdef.farclip = 4096;
4431         if (r_refdef.scene.worldmodel)
4432                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
4433         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4434
4435         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4436                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4437         r_refdef.polygonfactor = 0;
4438         r_refdef.polygonoffset = 0;
4439         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4440         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4441
4442         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4443         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4444         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4445         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4446         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4447         if (r_showsurfaces.integer)
4448         {
4449                 r_refdef.scene.rtworld = false;
4450                 r_refdef.scene.rtworldshadows = false;
4451                 r_refdef.scene.rtdlight = false;
4452                 r_refdef.scene.rtdlightshadows = false;
4453                 r_refdef.lightmapintensity = 0;
4454         }
4455
4456         if (gamemode == GAME_NEHAHRA)
4457         {
4458                 if (gl_fogenable.integer)
4459                 {
4460                         r_refdef.oldgl_fogenable = true;
4461                         r_refdef.fog_density = gl_fogdensity.value;
4462                         r_refdef.fog_red = gl_fogred.value;
4463                         r_refdef.fog_green = gl_foggreen.value;
4464                         r_refdef.fog_blue = gl_fogblue.value;
4465                         r_refdef.fog_alpha = 1;
4466                         r_refdef.fog_start = 0;
4467                         r_refdef.fog_end = gl_skyclip.value;
4468                 }
4469                 else if (r_refdef.oldgl_fogenable)
4470                 {
4471                         r_refdef.oldgl_fogenable = false;
4472                         r_refdef.fog_density = 0;
4473                         r_refdef.fog_red = 0;
4474                         r_refdef.fog_green = 0;
4475                         r_refdef.fog_blue = 0;
4476                         r_refdef.fog_alpha = 0;
4477                         r_refdef.fog_start = 0;
4478                         r_refdef.fog_end = 0;
4479                 }
4480         }
4481
4482         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4483         r_refdef.fog_start = max(0, r_refdef.fog_start);
4484         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4485
4486         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4487
4488         if (r_refdef.fog_density && r_drawfog.integer)
4489         {
4490                 r_refdef.fogenabled = true;
4491                 // this is the point where the fog reaches 0.9986 alpha, which we
4492                 // consider a good enough cutoff point for the texture
4493                 // (0.9986 * 256 == 255.6)
4494                 if (r_fog_exp2.integer)
4495                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4496                 else
4497                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4498                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4499                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4500                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4501                 // fog color was already set
4502                 // update the fog texture
4503                 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)
4504                         R_BuildFogTexture();
4505         }
4506         else
4507                 r_refdef.fogenabled = false;
4508
4509         if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4510         {
4511                 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4512                 {
4513                         // build GLSL gamma texture
4514 #define RAMPWIDTH 256
4515                         unsigned short ramp[RAMPWIDTH * 3];
4516                         unsigned char rampbgr[RAMPWIDTH][4];
4517                         int i;
4518
4519                         r_texture_gammaramps_serial = vid_gammatables_serial;
4520
4521                         VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4522                         for(i = 0; i < RAMPWIDTH; ++i)
4523                         {
4524                                 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4525                                 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4526                                 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4527                                 rampbgr[i][3] = 0;
4528                         }
4529                         if (r_texture_gammaramps)
4530                         {
4531                                 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4532                         }
4533                         else
4534                         {
4535                                 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);
4536                         }
4537                 }
4538         }
4539         else
4540         {
4541                 // remove GLSL gamma texture
4542         }
4543 }
4544
4545 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4546 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4547 /*
4548 ================
4549 R_SelectScene
4550 ================
4551 */
4552 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4553         if( scenetype != r_currentscenetype ) {
4554                 // store the old scenetype
4555                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4556                 r_currentscenetype = scenetype;
4557                 // move in the new scene
4558                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4559         }
4560 }
4561
4562 /*
4563 ================
4564 R_GetScenePointer
4565 ================
4566 */
4567 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4568 {
4569         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4570         if( scenetype == r_currentscenetype ) {
4571                 return &r_refdef.scene;
4572         } else {
4573                 return &r_scenes_store[ scenetype ];
4574         }
4575 }
4576
4577 /*
4578 ================
4579 R_RenderView
4580 ================
4581 */
4582 void R_RenderView(void)
4583 {
4584         if (r_timereport_active)
4585                 R_TimeReport("start");
4586         r_frame++; // used only by R_GetCurrentTexture
4587         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4588
4589         R_AnimCache_NewFrame();
4590
4591         if (r_refdef.view.isoverlay)
4592         {
4593                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4594                 GL_Clear( GL_DEPTH_BUFFER_BIT );
4595                 R_TimeReport("depthclear");
4596
4597                 r_refdef.view.showdebug = false;
4598
4599                 r_waterstate.enabled = false;
4600                 r_waterstate.numwaterplanes = 0;
4601
4602                 R_RenderScene();
4603
4604                 CHECKGLERROR
4605                 return;
4606         }
4607
4608         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
4609                 return; //Host_Error ("R_RenderView: NULL worldmodel");
4610
4611         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4612
4613         // break apart the view matrix into vectors for various purposes
4614         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4615         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4616         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4617         VectorNegate(r_refdef.view.left, r_refdef.view.right);
4618         // make an inverted copy of the view matrix for tracking sprites
4619         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4620
4621         R_Shadow_UpdateWorldLightSelection();
4622
4623         R_Bloom_StartFrame();
4624         R_Water_StartFrame();
4625
4626         CHECKGLERROR
4627         if (r_timereport_active)
4628                 R_TimeReport("viewsetup");
4629
4630         R_ResetViewRendering3D();
4631
4632         if (r_refdef.view.clear || r_refdef.fogenabled)
4633         {
4634                 R_ClearScreen(r_refdef.fogenabled);
4635                 if (r_timereport_active)
4636                         R_TimeReport("viewclear");
4637         }
4638         r_refdef.view.clear = true;
4639
4640         // this produces a bloom texture to be used in R_BlendView() later
4641         if (r_hdr.integer)
4642                 R_HDR_RenderBloomTexture();
4643
4644         r_refdef.view.showdebug = true;
4645
4646         R_View_Update();
4647         if (r_timereport_active)
4648                 R_TimeReport("visibility");
4649
4650         r_waterstate.numwaterplanes = 0;
4651         if (r_waterstate.enabled)
4652                 R_RenderWaterPlanes();
4653
4654         R_RenderScene();
4655         r_waterstate.numwaterplanes = 0;
4656
4657         R_BlendView();
4658         if (r_timereport_active)
4659                 R_TimeReport("blendview");
4660
4661         GL_Scissor(0, 0, vid.width, vid.height);
4662         GL_ScissorTest(false);
4663         CHECKGLERROR
4664 }
4665
4666 void R_RenderWaterPlanes(void)
4667 {
4668         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4669         {
4670                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4671                 if (r_timereport_active)
4672                         R_TimeReport("waterworld");
4673         }
4674
4675         // don't let sound skip if going slow
4676         if (r_refdef.scene.extraupdate)
4677                 S_ExtraUpdate ();
4678
4679         R_DrawModelsAddWaterPlanes();
4680         if (r_timereport_active)
4681                 R_TimeReport("watermodels");
4682
4683         if (r_waterstate.numwaterplanes)
4684         {
4685                 R_Water_ProcessPlanes();
4686                 if (r_timereport_active)
4687                         R_TimeReport("waterscenes");
4688         }
4689 }
4690
4691 extern void R_DrawLightningBeams (void);
4692 extern void VM_CL_AddPolygonsToMeshQueue (void);
4693 extern void R_DrawPortals (void);
4694 extern cvar_t cl_locs_show;
4695 static void R_DrawLocs(void);
4696 static void R_DrawEntityBBoxes(void);
4697 void R_RenderScene(void)
4698 {
4699         r_refdef.stats.renders++;
4700
4701         R_UpdateFogColor();
4702
4703         // don't let sound skip if going slow
4704         if (r_refdef.scene.extraupdate)
4705                 S_ExtraUpdate ();
4706
4707         R_MeshQueue_BeginScene();
4708
4709         R_SkyStartFrame();
4710
4711         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);
4712
4713         if (cl.csqc_vidvars.drawworld)
4714         {
4715                 // don't let sound skip if going slow
4716                 if (r_refdef.scene.extraupdate)
4717                         S_ExtraUpdate ();
4718
4719                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
4720                 {
4721                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
4722                         if (r_timereport_active)
4723                                 R_TimeReport("worldsky");
4724                 }
4725
4726                 if (R_DrawBrushModelsSky() && r_timereport_active)
4727                         R_TimeReport("bmodelsky");
4728         }
4729
4730         R_AnimCache_CacheVisibleEntities();
4731
4732         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4733         {
4734                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4735                 if (r_timereport_active)
4736                         R_TimeReport("worlddepth");
4737         }
4738         if (r_depthfirst.integer >= 2)
4739         {
4740                 R_DrawModelsDepth();
4741                 if (r_timereport_active)
4742                         R_TimeReport("modeldepth");
4743         }
4744
4745         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4746         {
4747                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4748                 if (r_timereport_active)
4749                         R_TimeReport("world");
4750         }
4751
4752         // don't let sound skip if going slow
4753         if (r_refdef.scene.extraupdate)
4754                 S_ExtraUpdate ();
4755
4756         R_DrawModels();
4757         if (r_timereport_active)
4758                 R_TimeReport("models");
4759
4760         // don't let sound skip if going slow
4761         if (r_refdef.scene.extraupdate)
4762                 S_ExtraUpdate ();
4763
4764         if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4765         {
4766                 R_DrawModelShadows();
4767                 R_ResetViewRendering3D();
4768                 // don't let sound skip if going slow
4769                 if (r_refdef.scene.extraupdate)
4770                         S_ExtraUpdate ();
4771         }
4772
4773         R_ShadowVolumeLighting(false);
4774         if (r_timereport_active)
4775                 R_TimeReport("rtlights");
4776
4777         // don't let sound skip if going slow
4778         if (r_refdef.scene.extraupdate)
4779                 S_ExtraUpdate ();
4780
4781         if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4782         {
4783                 R_DrawModelShadows();
4784                 R_ResetViewRendering3D();
4785                 // don't let sound skip if going slow
4786                 if (r_refdef.scene.extraupdate)
4787                         S_ExtraUpdate ();
4788         }
4789
4790         if (cl.csqc_vidvars.drawworld)
4791         {
4792                 R_DrawLightningBeams();
4793                 if (r_timereport_active)
4794                         R_TimeReport("lightning");
4795
4796                 R_DrawDecals();
4797                 if (r_timereport_active)
4798                         R_TimeReport("decals");
4799
4800                 R_DrawParticles();
4801                 if (r_timereport_active)
4802                         R_TimeReport("particles");
4803
4804                 R_DrawExplosions();
4805                 if (r_timereport_active)
4806                         R_TimeReport("explosions");
4807         }
4808
4809         R_SetupGenericShader(true);
4810         VM_CL_AddPolygonsToMeshQueue();
4811
4812         if (r_refdef.view.showdebug)
4813         {
4814                 if (cl_locs_show.integer)
4815                 {
4816                         R_DrawLocs();
4817                         if (r_timereport_active)
4818                                 R_TimeReport("showlocs");
4819                 }
4820
4821                 if (r_drawportals.integer)
4822                 {
4823                         R_DrawPortals();
4824                         if (r_timereport_active)
4825                                 R_TimeReport("portals");
4826                 }
4827
4828                 if (r_showbboxes.value > 0)
4829                 {
4830                         R_DrawEntityBBoxes();
4831                         if (r_timereport_active)
4832                                 R_TimeReport("bboxes");
4833                 }
4834         }
4835
4836         R_SetupGenericShader(true);
4837         R_MeshQueue_RenderTransparent();
4838         if (r_timereport_active)
4839                 R_TimeReport("drawtrans");
4840
4841         R_SetupGenericShader(true);
4842
4843         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))
4844         {
4845                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4846                 if (r_timereport_active)
4847                         R_TimeReport("worlddebug");
4848                 R_DrawModelsDebug();
4849                 if (r_timereport_active)
4850                         R_TimeReport("modeldebug");
4851         }
4852
4853         R_SetupGenericShader(true);
4854
4855         if (cl.csqc_vidvars.drawworld)
4856         {
4857                 R_DrawCoronas();
4858                 if (r_timereport_active)
4859                         R_TimeReport("coronas");
4860         }
4861
4862         // don't let sound skip if going slow
4863         if (r_refdef.scene.extraupdate)
4864                 S_ExtraUpdate ();
4865
4866         R_ResetViewRendering2D();
4867 }
4868
4869 static const unsigned short bboxelements[36] =
4870 {
4871         5, 1, 3, 5, 3, 7,
4872         6, 2, 0, 6, 0, 4,
4873         7, 3, 2, 7, 2, 6,
4874         4, 0, 1, 4, 1, 5,
4875         4, 5, 7, 4, 7, 6,
4876         1, 0, 2, 1, 2, 3,
4877 };
4878
4879 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4880 {
4881         int i;
4882         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4883         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4884         GL_DepthMask(false);
4885         GL_DepthRange(0, 1);
4886         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4887         R_Mesh_Matrix(&identitymatrix);
4888         R_Mesh_ResetTextureState();
4889
4890         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4891         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4892         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4893         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4894         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4895         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4896         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4897         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4898         R_FillColors(color4f, 8, cr, cg, cb, ca);
