]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rmain.c
added r_lerplightstyles cvar which now defaults off for performance
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
30
31 //
32 // screen size info
33 //
34 r_refdef_t r_refdef;
35 r_view_t r_view;
36 r_viewcache_t r_viewcache;
37
38 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
39 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
40 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
41 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
42 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
43 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
44 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
46 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
47 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
48 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
49 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
50 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
51 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
52 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
53 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
54 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
55 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
56 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
57 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
58 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
59 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
60 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
61 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
62 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
63 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
64 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
65 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
66 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
67
68 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
69 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
70 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
71 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
72 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
73 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
74 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
75
76 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
77
78 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
79 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
80 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
81 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
82 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
83 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
84
85 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
86 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
87 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
88 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
89 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
90
91 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
92 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
93 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
94 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
95
96 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
97 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
98 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
99 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
100 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
101 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
102 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
103
104 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
105 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
106 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
107 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
108
109 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
110
111 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
112
113 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
114
115 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
116 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
117 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
118 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
119 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
120 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
121
122 extern qboolean