4899         if (r_refdef.fogenabled)
4900         {
4901                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4902                 {
4903                         f1 = FogPoint_World(v);
4904                         f2 = 1 - f1;
4905                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4906                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4907                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4908                 }
4909         }
4910         R_Mesh_VertexPointer(vertex3f, 0, 0);
4911         R_Mesh_ColorPointer(color4f, 0, 0);
4912         R_Mesh_ResetTextureState();
4913         R_SetupGenericShader(false);
4914         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4915 }
4916
4917 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4918 {
4919         int i;
4920         float color[4];
4921         prvm_edict_t *edict;
4922         prvm_prog_t *prog_save = prog;
4923
4924         // this function draws bounding boxes of server entities
4925         if (!sv.active)
4926                 return;
4927
4928         GL_CullFace(GL_NONE);
4929         R_SetupGenericShader(false);
4930
4931         prog = 0;
4932         SV_VM_Begin();
4933         for (i = 0;i < numsurfaces;i++)
4934         {
4935                 edict = PRVM_EDICT_NUM(surfacelist[i]);
4936                 switch ((int)edict->fields.server->solid)
4937                 {
4938                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
4939                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
4940                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
4941                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4942                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
4943                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
4944                 }
4945                 color[3] *= r_showbboxes.value;
4946                 color[3] = bound(0, color[3], 1);
4947                 GL_DepthTest(!r_showdisabledepthtest.integer);
4948                 GL_CullFace(r_refdef.view.cullface_front);
4949                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4950         }
4951         SV_VM_End();
4952         prog = prog_save;
4953 }
4954
4955 static void R_DrawEntityBBoxes(void)
4956 {
4957         int i;
4958         prvm_edict_t *edict;
4959         vec3_t center;
4960         prvm_prog_t *prog_save = prog;
4961
4962         // this function draws bounding boxes of server entities
4963         if (!sv.active)
4964                 return;
4965
4966         prog = 0;
4967         SV_VM_Begin();
4968         for (i = 0;i < prog->num_edicts;i++)
4969         {
4970                 edict = PRVM_EDICT_NUM(i);
4971                 if (edict->priv.server->free)
4972                         continue;
4973                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4974                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4975                         continue;
4976                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4977                         continue;
4978                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4979                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4980         }
4981         SV_VM_End();
4982         prog = prog_save;
4983 }
4984
4985 unsigned short nomodelelements[24] =
4986 {
4987         5, 2, 0,
4988         5, 1, 2,
4989         5, 0, 3,
4990         5, 3, 1,
4991         0, 2, 4,
4992         2, 1, 4,
4993         3, 0, 4,
4994         1, 3, 4
4995 };
4996
4997 float nomodelvertex3f[6*3] =
4998 {
4999         -16,   0,   0,
5000          16,   0,   0,
5001           0, -16,   0,
5002           0,  16,   0,
5003           0,   0, -16,
5004           0,   0,  16
5005 };
5006
5007 float nomodelcolor4f[6*4] =
5008 {
5009         0.0f, 0.0f, 0.5f, 1.0f,
5010         0.0f, 0.0f, 0.5f, 1.0f,
5011         0.0f, 0.5f, 0.0f, 1.0f,
5012         0.0f, 0.5f, 0.0f, 1.0f,
5013         0.5f, 0.0f, 0.0f, 1.0f,
5014         0.5f, 0.0f, 0.0f, 1.0f
5015 };
5016
5017 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5018 {
5019         int i;
5020         float f1, f2, *c;
5021         float color4f[6*4];
5022         // this is only called once per entity so numsurfaces is always 1, and
5023         // surfacelist is always {0}, so this code does not handle batches
5024         R_Mesh_Matrix(&ent->matrix);
5025
5026         if (ent->flags & EF_ADDITIVE)
5027         {
5028                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5029                 GL_DepthMask(false);
5030         }
5031         else if (ent->alpha < 1)
5032         {
5033                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5034                 GL_DepthMask(false);
5035         }
5036         else
5037         {
5038                 GL_BlendFunc(GL_ONE, GL_ZERO);
5039                 GL_DepthMask(true);
5040         }
5041         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5042         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5043         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
5044         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5045         R_SetupGenericShader(false);
5046         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
5047         if (r_refdef.fogenabled)
5048         {
5049                 vec3_t org;
5050                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5051                 R_Mesh_ColorPointer(color4f, 0, 0);
5052                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5053                 f1 = FogPoint_World(org);
5054                 f2 = 1 - f1;
5055                 for (i = 0, c = color4f;i < 6;i++, c += 4)
5056                 {
5057                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5058                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5059                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5060                         c[3] *= ent->alpha;
5061                 }
5062         }
5063         else if (ent->alpha != 1)
5064         {
5065                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5066                 R_Mesh_ColorPointer(color4f, 0, 0);
5067                 for (i = 0, c = color4f;i < 6;i++, c += 4)
5068                         c[3] *= ent->alpha;
5069         }
5070         else
5071                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
5072         R_Mesh_ResetTextureState();
5073         R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
5074 }
5075
5076 void R_DrawNoModel(entity_render_t *ent)
5077 {
5078         vec3_t org;
5079         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5080         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
5081                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5082         //else
5083         //      R_DrawNoModelCallback(ent, 0);
5084 }
5085
5086 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5087 {
5088         vec3_t right1, right2, diff, normal;
5089
5090         VectorSubtract (org2, org1, normal);
5091
5092         // calculate 'right' vector for start
5093         VectorSubtract (r_refdef.view.origin, org1, diff);
5094         CrossProduct (normal, diff, right1);
5095         VectorNormalize (right1);
5096
5097         // calculate 'right' vector for end
5098         VectorSubtract (r_refdef.view.origin, org2, diff);
5099         CrossProduct (normal, diff, right2);
5100         VectorNormalize (right2);
5101
5102         vert[ 0] = org1[0] + width * right1[0];
5103         vert[ 1] = org1[1] + width * right1[1];
5104         vert[ 2] = org1[2] + width * right1[2];
5105         vert[ 3] = org1[0] - width * right1[0];
5106         vert[ 4] = org1[1] - width * right1[1];
5107         vert[ 5] = org1[2] - width * right1[2];
5108         vert[ 6] = org2[0] - width * right2[0];
5109         vert[ 7] = org2[1] - width * right2[1];
5110         vert[ 8] = org2[2] - width * right2[2];
5111         vert[ 9] = org2[0] + width * right2[0];
5112         vert[10] = org2[1] + width * right2[1];
5113         vert[11] = org2[2] + width * right2[2];
5114 }
5115
5116 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5117
5118 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)
5119 {
5120         // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
5121         float fog = 1.0f;
5122         float vertex3f[12];
5123
5124         if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
5125                 fog = FogPoint_World(origin);
5126
5127         R_Mesh_Matrix(&identitymatrix);
5128         GL_BlendFunc(blendfunc1, blendfunc2);
5129
5130         GL_CullFace(GL_NONE);
5131
5132         GL_DepthMask(false);
5133         GL_DepthRange(0, depthshort ? 0.0625 : 1);
5134         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5135         GL_DepthTest(!depthdisable);
5136
5137         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5138         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5139         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5140         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5141         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5142         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5143         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5144         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5145         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5146         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5147         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5148         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5149
5150         R_Mesh_VertexPointer(vertex3f, 0, 0);
5151         R_Mesh_ColorPointer(NULL, 0, 0);
5152         R_Mesh_ResetTextureState();
5153         R_SetupGenericShader(true);
5154         R_Mesh_TexBind(0, R_GetTexture(texture));
5155         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
5156         // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
5157         GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
5158         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5159
5160         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
5161         {
5162                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
5163                 GL_BlendFunc(blendfunc1, GL_ONE);
5164                 fog = 1 - fog;
5165                 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
5166                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5167         }
5168 }
5169
5170 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5171 {
5172         int i;
5173         float *vertex3f;
5174         float v[3];
5175         VectorSet(v, x, y, z);
5176         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5177                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5178                         break;
5179         if (i == mesh->numvertices)
5180         {
5181                 if (mesh->numvertices < mesh->maxvertices)
5182                 {
5183                         VectorCopy(v, vertex3f);
5184                         mesh->numvertices++;
5185                 }
5186                 return mesh->numvertices;
5187         }
5188         else
5189                 return i;
5190 }
5191
5192 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5193 {
5194         int i;
5195         int *e, element[3];
5196         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5197         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5198         e = mesh->element3i + mesh->numtriangles * 3;
5199         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5200         {
5201                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5202                 if (mesh->numtriangles < mesh->maxtriangles)
5203                 {
5204                         *e++ = element[0];
5205                         *e++ = element[1];
5206                         *e++ = element[2];
5207                         mesh->numtriangles++;
5208                 }
5209                 element[1] = element[2];
5210         }
5211 }
5212
5213 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5214 {
5215         int i;
5216         int *e, element[3];
5217         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5218         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5219         e = mesh->element3i + mesh->numtriangles * 3;
5220         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5221         {
5222                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5223                 if (mesh->numtriangles < mesh->maxtriangles)
5224                 {
5225                         *e++ = element[0];
5226                         *e++ = element[1];
5227                         *e++ = element[2];
5228                         mesh->numtriangles++;
5229                 }
5230                 element[1] = element[2];
5231         }
5232 }
5233
5234 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5235 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5236 {
5237         int planenum, planenum2;
5238         int w;
5239         int tempnumpoints;
5240         mplane_t *plane, *plane2;
5241         double maxdist;
5242         double temppoints[2][256*3];
5243         // figure out how large a bounding box we need to properly compute this brush
5244         maxdist = 0;
5245         for (w = 0;w < numplanes;w++)
5246                 maxdist = max(maxdist, planes[w].dist);
5247         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5248         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5249         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5250         {
5251                 w = 0;
5252                 tempnumpoints = 4;
5253                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5254                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5255                 {
5256                         if (planenum2 == planenum)
5257                                 continue;
5258                         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);
5259                         w = !w;
5260                 }
5261                 if (tempnumpoints < 3)
5262                         continue;
5263                 // generate elements forming a triangle fan for this polygon
5264                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5265         }
5266 }
5267
5268 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)
5269 {
5270         texturelayer_t *layer;
5271         layer = t->currentlayers + t->currentnumlayers++;
5272         layer->type = type;
5273         layer->depthmask = depthmask;
5274         layer->blendfunc1 = blendfunc1;
5275         layer->blendfunc2 = blendfunc2;
5276         layer->texture = texture;
5277         layer->texmatrix = *matrix;
5278         layer->color[0] = r * r_refdef.view.colorscale;
5279         layer->color[1] = g * r_refdef.view.colorscale;
5280         layer->color[2] = b * r_refdef.view.colorscale;
5281         layer->color[3] = a;
5282 }
5283
5284 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5285 {
5286         double index, f;
5287         index = parms[2] + r_refdef.scene.time * parms[3];
5288         index -= floor(index);
5289         switch (func)
5290         {
5291         default:
5292         case Q3WAVEFUNC_NONE:
5293         case Q3WAVEFUNC_NOISE:
5294         case Q3WAVEFUNC_COUNT:
5295                 f = 0;
5296                 break;
5297         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5298         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5299         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5300         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5301         case Q3WAVEFUNC_TRIANGLE:
5302                 index *= 4;
5303                 f = index - floor(index);
5304                 if (index < 1)
5305                         f = f;
5306                 else if (index < 2)
5307                         f = 1 - f;
5308                 else if (index < 3)
5309                         f = -f;
5310                 else
5311                         f = -(1 - f);
5312                 break;
5313         }
5314         return (float)(parms[0] + parms[1] * f);
5315 }
5316
5317 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5318 {
5319         int w, h, idx;
5320         float f;
5321         float tcmat[12];
5322         matrix4x4_t matrix, temp;
5323         switch(tcmod->tcmod)
5324         {
5325                 case Q3TCMOD_COUNT:
5326                 case Q3TCMOD_NONE:
5327                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5328                                 matrix = r_waterscrollmatrix;
5329                         else
5330                                 matrix = identitymatrix;
5331                         break;
5332                 case Q3TCMOD_ENTITYTRANSLATE:
5333                         // this is used in Q3 to allow the gamecode to control texcoord
5334                         // scrolling on the entity, which is not supported in darkplaces yet.
5335                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5336                         break;
5337                 case Q3TCMOD_ROTATE:
5338                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5339                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5340                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5341                         break;
5342                 case Q3TCMOD_SCALE:
5343                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5344                         break;
5345                 case Q3TCMOD_SCROLL:
5346                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5347                         break;
5348                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5349                         w = (int) tcmod->parms[0];
5350                         h = (int) tcmod->parms[1];
5351                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5352                         f = f - floor(f);
5353                         idx = (int) floor(f * w * h);
5354                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5355                         break;
5356                 case Q3TCMOD_STRETCH:
5357                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5358                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5359                         break;
5360                 case Q3TCMOD_TRANSFORM:
5361                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
5362                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
5363                         VectorSet(tcmat +  6, 0                   , 0                , 1);
5364                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
5365                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5366                         break;
5367                 case Q3TCMOD_TURBULENT:
5368                         // this is handled in the RSurf_PrepareVertices function
5369                         matrix = identitymatrix;
5370                         break;
5371         }
5372         temp = *texmatrix;
5373         Matrix4x4_Concat(texmatrix, &matrix, &temp);
5374 }
5375
5376 texture_t *R_GetCurrentTexture(texture_t *t)
5377 {
5378         int i;
5379         const entity_render_t *ent = rsurface.entity;
5380         dp_model_t *model = ent->model;
5381         q3shaderinfo_layer_tcmod_t *tcmod;
5382
5383         if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5384                 return t->currentframe;
5385         t->update_lastrenderframe = r_frame;
5386         t->update_lastrenderentity = (void *)ent;
5387
5388         // switch to an alternate material if this is a q1bsp animated material
5389         {
5390                 texture_t *texture = t;
5391                 int s = ent->skinnum;
5392                 if ((unsigned int)s >= (unsigned int)model->numskins)
5393                         s = 0;
5394                 if (model->skinscenes)
5395                 {
5396                         if (model->skinscenes[s].framecount > 1)
5397                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5398                         else
5399                                 s = model->skinscenes[s].firstframe;
5400                 }
5401                 if (s > 0)
5402                         t = t + s * model->num_surfaces;
5403                 if (t->animated)
5404                 {
5405                         // use an alternate animation if the entity's frame is not 0,
5406                         // and only if the texture has an alternate animation
5407                         if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
5408                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5409                         else
5410                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5411                 }
5412                 texture->currentframe = t;
5413         }
5414
5415         // update currentskinframe to be a qw skin or animation frame
5416         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"))
5417         {
5418                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
5419                 {
5420                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
5421                         if (developer_loading.integer)
5422                                 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
5423                         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);
5424                 }
5425                 t->currentskinframe = r_qwskincache_skinframe[i];
5426                 if (t->currentskinframe == NULL)
5427                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5428         }
5429         else if (t->numskinframes >= 2)
5430                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5431         if (t->backgroundnumskinframes >= 2)
5432                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
5433
5434         t->currentmaterialflags = t->basematerialflags;
5435         t->currentalpha = ent->alpha;
5436         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5437                 t->currentalpha *= r_wateralpha.value;
5438         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5439                 t->currentalpha *= t->r_water_wateralpha;
5440         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5441                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5442         if (!(ent->flags & RENDER_LIGHT))
5443                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5444         else if (rsurface.modeltexcoordlightmap2f == NULL)
5445         {
5446                 // pick a model lighting mode
5447                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
5448                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5449                 else
5450                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5451         }
5452         if (ent->effects & EF_ADDITIVE)
5453                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5454         else if (t->currentalpha < 1)
5455                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5456         if (ent->effects & EF_DOUBLESIDED)
5457                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5458         if (ent->effects & EF_NODEPTHTEST)
5459                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5460         if (ent->flags & RENDER_VIEWMODEL)
5461                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5462         if (t->backgroundnumskinframes)
5463                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5464         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5465         {
5466                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5467                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5468         }
5469         else
5470                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5471
5472         // there is no tcmod
5473         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5474         {
5475                 t->currenttexmatrix = r_waterscrollmatrix;
5476                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5477         }
5478         else
5479         {
5480                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5481                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5482         }
5483
5484         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5485                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5486         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5487                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5488
5489         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
5490         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5491         t->glosstexture = r_texture_black;
5492         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5493         t->backgroundglosstexture = r_texture_black;
5494         t->specularpower = r_shadow_glossexponent.value;
5495         // TODO: store reference values for these in the texture?
5496         t->specularscale = 0;
5497         if (r_shadow_gloss.integer > 0)
5498         {
5499                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5500                 {
5501                         if (r_shadow_glossintensity.value > 0)
5502                         {
5503                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5504                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5505                                 t->specularscale = r_shadow_glossintensity.value;
5506                         }
5507                 }
5508                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5509                 {
5510                         t->glosstexture = r_texture_white;
5511                         t->backgroundglosstexture = r_texture_white;
5512                         t->specularscale = r_shadow_gloss2intensity.value;
5513                         t->specularpower = r_shadow_gloss2exponent.value;
5514                 }
5515         }
5516         t->specularscale *= t->specularscalemod;
5517         t->specularpower *= t->specularpowermod;
5518
5519         // lightmaps mode looks bad with dlights using actual texturing, so turn
5520         // off the colormap and glossmap, but leave the normalmap on as it still
5521         // accurately represents the shading involved
5522         if (gl_lightmaps.integer)
5523         {
5524                 t->basetexture = r_texture_grey128;
5525                 t->backgroundbasetexture = NULL;
5526                 t->specularscale = 0;
5527                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5528         }
5529
5530         Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
5531         VectorClear(t->dlightcolor);
5532         t->currentnumlayers = 0;
5533         if (t->currentmaterialflags & MATERIALFLAG_WALL)
5534         {
5535                 int layerflags = 0;
5536                 int blendfunc1, blendfunc2;
5537                 qboolean depthmask;
5538                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5539                 {
5540                         blendfunc1 = GL_SRC_ALPHA;
5541                         blendfunc2 = GL_ONE;
5542                 }
5543                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5544                 {
5545                         blendfunc1 = GL_SRC_ALPHA;
5546                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5547                 }
5548                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5549                 {
5550                         blendfunc1 = t->customblendfunc[0];
5551                         blendfunc2 = t->customblendfunc[1];
5552                 }
5553                 else
5554                 {
5555                         blendfunc1 = GL_ONE;
5556                         blendfunc2 = GL_ZERO;
5557                 }
5558                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5559                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5560                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5561                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5562                 {
5563                         // fullbright is not affected by r_refdef.lightmapintensity
5564                         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]);
5565                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5566                                 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]);
5567                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5568                                 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]);
5569                 }
5570                 else
5571                 {
5572                         vec3_t ambientcolor;
5573                         float colorscale;
5574                         // set the color tint used for lights affecting this surface
5575                         VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
5576                         colorscale = 2;
5577                         // q3bsp has no lightmap updates, so the lightstylevalue that
5578                         // would normally be baked into the lightmap must be
5579                         // applied to the color
5580                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5581                         if (ent->model->type == mod_brushq3)
5582                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5583                         colorscale *= r_refdef.lightmapintensity;
5584                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5585                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5586                         // basic lit geometry
5587                         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]);
5588                         // add pants/shirt if needed
5589                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5590                                 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]);
5591                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5592                                 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]);
5593                         // now add ambient passes if needed
5594                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5595                         {
5596                                 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]);
5597                                 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5598                                         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]);
5599                                 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5600                                         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]);
5601                         }
5602                 }
5603                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5604                         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]);
5605                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5606                 {
5607                         // if this is opaque use alpha blend which will darken the earlier
5608                         // passes cheaply.
5609                         //
5610                         // if this is an alpha blended material, all the earlier passes
5611                         // were darkened by fog already, so we only need to add the fog
5612                         // color ontop through the fog mask texture
5613                         //
5614                         // if this is an additive blended material, all the earlier passes
5615                         // were darkened by fog already, and we should not add fog color
5616                         // (because the background was not darkened, there is no fog color
5617                         // that was lost behind it).
5618                         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]);
5619                 }
5620         }
5621
5622         return t->currentframe;
5623 }
5624
5625 rsurfacestate_t rsurface;
5626
5627 void R_Mesh_ResizeArrays(int newvertices)
5628 {
5629         float *base;
5630         if (rsurface.array_size >= newvertices)
5631                 return;
5632         if (rsurface.array_modelvertex3f)
5633                 Mem_Free(rsurface.array_modelvertex3f);
5634         rsurface.array_size = (newvertices + 1023) & ~1023;
5635         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5636         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
5637         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
5638         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
5639         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
5640         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
5641         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5642         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5643         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
5644         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
5645         rsurface.array_color4f           = base + rsurface.array_size * 27;
5646         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5647 }
5648
5649 void RSurf_ActiveWorldEntity(void)
5650 {
5651         dp_model_t *model = r_refdef.scene.worldmodel;
5652         //if (rsurface.entity == r_refdef.scene.worldentity)
5653         //      return;
5654         rsurface.entity = r_refdef.scene.worldentity;
5655         if (rsurface.array_size < model->surfmesh.num_vertices)
5656                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5657         rsurface.matrix = identitymatrix;
5658         rsurface.inversematrix = identitymatrix;
5659         R_Mesh_Matrix(&identitymatrix);
5660         VectorCopy(r_refdef.view.origin, rsurface.modelorg);
5661         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
5662         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
5663         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
5664         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
5665         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
5666         VectorSet(rsurface.glowmod, 1, 1, 1);
5667         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
5668         rsurface.frameblend[0].lerp = 1;
5669         rsurface.basepolygonfactor = r_refdef.polygonfactor;
5670         rsurface.basepolygonoffset = r_refdef.polygonoffset;
5671         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
5672         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5673         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5674         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5675         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5676         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5677         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5678         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5679         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5680         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
5681         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5682         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5683         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
5684         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5685         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5686         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
5687         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5688         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5689         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
5690         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5691         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5692         rsurface.modelelement3i = model->surfmesh.data_element3i;
5693         rsurface.modelelement3s = model->surfmesh.data_element3s;
5694         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5695         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5696         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5697         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5698         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5699         rsurface.modelsurfaces = model->data_surfaces;
5700         rsurface.generatedvertex = false;
5701         rsurface.vertex3f  = rsurface.modelvertex3f;
5702         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5703         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5704         rsurface.svector3f = rsurface.modelsvector3f;
5705         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5706         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5707         rsurface.tvector3f = rsurface.modeltvector3f;
5708         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5709         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5710         rsurface.normal3f  = rsurface.modelnormal3f;
5711         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5712         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5713         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5714 }
5715
5716 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
5717 {
5718         dp_model_t *model = ent->model;
5719         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
5720         //      return;
5721         rsurface.entity = (entity_render_t *)ent;
5722         if (rsurface.array_size < model->surfmesh.num_vertices)
5723                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5724         rsurface.matrix = ent->matrix;
5725         rsurface.inversematrix = ent->inversematrix;
5726         R_Mesh_Matrix(&rsurface.matrix);
5727         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
5728         rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
5729         rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
5730         rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
5731         rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
5732         rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
5733         rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
5734         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5735         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5736         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5737         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5738         VectorCopy(ent->glowmod, rsurface.glowmod);
5739         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
5740         rsurface.basepolygonfactor = r_refdef.polygonfactor;
5741         rsurface.basepolygonoffset = r_refdef.polygonoffset;
5742         if (ent->model->brush.submodel)
5743         {
5744                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5745                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5746         }
5747         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
5748         {
5749                 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
5750                 {
5751                         rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
5752                         rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
5753                         rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
5754                         rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
5755                 }
5756                 else if (wanttangents)
5757                 {
5758                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5759                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5760                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5761                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5762                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5763                 }
5764                 else if (wantnormals)
5765                 {
5766                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5767                         rsurface.modelsvector3f = NULL;
5768                         rsurface.modeltvector3f = NULL;
5769                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5770                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5771                 }
5772                 else
5773                 {
5774                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5775                         rsurface.modelsvector3f = NULL;
5776                         rsurface.modeltvector3f = NULL;
5777                         rsurface.modelnormal3f = NULL;
5778                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5779                 }
5780                 rsurface.modelvertex3f_bufferobject = 0;
5781                 rsurface.modelvertex3f_bufferoffset = 0;
5782                 rsurface.modelsvector3f_bufferobject = 0;
5783                 rsurface.modelsvector3f_bufferoffset = 0;
5784                 rsurface.modeltvector3f_bufferobject = 0;
5785                 rsurface.modeltvector3f_bufferoffset = 0;
5786                 rsurface.modelnormal3f_bufferobject = 0;
5787                 rsurface.modelnormal3f_bufferoffset = 0;
5788                 rsurface.generatedvertex = true;
5789         }
5790         else
5791         {
5792                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
5793                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5794                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5795                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5796                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5797                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5798                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5799                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5800                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5801                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
5802                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5803                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5804                 rsurface.generatedvertex = false;
5805         }
5806         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
5807         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5808         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5809         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
5810         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5811         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5812         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
5813         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5814         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5815         rsurface.modelelement3i = model->surfmesh.data_element3i;
5816         rsurface.modelelement3s = model->surfmesh.data_element3s;
5817         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5818         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5819         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5820         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5821         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5822         rsurface.modelsurfaces = model->data_surfaces;
5823         rsurface.vertex3f  = rsurface.modelvertex3f;
5824         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5825         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5826         rsurface.svector3f = rsurface.modelsvector3f;
5827         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5828         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5829         rsurface.tvector3f = rsurface.modeltvector3f;
5830         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5831         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5832         rsurface.normal3f  = rsurface.modelnormal3f;
5833         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5834         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5835         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5836 }
5837
5838 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5839 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5840 {
5841         int deformindex;
5842         int texturesurfaceindex;
5843         int i, j;
5844         float amplitude;
5845         float animpos;
5846         float scale;
5847         const float *v1, *in_tc;
5848         float *out_tc;
5849         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5850         float waveparms[4];
5851         q3shaderinfo_deform_t *deform;
5852         // 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
5853         if (rsurface.generatedvertex)
5854         {
5855                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5856                         generatenormals = true;
5857                 for (i = 0;i < Q3MAXDEFORMS;i++)
5858                 {
5859                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5860                         {
5861                                 generatetangents = true;
5862                                 generatenormals = true;
5863                         }
5864                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5865                                 generatenormals = true;
5866                 }
5867                 if (generatenormals && !rsurface.modelnormal3f)
5868                 {
5869                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5870                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5871                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5872                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
5873                 }
5874                 if (generatetangents && !rsurface.modelsvector3f)
5875                 {
5876                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5877                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5878                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5879                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5880                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5881                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5882                         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 != 0);
5883                 }
5884         }
5885         rsurface.vertex3f  = rsurface.modelvertex3f;
5886         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5887         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5888         rsurface.svector3f = rsurface.modelsvector3f;
5889         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5890         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5891         rsurface.tvector3f = rsurface.modeltvector3f;
5892         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5893         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5894         rsurface.normal3f  = rsurface.modelnormal3f;
5895         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5896         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5897         // if vertices are deformed (sprite flares and things in maps, possibly
5898         // water waves, bulges and other deformations), generate them into
5899         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5900         // (may be static model data or generated data for an animated model, or
5901         //  the previous deform pass)
5902         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5903         {
5904                 switch (deform->deform)
5905                 {
5906                 default:
5907                 case Q3DEFORM_PROJECTIONSHADOW:
5908                 case Q3DEFORM_TEXT0:
5909                 case Q3DEFORM_TEXT1:
5910                 case Q3DEFORM_TEXT2:
5911                 case Q3DEFORM_TEXT3:
5912                 case Q3DEFORM_TEXT4:
5913                 case Q3DEFORM_TEXT5:
5914                 case Q3DEFORM_TEXT6:
5915                 case Q3DEFORM_TEXT7:
5916                 case Q3DEFORM_NONE:
5917                         break;
5918                 case Q3DEFORM_AUTOSPRITE:
5919                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5920                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5921                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5922                         VectorNormalize(newforward);
5923                         VectorNormalize(newright);
5924                         VectorNormalize(newup);
5925                         // make deformed versions of only the model vertices used by the specified surfaces
5926                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5927                         {
5928                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5929                                 // a single autosprite surface can contain multiple sprites...
5930                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5931                                 {
5932                                         VectorClear(center);
5933                                         for (i = 0;i < 4;i++)
5934                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5935                                         VectorScale(center, 0.25f, center);
5936                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
5937                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5938                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5939                                         for (i = 0;i < 4;i++)
5940                                         {
5941                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5942                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5943                                         }
5944                                 }
5945                                 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 != 0);
5946                                 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 != 0);
5947                         }
5948                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5949                         rsurface.vertex3f_bufferobject = 0;
5950                         rsurface.vertex3f_bufferoffset = 0;
5951                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5952                         rsurface.svector3f_bufferobject = 0;
5953                         rsurface.svector3f_bufferoffset = 0;
5954                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5955                         rsurface.tvector3f_bufferobject = 0;
5956                         rsurface.tvector3f_bufferoffset = 0;
5957                         rsurface.normal3f = rsurface.array_deformednormal3f;
5958                         rsurface.normal3f_bufferobject = 0;
5959                         rsurface.normal3f_bufferoffset = 0;
5960                         break;
5961                 case Q3DEFORM_AUTOSPRITE2:
5962                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5963                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5964                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5965                         VectorNormalize(newforward);
5966                         VectorNormalize(newright);
5967                         VectorNormalize(newup);
5968                         // make deformed versions of only the model vertices used by the specified surfaces
5969                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5970                         {
5971                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5972                                 const float *v1, *v2;
5973                                 vec3_t start, end;
5974                                 float f, l;
5975                                 struct
5976                                 {
5977                                         float length2;
5978                                         const float *v1;
5979                                         const float *v2;
5980                                 }
5981                                 shortest[2];
5982                                 memset(shortest, 0, sizeof(shortest));
5983                                 // a single autosprite surface can contain multiple sprites...
5984                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5985                                 {
5986                                         VectorClear(center);
5987                                         for (i = 0;i < 4;i++)
5988                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5989                                         VectorScale(center, 0.25f, center);
5990                                         // find the two shortest edges, then use them to define the
5991                                         // axis vectors for rotating around the central axis
5992                                         for (i = 0;i < 6;i++)
5993                                         {
5994                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5995                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5996 #if 0
5997                                                 Debug_PolygonBegin(NULL, 0);
5998                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5999                                                 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);
6000                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
6001                                                 Debug_PolygonEnd();
6002 #endif
6003                                                 l = VectorDistance2(v1, v2);
6004                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
6005                                                 if (v1[2] != v2[2])
6006                                                         l += (1.0f / 1024.0f);
6007                                                 if (shortest[0].length2 > l || i == 0)
6008                                                 {
6009                                                         shortest[1] = shortest[0];
6010                                                         shortest[0].length2 = l;
6011                                                         shortest[0].v1 = v1;
6012                                                         shortest[0].v2 = v2;
6013                                                 }
6014                                                 else if (shortest[1].length2 > l || i == 1)
6015                                                 {
6016                                                         shortest[1].length2 = l;
6017                                                         shortest[1].v1 = v1;
6018                                                         shortest[1].v2 = v2;
6019                                                 }
6020                                         }
6021                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6022                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6023 #if 0
6024                                         Debug_PolygonBegin(NULL, 0);
6025                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6026                                         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);
6027                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6028                                         Debug_PolygonEnd();
6029 #endif
6030                                         // this calculates the right vector from the shortest edge
6031                                         // and the up vector from the edge midpoints
6032                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6033                                         VectorNormalize(right);
6034                                         VectorSubtract(end, start, up);
6035                                         VectorNormalize(up);
6036                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6037                                         VectorSubtract(rsurface.modelorg, center, forward);
6038                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6039                                         VectorNegate(forward, forward);
6040                                         VectorReflect(forward, 0, up, forward);
6041                                         VectorNormalize(forward);
6042                                         CrossProduct(up, forward, newright);
6043                                         VectorNormalize(newright);
6044 #if 0
6045                                         Debug_PolygonBegin(NULL, 0);
6046                                         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);
6047                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6048                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
6049                                         Debug_PolygonEnd();
6050 #endif
6051 #if 0
6052                                         Debug_PolygonBegin(NULL, 0);
6053                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6054                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6055                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
6056                                         Debug_PolygonEnd();
6057 #endif
6058                                         // rotate the quad around the up axis vector, this is made
6059                                         // especially easy by the fact we know the quad is flat,
6060                                         // so we only have to subtract the center position and
6061                                         // measure distance along the right vector, and then
6062                                         // multiply that by the newright vector and add back the
6063                                         // center position
6064                                         // we also need to subtract the old position to undo the
6065                                         // displacement from the center, which we do with a
6066                                         // DotProduct, the subtraction/addition of center is also
6067                                         // optimized into DotProducts here
6068                                         l = DotProduct(right, center);
6069                                         for (i = 0;i < 4;i++)
6070                                         {
6071                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6072                                                 f = DotProduct(right, v1) - l;
6073                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6074                                         }
6075                                 }
6076                                 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 != 0);
6077                                 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 != 0);
6078                         }
6079                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6080                         rsurface.vertex3f_bufferobject = 0;
6081                         rsurface.vertex3f_bufferoffset = 0;
6082                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6083                         rsurface.svector3f_bufferobject = 0;
6084                         rsurface.svector3f_bufferoffset = 0;
6085                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6086                         rsurface.tvector3f_bufferobject = 0;
6087                         rsurface.tvector3f_bufferoffset = 0;
6088                         rsurface.normal3f = rsurface.array_deformednormal3f;
6089                         rsurface.normal3f_bufferobject = 0;
6090                         rsurface.normal3f_bufferoffset = 0;
6091                         break;
6092                 case Q3DEFORM_NORMAL:
6093                         // deform the normals to make reflections wavey
6094                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6095                         {
6096                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6097                                 for (j = 0;j < surface->num_vertices;j++)
6098                                 {
6099                                         float vertex[3];
6100                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
6101                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6102                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
6103                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6104                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6105                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6106                                         VectorNormalize(normal);
6107                                 }
6108                                 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 != 0);
6109                         }
6110                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6111                         rsurface.svector3f_bufferobject = 0;
6112                         rsurface.svector3f_bufferoffset = 0;
6113                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6114                         rsurface.tvector3f_bufferobject = 0;
6115                         rsurface.tvector3f_bufferoffset = 0;
6116                         rsurface.normal3f = rsurface.array_deformednormal3f;
6117                         rsurface.normal3f_bufferobject = 0;
6118                         rsurface.normal3f_bufferoffset = 0;
6119                         break;
6120                 case Q3DEFORM_WAVE:
6121                         // deform vertex array to make wavey water and flags and such
6122                         waveparms[0] = deform->waveparms[0];
6123                         waveparms[1] = deform->waveparms[1];
6124                         waveparms[2] = deform->waveparms[2];
6125                         waveparms[3] = deform->waveparms[3];
6126                         // this is how a divisor of vertex influence on deformation
6127                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6128                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6129                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6130                         {
6131                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6132                                 for (j = 0;j < surface->num_vertices;j++)
6133                                 {
6134                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
6135                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6136                                         // if the wavefunc depends on time, evaluate it per-vertex
6137                                         if (waveparms[3])
6138                                         {
6139                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6140                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6141                                         }
6142                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6143                                 }
6144                         }
6145                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6146                         rsurface.vertex3f_bufferobject = 0;
6147                         rsurface.vertex3f_bufferoffset = 0;
6148                         break;
6149                 case Q3DEFORM_BULGE:
6150                         // deform vertex array to make the surface have moving bulges
6151                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6152                         {
6153                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6154                                 for (j = 0;j < surface->num_vertices;j++)
6155                                 {
6156                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6157                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6158                                 }
6159                         }
6160                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6161                         rsurface.vertex3f_bufferobject = 0;
6162                         rsurface.vertex3f_bufferoffset = 0;
6163                         break;
6164                 case Q3DEFORM_MOVE:
6165                         // deform vertex array
6166                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6167                         VectorScale(deform->parms, scale, waveparms);
6168                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6169                         {
6170                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6171                                 for (j = 0;j < surface->num_vertices;j++)
6172                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6173                         }
6174                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6175                         rsurface.vertex3f_bufferobject = 0;
6176                         rsurface.vertex3f_bufferoffset = 0;
6177                         break;
6178                 }
6179         }
6180         // generate texcoords based on the chosen texcoord source
6181         switch(rsurface.texture->tcgen.tcgen)
6182         {
6183         default:
6184         case Q3TCGEN_TEXTURE:
6185                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
6186                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
6187                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
6188                 break;
6189         case Q3TCGEN_LIGHTMAP:
6190                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
6191                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
6192                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
6193                 break;
6194         case Q3TCGEN_VECTOR:
6195                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6196                 {
6197                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6198                         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)
6199                         {
6200                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6201                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6202                         }
6203                 }
6204                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6205                 rsurface.texcoordtexture2f_bufferobject  = 0;
6206                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6207                 break;
6208         case Q3TCGEN_ENVIRONMENT:
6209                 // make environment reflections using a spheremap
6210                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6211                 {
6212                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6213                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6214                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6215                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6216                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6217                         {
6218                                 // identical to Q3A's method, but executed in worldspace so
6219                                 // carried models can be shiny too
6220
6221                                 float viewer[3], d, reflected[3], worldreflected[3];
6222
6223                                 VectorSubtract(rsurface.modelorg, vertex, viewer);
6224                                 // VectorNormalize(viewer);
6225
6226                                 d = DotProduct(normal, viewer);
6227
6228                                 reflected[0] = normal[0]*2*d - viewer[0];
6229                                 reflected[1] = normal[1]*2*d - viewer[1];
6230                                 reflected[2] = normal[2]*2*d - viewer[2];
6231                                 // note: this is proportinal to viewer, so we can normalize later
6232
6233                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6234                                 VectorNormalize(worldreflected);
6235
6236                                 // note: this sphere map only uses world x and z!
6237                                 // so positive and negative y will LOOK THE SAME.
6238                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6239                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6240                         }
6241                 }
6242                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6243                 rsurface.texcoordtexture2f_bufferobject  = 0;
6244                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6245                 break;
6246         }
6247         // the only tcmod that needs software vertex processing is turbulent, so
6248         // check for it here and apply the changes if needed
6249         // and we only support that as the first one
6250         // (handling a mixture of turbulent and other tcmods would be problematic
6251         //  without punting it entirely to a software path)
6252         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6253         {
6254                 amplitude = rsurface.texture->tcmods[0].parms[1];
6255                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6256                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6257                 {
6258                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6259                         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)
6260                         {
6261                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6262                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6263                         }
6264                 }
6265                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6266                 rsurface.texcoordtexture2f_bufferobject  = 0;
6267                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6268         }
6269         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
6270         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6271         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6272         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6273 }
6274
6275 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
6276 {
6277         int i, j;
6278         const msurface_t *surface = texturesurfacelist[0];
6279         const msurface_t *surface2;
6280         int firstvertex;
6281         int endvertex;
6282         int numvertices;
6283         int numtriangles;
6284         // TODO: lock all array ranges before render, rather than on each surface
6285         if (texturenumsurfaces == 1)
6286         {
6287                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6288                 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);
6289         }
6290         else if (r_batchmode.integer == 2)
6291         {
6292                 #define MAXBATCHTRIANGLES 4096
6293                 int batchtriangles = 0;
6294                 int batchelements[MAXBATCHTRIANGLES*3];
6295                 for (i = 0;i < texturenumsurfaces;i = j)
6296                 {
6297                         surface = texturesurfacelist[i];
6298                         j = i + 1;
6299                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6300                         {
6301                                 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);
6302                                 continue;
6303                         }
6304                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6305                         batchtriangles = surface->num_triangles;
6306                         firstvertex = surface->num_firstvertex;
6307                         endvertex = surface->num_firstvertex + surface->num_vertices;
6308                         for (;j < texturenumsurfaces;j++)
6309                         {
6310                                 surface2 = texturesurfacelist[j];
6311                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6312                                         break;
6313                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6314                                 batchtriangles += surface2->num_triangles;
6315                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6316                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6317                         }
6318                         surface2 = texturesurfacelist[j-1];
6319                         numvertices = endvertex - firstvertex;
6320                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6321                 }
6322         }
6323         else if (r_batchmode.integer == 1)
6324         {
6325                 for (i = 0;i < texturenumsurfaces;i = j)
6326                 {
6327                         surface = texturesurfacelist[i];
6328                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6329                                 if (texturesurfacelist[j] != surface2)
6330                                         break;
6331                         surface2 = texturesurfacelist[j-1];
6332                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6333                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6334                         GL_LockArrays(surface->num_firstvertex, numvertices);
6335                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6336                 }
6337         }
6338         else
6339         {
6340                 for (i = 0;i < texturenumsurfaces;i++)
6341                 {
6342                         surface = texturesurfacelist[i];
6343                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6344                         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);
6345                 }
6346         }
6347 }
6348
6349 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6350 {
6351         int i, planeindex, vertexindex;
6352         float d, bestd;
6353         vec3_t vert;
6354         const float *v;
6355         r_waterstate_waterplane_t *p, *bestp;
6356         msurface_t *surface;
6357         if (r_waterstate.renderingscene)
6358                 return;
6359         for (i = 0;i < texturenumsurfaces;i++)
6360         {
6361                 surface = texturesurfacelist[i];
6362                 if (lightmaptexunit >= 0)
6363                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6364                 if (deluxemaptexunit >= 0)
6365                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6366                 // pick the closest matching water plane
6367                 bestd = 0;
6368                 bestp = NULL;
6369                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6370                 {
6371                         d = 0;
6372                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6373                         {
6374                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6375                                 d += fabs(PlaneDiff(vert, &p->plane));
6376                         }
6377                         if (bestd > d || !bestp)
6378                         {
6379                                 bestd = d;
6380                                 bestp = p;
6381                         }
6382                 }
6383                 if (bestp)
6384                 {
6385                         if (refractiontexunit >= 0)
6386                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6387                         if (reflectiontexunit >= 0)
6388                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6389                 }
6390                 else
6391                 {
6392                         if (refractiontexunit >= 0)
6393                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6394                         if (reflectiontexunit >= 0)
6395                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6396                 }
6397                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6398                 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);
6399         }
6400 }
6401
6402 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6403 {
6404         int i;
6405         int j;
6406         const msurface_t *surface = texturesurfacelist[0];
6407         const msurface_t *surface2;
6408         int firstvertex;
6409         int endvertex;
6410         int numvertices;
6411         int numtriangles;
6412         // TODO: lock all array ranges before render, rather than on each surface
6413         if (texturenumsurfaces == 1)
6414         {
6415                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6416                 if (deluxemaptexunit >= 0)
6417                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6418                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6419                 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);
6420         }
6421         else if (r_batchmode.integer == 2)
6422         {
6423                 #define MAXBATCHTRIANGLES 4096
6424                 int batchtriangles = 0;
6425                 int batchelements[MAXBATCHTRIANGLES*3];
6426                 for (i = 0;i < texturenumsurfaces;i = j)
6427                 {
6428                         surface = texturesurfacelist[i];
6429                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6430                         if (deluxemaptexunit >= 0)
6431                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6432                         j = i + 1;
6433                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6434                         {
6435                                 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);
6436                                 continue;
6437                         }
6438                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6439                         batchtriangles = surface->num_triangles;
6440                         firstvertex = surface->num_firstvertex;
6441                         endvertex = surface->num_firstvertex + surface->num_vertices;
6442                         for (;j < texturenumsurfaces;j++)
6443                         {
6444                                 surface2 = texturesurfacelist[j];
6445                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6446                                         break;
6447                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6448                                 batchtriangles += surface2->num_triangles;
6449                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6450                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6451                         }
6452                         surface2 = texturesurfacelist[j-1];
6453                         numvertices = endvertex - firstvertex;
6454                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6455                 }
6456         }
6457         else if (r_batchmode.integer == 1)
6458         {
6459 #if 0
6460                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6461                 for (i = 0;i < texturenumsurfaces;i = j)
6462                 {
6463                         surface = texturesurfacelist[i];
6464                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6465                                 if (texturesurfacelist[j] != surface2)
6466                                         break;
6467                         Con_Printf(" %i", j - i);
6468                 }
6469                 Con_Printf("\n");
6470                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6471 #endif
6472                 for (i = 0;i < texturenumsurfaces;i = j)
6473                 {
6474                         surface = texturesurfacelist[i];
6475                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6476                         if (deluxemaptexunit >= 0)
6477                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6478                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6479                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6480                                         break;
6481 #if 0
6482                         Con_Printf(" %i", j - i);
6483 #endif
6484                         surface2 = texturesurfacelist[j-1];
6485                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6486                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6487                         GL_LockArrays(surface->num_firstvertex, numvertices);
6488                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6489                 }
6490 #if 0
6491                 Con_Printf("\n");
6492 #endif
6493         }
6494         else
6495         {
6496                 for (i = 0;i < texturenumsurfaces;i++)
6497                 {
6498                         surface = texturesurfacelist[i];
6499                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6500                         if (deluxemaptexunit >= 0)
6501                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6502                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6503                         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);
6504                 }
6505         }
6506 }
6507
6508 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
6509 {
6510         int j;
6511         int texturesurfaceindex;
6512         if (r_showsurfaces.integer == 2)
6513         {
6514                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6515                 {
6516                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6517                         for (j = 0;j < surface->num_triangles;j++)
6518                         {
6519                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
6520                                 GL_Color(f, f, f, 1);
6521                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6522                         }
6523                 }
6524         }
6525         else
6526         {
6527                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6528                 {
6529                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6530                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
6531                         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);
6532                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6533                         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);
6534                 }
6535         }
6536 }
6537
6538 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
6539 {
6540         int texturesurfaceindex;
6541         int i;
6542         float *v, *c2;
6543         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6544         {
6545                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6546                 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)
6547                 {
6548                         c2[0] = 0.5;
6549                         c2[1] = 0.5;
6550                         c2[2] = 0.5;
6551                         c2[3] = 1;
6552                 }
6553         }
6554         rsurface.lightmapcolor4f = rsurface.array_color4f;
6555         rsurface.lightmapcolor4f_bufferobject = 0;
6556         rsurface.lightmapcolor4f_bufferoffset = 0;
6557 }
6558
6559 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
6560 {
6561         int texturesurfaceindex;
6562         int i;
6563         float f;
6564         float *v, *c, *c2;
6565         if (rsurface.lightmapcolor4f)
6566         {
6567                 // generate color arrays for the surfaces in this list
6568                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6569                 {
6570                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6571                         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)
6572                         {
6573                                 f = FogPoint_Model(v);
6574                                 c2[0] = c[0] * f;
6575                                 c2[1] = c[1] * f;
6576                                 c2[2] = c[2] * f;
6577                                 c2[3] = c[3];
6578                         }
6579                 }
6580         }
6581         else
6582         {
6583                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6584                 {
6585                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6586                         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)
6587                         {
6588                                 f = FogPoint_Model(v);
6589                                 c2[0] = f;
6590                                 c2[1] = f;
6591                                 c2[2] = f;
6592                                 c2[3] = 1;
6593                         }
6594                 }
6595         }
6596         rsurface.lightmapcolor4f = rsurface.array_color4f;
6597         rsurface.lightmapcolor4f_bufferobject = 0;
6598         rsurface.lightmapcolor4f_bufferoffset = 0;
6599 }
6600
6601 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
6602 {
6603         int texturesurfaceindex;
6604         int i;
6605         float f;
6606         float *v, *c, *c2;
6607         if (!rsurface.lightmapcolor4f)
6608                 return;
6609         // generate color arrays for the surfaces in this list
6610         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6611         {
6612                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6613                 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)
6614                 {
6615                         f = FogPoint_Model(v);
6616                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
6617                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
6618                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
6619                         c2[3] = c[3];
6620                 }
6621         }
6622         rsurface.lightmapcolor4f = rsurface.array_color4f;
6623         rsurface.lightmapcolor4f_bufferobject = 0;
6624         rsurface.lightmapcolor4f_bufferoffset = 0;
6625 }
6626
6627 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
6628 {
6629         int texturesurfaceindex;
6630         int i;
6631         float *c, *c2;
6632         if (!rsurface.lightmapcolor4f)
6633                 return;
6634         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6635         {
6636                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6637                 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)
6638                 {
6639                         c2[0] = c[0] * r;
6640                         c2[1] = c[1] * g;
6641                         c2[2] = c[2] * b;
6642                         c2[3] = c[3] * a;
6643                 }
6644         }
6645         rsurface.lightmapcolor4f = rsurface.array_color4f;
6646         rsurface.lightmapcolor4f_bufferobject = 0;
6647         rsurface.lightmapcolor4f_bufferoffset = 0;
6648 }
6649
6650 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
6651 {
6652         int texturesurfaceindex;
6653         int i;
6654         float *c, *c2;
6655         if (!rsurface.lightmapcolor4f)
6656                 return;
6657         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6658         {
6659                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6660                 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)
6661                 {
6662                         c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
6663                         c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
6664                         c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
6665                         c2[3] = c[3];
6666                 }
6667         }
6668         rsurface.lightmapcolor4f = rsurface.array_color4f;
6669         rsurface.lightmapcolor4f_bufferobject = 0;
6670         rsurface.lightmapcolor4f_bufferoffset = 0;
6671 }
6672
6673 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6674 {
6675         // TODO: optimize
6676         rsurface.lightmapcolor4f = NULL;
6677         rsurface.lightmapcolor4f_bufferobject = 0;
6678         rsurface.lightmapcolor4f_bufferoffset = 0;
6679         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6680         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6681         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6682         GL_Color(r, g, b, a);
6683         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
6684 }
6685
6686 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6687 {
6688         // TODO: optimize applyfog && applycolor case
6689         // just apply fog if necessary, and tint the fog color array if necessary
6690         rsurface.lightmapcolor4f = NULL;
6691         rsurface.lightmapcolor4f_bufferobject = 0;
6692         rsurface.lightmapcolor4f_bufferoffset = 0;
6693         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6694         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6695         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6696         GL_Color(r, g, b, a);
6697         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6698 }
6699
6700 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6701 {
6702         int texturesurfaceindex;
6703         int i;
6704         float *c;
6705         // TODO: optimize
6706         if (texturesurfacelist[0]->lightmapinfo)
6707         {
6708                 // generate color arrays for the surfaces in this list
6709                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6710                 {
6711                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6712                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
6713                         {
6714                                 if (surface->lightmapinfo->samples)
6715                                 {
6716                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
6717                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
6718                                         VectorScale(lm, scale, c);
6719                                         if (surface->lightmapinfo->styles[1] != 255)
6720                                         {
6721                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
6722                                                 lm += size3;
6723                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
6724                                                 VectorMA(c, scale, lm, c);
6725                                                 if (surface->lightmapinfo->styles[2] != 255)
6726                                                 {
6727                                                         lm += size3;
6728                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
6729                                                         VectorMA(c, scale, lm, c);
6730                                                         if (surface->lightmapinfo->styles[3] != 255)
6731                                                         {
6732                                                                 lm += size3;
6733                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
6734                                                                 VectorMA(c, scale, lm, c);
6735                                                         }
6736                                                 }
6737                                         }
6738                                 }
6739                                 else
6740                                         VectorClear(c);
6741                                 c[3] = 1;
6742                         }
6743                 }
6744                 rsurface.lightmapcolor4f = rsurface.array_color4f;
6745                 rsurface.lightmapcolor4f_bufferobject = 0;
6746                 rsurface.lightmapcolor4f_bufferoffset = 0;
6747         }
6748         else
6749         {
6750                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6751                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6752                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6753         }
6754         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6755         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6756         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6757         GL_Color(r, g, b, a);
6758         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6759 }
6760
6761 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6762 {
6763         int texturesurfaceindex;
6764         int i;
6765         float f;
6766         float *v, *c, *c2, alpha;
6767         vec3_t ambientcolor;
6768         vec3_t diffusecolor;
6769         vec3_t lightdir;
6770         // TODO: optimize
6771         // model lighting
6772         VectorCopy(rsurface.modellight_lightdir, lightdir);
6773         f = 0.5f * r_refdef.lightmapintensity;
6774         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6775         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6776         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6777         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6778         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6779         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6780         alpha = *a;
6781         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6782         {
6783                 // generate color arrays for the surfaces in this list
6784                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6785                 {
6786                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6787                         int numverts = surface->num_vertices;
6788                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6789                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6790                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6791                         // q3-style directional shading
6792                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6793                         {
6794                                 if ((f = DotProduct(c2, lightdir)) > 0)
6795                                         VectorMA(ambientcolor, f, diffusecolor, c);
6796                                 else
6797                                         VectorCopy(ambientcolor, c);
6798                                 c[3] = alpha;
6799                         }
6800                 }
6801                 *r = 1;
6802                 *g = 1;
6803                 *b = 1;
6804                 *a = 1;
6805                 rsurface.lightmapcolor4f = rsurface.array_color4f;
6806                 rsurface.lightmapcolor4f_bufferobject = 0;
6807                 rsurface.lightmapcolor4f_bufferoffset = 0;
6808                 *applycolor = false;
6809         }
6810         else
6811         {
6812                 *r = ambientcolor[0];
6813                 *g = ambientcolor[1];
6814                 *b = ambientcolor[2];
6815                 rsurface.lightmapcolor4f = NULL;
6816                 rsurface.lightmapcolor4f_bufferobject = 0;
6817                 rsurface.lightmapcolor4f_bufferoffset = 0;
6818         }
6819 }
6820
6821 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6822 {
6823         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6824         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6825         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6826         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6827         GL_Color(r, g, b, a);
6828         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6829 }
6830
6831 void RSurf_SetupDepthAndCulling(void)
6832 {
6833         // submodels are biased to avoid z-fighting with world surfaces that they
6834         // may be exactly overlapping (avoids z-fighting artifacts on certain
6835         // doors and things in Quake maps)
6836         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6837         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6838         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6839         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6840 }
6841
6842 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6843 {
6844         // transparent sky would be ridiculous
6845         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6846                 return;
6847         R_SetupGenericShader(false);
6848         if (skyrendernow)
6849         {
6850                 skyrendernow = false;
6851                 // we have to force off the water clipping plane while rendering sky
6852                 R_SetupView(false);
6853                 R_Sky();
6854                 R_SetupView(true);
6855                 // restore entity matrix
6856                 R_Mesh_Matrix(&rsurface.matrix);
6857         }
6858         RSurf_SetupDepthAndCulling();
6859         GL_DepthMask(true);
6860         // LordHavoc: HalfLife maps have freaky skypolys so don't use
6861         // skymasking on them, and Quake3 never did sky masking (unlike
6862         // software Quake and software Quake2), so disable the sky masking
6863         // in Quake3 maps as it causes problems with q3map2 sky tricks,
6864         // and skymasking also looks very bad when noclipping outside the
6865         // level, so don't use it then either.
6866         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6867         {
6868                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6869                 R_Mesh_ColorPointer(NULL, 0, 0);
6870                 R_Mesh_ResetTextureState();
6871                 if (skyrendermasked)
6872                 {
6873                         R_SetupDepthOrShadowShader();
6874                         // depth-only (masking)
6875                         GL_ColorMask(0,0,0,0);
6876                         // just to make sure that braindead drivers don't draw
6877                         // anything despite that colormask...
6878                         GL_BlendFunc(GL_ZERO, GL_ONE);
6879                 }
6880                 else
6881                 {
6882                         R_SetupGenericShader(false);
6883                         // fog sky
6884                         GL_BlendFunc(GL_ONE, GL_ZERO);
6885                 }
6886                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6887                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6888                 if (skyrendermasked)
6889                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6890         }
6891         R_Mesh_ResetTextureState();
6892         GL_Color(1, 1, 1, 1);
6893 }
6894
6895 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6896 {
6897         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6898                 return;
6899
6900         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6901         R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
6902         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6903         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6904         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6905         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6906         if (rsurface.texture->backgroundcurrentskinframe)
6907         {
6908                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6909                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6910                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6911                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6912         }
6913         if(rsurface.texture->colormapping)
6914         {
6915                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6916                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6917         }
6918         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6919         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6920                 R_Mesh_ColorPointer(NULL, 0, 0);
6921         else
6922                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6923
6924         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6925         {
6926                 // render background
6927                 GL_BlendFunc(GL_ONE, GL_ZERO);
6928                 GL_DepthMask(true);
6929                 GL_AlphaTest(false);
6930
6931                 GL_Color(1, 1, 1, 1);
6932                 R_Mesh_ColorPointer(NULL, 0, 0);
6933
6934                 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6935                 if (r_glsl_permutation)
6936                 {
6937                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6938                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6939                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6940                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6941                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6942                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6943                         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);
6944                 }
6945                 GL_LockArrays(0, 0);
6946
6947                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6948                 GL_DepthMask(false);
6949                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6950                         R_Mesh_ColorPointer(NULL, 0, 0);
6951                 else
6952                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6953                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6954                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6955         }
6956
6957         R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6958         if (!r_glsl_permutation)
6959                 return;
6960
6961         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6962         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6963         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6964         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6965         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6966         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6967
6968         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6969         {
6970                 GL_BlendFunc(GL_ONE, GL_ZERO);
6971                 GL_DepthMask(true);
6972                 GL_AlphaTest(false);
6973         }
6974         else
6975         {
6976                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6977                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6978                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6979         }
6980
6981         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6982         {
6983                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6984                         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);
6985                 else
6986                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6987         }
6988         else
6989         {
6990                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6991                         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);
6992                 else
6993                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6994         }
6995         GL_LockArrays(0, 0);
6996 }
6997
6998 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6999 {
7000         // OpenGL 1.3 path - anything not completely ancient
7001         int texturesurfaceindex;
7002         qboolean applycolor;
7003         qboolean applyfog;
7004         rmeshstate_t m;
7005         int layerindex;
7006         const texturelayer_t *layer;
7007         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7008
7009         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7010         {
7011                 vec4_t layercolor;
7012                 int layertexrgbscale;
7013                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7014                 {
7015                         if (layerindex == 0)
7016                                 GL_AlphaTest(true);
7017                         else
7018                         {
7019                                 GL_AlphaTest(false);
7020                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7021                         }
7022                 }
7023                 GL_DepthMask(layer->depthmask && writedepth);
7024                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7025                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7026                 {
7027                         layertexrgbscale = 4;
7028                         VectorScale(layer->color, 0.25f, layercolor);
7029                 }
7030                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7031                 {
7032                         layertexrgbscale = 2;
7033                         VectorScale(layer->color, 0.5f, layercolor);
7034                 }
7035                 else
7036                 {
7037                         layertexrgbscale = 1;
7038                         VectorScale(layer->color, 1.0f, layercolor);
7039                 }
7040                 layercolor[3] = layer->color[3];
7041                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7042                 R_Mesh_ColorPointer(NULL, 0, 0);
7043                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7044                 switch (layer->type)
7045                 {
7046                 case TEXTURELAYERTYPE_LITTEXTURE:
7047                         memset(&m, 0, sizeof(m));
7048                         m.tex[0] = R_GetTexture(r_texture_white);
7049                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7050                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7051                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7052                         m.tex[1] = R_GetTexture(layer->texture);
7053                         m.texmatrix[1] = layer->texmatrix;
7054                         m.texrgbscale[1] = layertexrgbscale;
7055                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7056                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7057                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7058                         R_Mesh_TextureState(&m);
7059                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7060                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7061                         else if (rsurface.uselightmaptexture)
7062                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7063                         else
7064                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7065                         break;
7066                 case TEXTURELAYERTYPE_TEXTURE:
7067                         memset(&m, 0, sizeof(m));
7068                         m.tex[0] = R_GetTexture(layer->texture);
7069                         m.texmatrix[0] = layer->texmatrix;
7070                         m.texrgbscale[0] = layertexrgbscale;
7071                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7072                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7073                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7074                         R_Mesh_TextureState(&m);
7075                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7076                         break;
7077                 case TEXTURELAYERTYPE_FOG:
7078                         memset(&m, 0, sizeof(m));
7079                         m.texrgbscale[0] = layertexrgbscale;
7080                         if (layer->texture)
7081                         {
7082                                 m.tex[0] = R_GetTexture(layer->texture);
7083                                 m.texmatrix[0] = layer->texmatrix;
7084                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7085                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7086                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7087                         }
7088                         R_Mesh_TextureState(&m);
7089                         // generate a color array for the fog pass
7090                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7091                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7092                         {
7093                                 int i;
7094                                 float f, *v, *c;
7095                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7096                                 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)
7097                                 {
7098                                         f = 1 - FogPoint_Model(v);
7099                                         c[0] = layercolor[0];
7100                                         c[1] = layercolor[1];
7101                                         c[2] = layercolor[2];
7102                                         c[3] = f * layercolor[3];
7103                                 }
7104                         }
7105                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7106                         break;
7107                 default:
7108                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7109                 }
7110                 GL_LockArrays(0, 0);
7111         }
7112         CHECKGLERROR
7113         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7114         {
7115                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7116                 GL_AlphaTest(false);
7117         }
7118 }
7119
7120 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7121 {
7122         // OpenGL 1.1 - crusty old voodoo path
7123         int texturesurfaceindex;
7124         qboolean applyfog;
7125         rmeshstate_t m;
7126         int layerindex;
7127         const texturelayer_t *layer;
7128         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7129
7130         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7131         {
7132                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7133                 {
7134                         if (layerindex == 0)
7135                                 GL_AlphaTest(true);
7136                         else
7137                         {
7138                                 GL_AlphaTest(false);
7139                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7140                         }
7141                 }
7142                 GL_DepthMask(layer->depthmask && writedepth);
7143                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7144                 R_Mesh_ColorPointer(NULL, 0, 0);
7145                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7146                 switch (layer->type)
7147                 {
7148                 case TEXTURELAYERTYPE_LITTEXTURE:
7149                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7150                         {
7151                                 // two-pass lit texture with 2x rgbscale
7152                                 // first the lightmap pass
7153                                 memset(&m, 0, sizeof(m));
7154                                 m.tex[0] = R_GetTexture(r_texture_white);
7155                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7156                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7157                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7158                                 R_Mesh_TextureState(&m);
7159                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7160                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7161                                 else if (rsurface.uselightmaptexture)
7162                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7163                                 else
7164                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7165                                 GL_LockArrays(0, 0);
7166                                 // then apply the texture to it
7167                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7168                                 memset(&m, 0, sizeof(m));
7169                                 m.tex[0] = R_GetTexture(layer->texture);
7170                                 m.texmatrix[0] = layer->texmatrix;
7171                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7172                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7173                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7174                                 R_Mesh_TextureState(&m);
7175                                 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);
7176                         }
7177                         else
7178                         {
7179                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7180                                 memset(&m, 0, sizeof(m));
7181                                 m.tex[0] = R_GetTexture(layer->texture);
7182                                 m.texmatrix[0] = layer->texmatrix;
7183                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7184                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7185                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7186                                 R_Mesh_TextureState(&m);
7187                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7188                                         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);
7189                                 else
7190                                         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);
7191                         }
7192                         break;
7193                 case TEXTURELAYERTYPE_TEXTURE:
7194                         // singletexture unlit texture with transparency support
7195                         memset(&m, 0, sizeof(m));
7196                         m.tex[0] = R_GetTexture(layer->texture);
7197                         m.texmatrix[0] = layer->texmatrix;
7198                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7199                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7200                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7201                         R_Mesh_TextureState(&m);
7202                         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);
7203                         break;
7204                 case TEXTURELAYERTYPE_FOG:
7205                         // singletexture fogging
7206                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7207                         if (layer->texture)
7208                         {
7209                                 memset(&m, 0, sizeof(m));
7210                                 m.tex[0] = R_GetTexture(layer->texture);
7211                                 m.texmatrix[0] = layer->texmatrix;
7212                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7213                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7214                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7215                                 R_Mesh_TextureState(&m);
7216                         }
7217                         else
7218                                 R_Mesh_ResetTextureState();
7219                         // generate a color array for the fog pass
7220                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7221                         {
7222                                 int i;
7223                                 float f, *v, *c;
7224                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7225                                 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)
7226                                 {
7227                                         f = 1 - FogPoint_Model(v);
7228                                         c[0] = layer->color[0];
7229                                         c[1] = layer->color[1];
7230                                         c[2] = layer->color[2];
7231                                         c[3] = f * layer->color[3];
7232                                 }
7233                         }
7234                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7235                         break;
7236                 default:
7237                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7238                 }
7239                 GL_LockArrays(0, 0);
7240         }
7241         CHECKGLERROR
7242         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7243         {
7244                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7245                 GL_AlphaTest(false);
7246         }
7247 }
7248
7249 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7250 {
7251         float c[4];
7252
7253         GL_AlphaTest(false);
7254         R_Mesh_ColorPointer(NULL, 0, 0);
7255         R_Mesh_ResetTextureState();
7256         R_SetupGenericShader(false);
7257
7258         if(rsurface.texture && rsurface.texture->currentskinframe)
7259         {
7260                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7261                 c[3] *= rsurface.texture->currentalpha;
7262         }
7263         else
7264         {
7265                 c[0] = 1;
7266                 c[1] = 0;
7267                 c[2] = 1;
7268                 c[3] = 1;
7269         }
7270
7271         if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7272         {
7273                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7274                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7275                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7276         }
7277
7278         // brighten it up (as texture value 127 means "unlit")
7279         c[0] *= 2 * r_refdef.view.colorscale;
7280         c[1] *= 2 * r_refdef.view.colorscale;
7281         c[2] *= 2 * r_refdef.view.colorscale;
7282
7283         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7284                 c[3] *= r_wateralpha.value;
7285
7286         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7287         {
7288                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7289                 GL_DepthMask(false);
7290         }
7291         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7292         {
7293                 GL_BlendFunc(GL_ONE, GL_ONE);
7294                 GL_DepthMask(false);
7295         }
7296         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7297         {
7298                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7299                 GL_DepthMask(false);
7300         }
7301         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7302         {
7303                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7304                 GL_DepthMask(false);
7305         }
7306         else
7307         {
7308                 GL_BlendFunc(GL_ONE, GL_ZERO);
7309                 GL_DepthMask(writedepth);
7310         }
7311
7312         rsurface.lightmapcolor4f = NULL;
7313
7314         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7315         {
7316                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7317
7318                 rsurface.lightmapcolor4f = NULL;
7319                 rsurface.lightmapcolor4f_bufferobject = 0;
7320                 rsurface.lightmapcolor4f_bufferoffset = 0;
7321         }
7322         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7323         {
7324                 qboolean applycolor = true;
7325                 float one = 1.0;
7326
7327                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7328
7329                 r_refdef.lightmapintensity = 1;
7330                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7331                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7332         }
7333         else
7334         {
7335                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7336
7337                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7338                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7339                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7340         }
7341
7342         if(!rsurface.lightmapcolor4f)
7343                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7344
7345         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7346         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7347         if(r_refdef.fogenabled)
7348                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7349
7350         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7351         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7352 }
7353
7354 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7355 {
7356         CHECKGLERROR
7357         RSurf_SetupDepthAndCulling();
7358         if (r_showsurfaces.integer == 3)
7359                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7360         else if (r_glsl.integer && gl_support_fragment_shader)
7361                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7362         else if (gl_combine.integer && r_textureunits.integer >= 2)
7363                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7364         else
7365                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7366         CHECKGLERROR
7367 }
7368
7369 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7370 {
7371         CHECKGLERROR
7372         RSurf_SetupDepthAndCulling();
7373         if (r_showsurfaces.integer == 3)
7374                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7375         else if (r_glsl.integer && gl_support_fragment_shader)
7376                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7377         else if (gl_combine.integer && r_textureunits.integer >= 2)
7378                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7379         else
7380                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7381         CHECKGLERROR
7382 }
7383
7384 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7385 {
7386         int i, j;
7387         int texturenumsurfaces, endsurface;
7388         texture_t *texture;
7389         msurface_t *surface;
7390         msurface_t *texturesurfacelist[1024];
7391
7392         // if the model is static it doesn't matter what value we give for
7393         // wantnormals and wanttangents, so this logic uses only rules applicable
7394         // to a model, knowing that they are meaningless otherwise
7395         if (ent == r_refdef.scene.worldentity)
7396                 RSurf_ActiveWorldEntity();
7397         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7398                 RSurf_ActiveModelEntity(ent, false, false);
7399         else
7400                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
7401
7402         for (i = 0;i < numsurfaces;i = j)
7403         {
7404                 j = i + 1;
7405                 surface = rsurface.modelsurfaces + surfacelist[i];
7406                 texture = surface->texture;
7407                 rsurface.texture = R_GetCurrentTexture(texture);
7408                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7409                 // scan ahead until we find a different texture
7410                 endsurface = min(i + 1024, numsurfaces);
7411                 texturenumsurfaces = 0;
7412                 texturesurfacelist[texturenumsurfaces++] = surface;
7413                 for (;j < endsurface;j++)
7414                 {
7415                         surface = rsurface.modelsurfaces + surfacelist[j];
7416                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7417                                 break;
7418                         texturesurfacelist[texturenumsurfaces++] = surface;
7419                 }
7420                 // render the range of surfaces
7421                 if (ent == r_refdef.scene.worldentity)
7422                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7423                 else
7424                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7425         }
7426         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7427         GL_AlphaTest(false);
7428 }
7429
7430 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
7431 {
7432         const entity_render_t *queueentity = r_refdef.scene.worldentity;
7433         CHECKGLERROR
7434         if (depthonly)
7435         {
7436                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7437                         return;
7438                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7439                         return;
7440                 RSurf_SetupDepthAndCulling();
7441                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7442                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7443         }
7444         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7445         {
7446                 RSurf_SetupDepthAndCulling();
7447                 GL_AlphaTest(false);
7448                 R_Mesh_ColorPointer(NULL, 0, 0);
7449                 R_Mesh_ResetTextureState();
7450                 R_SetupGenericShader(false);
7451                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7452                 GL_DepthMask(true);
7453                 GL_BlendFunc(GL_ONE, GL_ZERO);
7454                 GL_Color(0, 0, 0, 1);
7455                 GL_DepthTest(writedepth);
7456                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7457         }
7458         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7459         {
7460                 RSurf_SetupDepthAndCulling();
7461                 GL_AlphaTest(false);
7462                 R_Mesh_ColorPointer(NULL, 0, 0);
7463                 R_Mesh_ResetTextureState();
7464                 R_SetupGenericShader(false);
7465                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7466                 GL_DepthMask(true);
7467                 GL_BlendFunc(GL_ONE, GL_ZERO);
7468                 GL_DepthTest(true);
7469                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7470         }
7471         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7472                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7473         else if (!rsurface.texture->currentnumlayers)
7474                 return;
7475         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7476         {
7477                 // transparent surfaces get pushed off into the transparent queue
7478                 int surfacelistindex;
7479                 const msurface_t *surface;
7480                 vec3_t tempcenter, center;
7481                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7482                 {
7483                         surface = texturesurfacelist[surfacelistindex];
7484                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7485                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7486                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7487                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7488                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7489                 }
7490         }
7491         else
7492         {
7493                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7494                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7495         }
7496         CHECKGLERROR
7497 }
7498
7499 void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7500 {
7501         int i, j;
7502         texture_t *texture;
7503         // break the surface list down into batches by texture and use of lightmapping
7504         for (i = 0;i < numsurfaces;i = j)
7505         {
7506                 j = i + 1;
7507                 // texture is the base texture pointer, rsurface.texture is the
7508                 // current frame/skin the texture is directing us to use (for example
7509                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7510                 // use skin 1 instead)
7511                 texture = surfacelist[i]->texture;
7512                 rsurface.texture = R_GetCurrentTexture(texture);
7513                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7514                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7515                 {
7516                         // if this texture is not the kind we want, skip ahead to the next one
7517                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7518                                 ;
7519                         continue;
7520                 }
7521                 // simply scan ahead until we find a different texture or lightmap state
7522                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7523                         ;
7524                 // render the range of surfaces
7525                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
7526         }
7527 }
7528
7529 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
7530 {
7531         CHECKGLERROR
7532         if (depthonly)
7533         {
7534                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7535                         return;
7536                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7537                         return;
7538                 RSurf_SetupDepthAndCulling();
7539                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7540                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7541         }
7542         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7543         {
7544                 RSurf_SetupDepthAndCulling();
7545                 GL_AlphaTest(false);
7546                 R_Mesh_ColorPointer(NULL, 0, 0);
7547                 R_Mesh_ResetTextureState();
7548                 R_SetupGenericShader(false);
7549                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7550                 GL_DepthMask(true);
7551                 GL_BlendFunc(GL_ONE, GL_ZERO);
7552                 GL_Color(0, 0, 0, 1);
7553                 GL_DepthTest(writedepth);
7554                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7555         }
7556         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7557         {
7558                 RSurf_SetupDepthAndCulling();
7559                 GL_AlphaTest(false);
7560                 R_Mesh_ColorPointer(NULL, 0, 0);
7561                 R_Mesh_ResetTextureState();
7562                 R_SetupGenericShader(false);
7563                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7564                 GL_DepthMask(true);
7565                 GL_BlendFunc(GL_ONE, GL_ZERO);
7566                 GL_DepthTest(true);
7567                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7568         }
7569         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7570                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7571         else if (!rsurface.texture->currentnumlayers)
7572                 return;
7573         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7574         {
7575                 // transparent surfaces get pushed off into the transparent queue
7576                 int surfacelistindex;
7577                 const msurface_t *surface;
7578                 vec3_t tempcenter, center;
7579                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7580                 {
7581                         surface = texturesurfacelist[surfacelistindex];
7582                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7583                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7584                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7585                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7586                         if (queueentity->transparent_offset) // transparent offset
7587                         {
7588                                 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
7589                                 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
7590                                 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
7591                         }
7592                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7593                 }
7594         }
7595         else
7596         {
7597                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7598                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7599         }
7600         CHECKGLERROR
7601 }
7602
7603 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7604 {
7605         int i, j;
7606         texture_t *texture;
7607         // break the surface list down into batches by texture and use of lightmapping
7608         for (i = 0;i < numsurfaces;i = j)
7609         {
7610                 j = i + 1;
7611                 // texture is the base texture pointer, rsurface.texture is the
7612                 // current frame/skin the texture is directing us to use (for example
7613                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7614                 // use skin 1 instead)
7615                 texture = surfacelist[i]->texture;
7616                 rsurface.texture = R_GetCurrentTexture(texture);
7617                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7618                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7619                 {
7620                         // if this texture is not the kind we want, skip ahead to the next one
7621                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7622                                 ;
7623                         continue;
7624                 }
7625                 // simply scan ahead until we find a different texture or lightmap state
7626                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7627                         ;
7628                 // render the range of surfaces
7629                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
7630         }
7631 }
7632
7633 float locboxvertex3f[6*4*3] =
7634 {
7635         1,0,1, 1,0,0, 1,1,0, 1,1,1,
7636         0,1,1, 0,1,0, 0,0,0, 0,0,1,
7637         1,1,1, 1,1,0, 0,1,0, 0,1,1,
7638         0,0,1, 0,0,0, 1,0,0, 1,0,1,
7639         0,0,1, 1,0,1, 1,1,1, 0,1,1,
7640         1,0,0, 0,0,0, 0,1,0, 1,1,0
7641 };
7642
7643 unsigned short locboxelements[6*2*3] =
7644 {
7645          0, 1, 2, 0, 2, 3,
7646          4, 5, 6, 4, 6, 7,
7647          8, 9,10, 8,10,11,
7648         12,13,14, 12,14,15,
7649         16,17,18, 16,18,19,
7650         20,21,22, 20,22,23
7651 };
7652
7653 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7654 {
7655         int i, j;
7656         cl_locnode_t *loc = (cl_locnode_t *)ent;
7657         vec3_t mins, size;
7658         float vertex3f[6*4*3];
7659         CHECKGLERROR
7660         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7661         GL_DepthMask(false);
7662         GL_DepthRange(0, 1);
7663         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7664         GL_DepthTest(true);
7665         GL_CullFace(GL_NONE);
7666         R_Mesh_Matrix(&identitymatrix);
7667
7668         R_Mesh_VertexPointer(vertex3f, 0, 0);
7669         R_Mesh_ColorPointer(NULL, 0, 0);
7670         R_Mesh_ResetTextureState();
7671         R_SetupGenericShader(false);
7672
7673         i = surfacelist[0];
7674         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7675                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7676                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7677                         surfacelist[0] < 0 ? 0.5f : 0.125f);
7678
7679         if (VectorCompare(loc->mins, loc->maxs))
7680         {
7681                 VectorSet(size, 2, 2, 2);
7682                 VectorMA(loc->mins, -0.5f, size, mins);
7683         }
7684         else
7685         {
7686                 VectorCopy(loc->mins, mins);
7687                 VectorSubtract(loc->maxs, loc->mins, size);
7688         }
7689
7690         for (i = 0;i < 6*4*3;)
7691                 for (j = 0;j < 3;j++, i++)
7692                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
7693
7694         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
7695 }
7696
7697 void R_DrawLocs(void)
7698 {
7699         int index;
7700         cl_locnode_t *loc, *nearestloc;
7701         vec3_t center;
7702         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
7703         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
7704         {
7705                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
7706                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
7707         }
7708 }
7709
7710 void R_DrawDebugModel(entity_render_t *ent)
7711 {
7712         int i, j, k, l, flagsmask;
7713         const int *elements;
7714         q3mbrush_t *brush;
7715         msurface_t *surface;
7716         dp_model_t *model = ent->model;
7717         vec3_t v;
7718
7719         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
7720
7721         R_Mesh_ColorPointer(NULL, 0, 0);
7722         R_Mesh_ResetTextureState();
7723         R_SetupGenericShader(false);
7724         GL_DepthRange(0, 1);
7725         GL_DepthTest(!r_showdisabledepthtest.integer);
7726         GL_DepthMask(false);
7727         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7728
7729         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
7730         {
7731                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
7732                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
7733                 {
7734                         if (brush->colbrushf && brush->colbrushf->numtriangles)
7735                         {
7736                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
7737                                 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);
7738                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
7739                         }
7740                 }
7741                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
7742                 {
7743                         if (surface->num_collisiontriangles)
7744                         {
7745                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
7746                                 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);
7747                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
7748                         }
7749                 }
7750         }
7751
7752         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7753
7754         if (r_showtris.integer || r_shownormals.integer)
7755         {
7756                 if (r_showdisabledepthtest.integer)
7757                 {
7758                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7759                         GL_DepthMask(false);
7760                 }
7761                 else
7762                 {
7763                         GL_BlendFunc(GL_ONE, GL_ZERO);
7764                         GL_DepthMask(true);
7765                 }
7766                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
7767                 {
7768                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
7769                                 continue;
7770                         rsurface.texture = R_GetCurrentTexture(surface->texture);
7771                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
7772                         {
7773                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
7774                                 if (r_showtris.value > 0)
7775                                 {
7776                                         if (!rsurface.texture->currentlayers->depthmask)
7777                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
7778                                         else if (ent == r_refdef.scene.worldentity)
7779                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
7780                                         else
7781                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
7782                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
7783                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
7784                                         R_Mesh_ColorPointer(NULL, 0, 0);
7785                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
7786                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7787                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
7788                                         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);
7789                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7790                                         CHECKGLERROR
7791                                 }
7792                                 if (r_shownormals.value < 0)
7793                                 {
7794                                         qglBegin(GL_LINES);
7795                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7796                                         {
7797                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7798                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7799                                                 qglVertex3f(v[0], v[1], v[2]);
7800                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
7801                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7802                                                 qglVertex3f(v[0], v[1], v[2]);
7803                                         }
7804                                         qglEnd();
7805                                         CHECKGLERROR
7806                                 }
7807                                 if (r_shownormals.value > 0)
7808                                 {
7809                                         qglBegin(GL_LINES);
7810                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7811                                         {
7812                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7813                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7814                                                 qglVertex3f(v[0], v[1], v[2]);
7815                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
7816                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7817                                                 qglVertex3f(v[0], v[1], v[2]);
7818                                         }
7819                                         qglEnd();
7820                                         CHECKGLERROR
7821                                         qglBegin(GL_LINES);
7822                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7823                                         {
7824                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7825                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
7826                                                 qglVertex3f(v[0], v[1], v[2]);
7827                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
7828                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7829                                                 qglVertex3f(v[0], v[1], v[2]);
7830                                         }
7831                                         qglEnd();
7832                                         CHECKGLERROR
7833                                         qglBegin(GL_LINES);
7834                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7835                                         {
7836                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7837                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
7838                                                 qglVertex3f(v[0], v[1], v[2]);
7839                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
7840                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7841                                                 qglVertex3f(v[0], v[1], v[2]);
7842                                         }
7843                                         qglEnd();
7844                                         CHECKGLERROR
7845                                 }
7846                         }
7847                 }
7848                 rsurface.texture = NULL;
7849         }
7850 }
7851
7852 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
7853 int r_maxsurfacelist = 0;
7854 msurface_t **r_surfacelist = NULL;
7855 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7856 {
7857         int i, j, endj, f, flagsmask;
7858         texture_t *t;
7859         dp_model_t *model = r_refdef.scene.worldmodel;
7860         msurface_t *surfaces;
7861         unsigned char *update;
7862         int numsurfacelist = 0;
7863         if (model == NULL)
7864                 return;
7865
7866         if (r_maxsurfacelist < model->num_surfaces)
7867         {
7868                 r_maxsurfacelist = model->num_surfaces;
7869                 if (r_surfacelist)
7870                         Mem_Free(r_surfacelist);
7871                 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7872         }
7873
7874         RSurf_ActiveWorldEntity();
7875
7876         surfaces = model->data_surfaces;
7877         update = model->brushq1.lightmapupdateflags;
7878
7879         // update light styles on this submodel
7880         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7881         {
7882                 model_brush_lightstyleinfo_t *style;
7883                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7884                 {
7885                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
7886                         {
7887                                 int *list = style->surfacelist;
7888                                 style->value = r_refdef.scene.lightstylevalue[style->style];
7889                                 for (j = 0;j < style->numsurfaces;j++)
7890                                         update[list[j]] = true;
7891                         }
7892                 }
7893         }
7894
7895         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7896
7897         if (debug)
7898         {
7899                 R_DrawDebugModel(r_refdef.scene.worldentity);
7900                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7901                 return;
7902         }
7903
7904         f = 0;
7905         t = NULL;
7906         rsurface.uselightmaptexture = false;
7907         rsurface.texture = NULL;
7908         rsurface.rtlight = NULL;
7909         numsurfacelist = 0;
7910         // add visible surfaces to draw list
7911         for (i = 0;i < model->nummodelsurfaces;i++)
7912         {
7913                 j = model->sortedmodelsurfaces[i];
7914                 if (r_refdef.viewcache.world_surfacevisible[j])
7915                         r_surfacelist[numsurfacelist++] = surfaces + j;
7916         }
7917         // update lightmaps if needed
7918         if (update)
7919                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7920                         if (r_refdef.viewcache.world_surfacevisible[j])
7921                                 if (update[j])
7922                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7923         // don't do anything if there were no surfaces
7924         if (!numsurfacelist)
7925         {
7926                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7927                 return;
7928         }
7929         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7930         GL_AlphaTest(false);
7931
7932         // add to stats if desired
7933         if (r_speeds.integer && !skysurfaces && !depthonly)
7934         {
7935                 r_refdef.stats.world_surfaces += numsurfacelist;
7936                 for (j = 0;j < numsurfacelist;j++)
7937                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7938         }
7939         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7940 }
7941
7942 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7943 {
7944         int i, j, endj, f, flagsmask;
7945         texture_t *t;
7946         dp_model_t *model = ent->model;
7947         msurface_t *surfaces;
7948         unsigned char *update;
7949         int numsurfacelist = 0;
7950         if (model == NULL)
7951                 return;
7952
7953         if (r_maxsurfacelist < model->num_surfaces)
7954         {
7955                 r_maxsurfacelist = model->num_surfaces;
7956                 if (r_surfacelist)
7957                         Mem_Free(r_surfacelist);
7958                 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7959         }
7960
7961         // if the model is static it doesn't matter what value we give for
7962         // wantnormals and wanttangents, so this logic uses only rules applicable
7963         // to a model, knowing that they are meaningless otherwise
7964         if (ent == r_refdef.scene.worldentity)
7965                 RSurf_ActiveWorldEntity();
7966         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7967                 RSurf_ActiveModelEntity(ent, false, false);
7968         else
7969                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7970
7971         surfaces = model->data_surfaces;
7972         update = model->brushq1.lightmapupdateflags;
7973
7974         // update light styles
7975         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7976         {
7977                 model_brush_lightstyleinfo_t *style;
7978                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7979                 {
7980                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
7981                         {
7982                                 int *list = style->surfacelist;
7983                                 style->value = r_refdef.scene.lightstylevalue[style->style];
7984                                 for (j = 0;j < style->numsurfaces;j++)
7985                                         update[list[j]] = true;
7986                         }
7987                 }
7988         }
7989
7990         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7991
7992         if (debug)
7993         {
7994                 R_DrawDebugModel(ent);
7995                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7996                 return;
7997         }
7998
7999         f = 0;
8000         t = NULL;
8001         rsurface.uselightmaptexture = false;
8002         rsurface.texture = NULL;
8003         rsurface.rtlight = NULL;
8004         numsurfacelist = 0;
8005         // add visible surfaces to draw list
8006         for (i = 0;i < model->nummodelsurfaces;i++)
8007                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
8008         // don't do anything if there were no surfaces
8009         if (!numsurfacelist)
8010         {
8011                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8012                 return;
8013         }
8014         // update lightmaps if needed
8015         if (update)
8016                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
8017                         if (update[j])
8018                                 R_BuildLightMap(ent, surfaces + j);
8019         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
8020         GL_AlphaTest(false);
8021
8022         // add to stats if desired
8023         if (r_speeds.integer && !skysurfaces && !depthonly)
8024         {
8025                 r_refdef.stats.entities_surfaces += numsurfacelist;
8026                 for (j = 0;j < numsurfacelist;j++)
8027                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
8028         }
8029         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8030 }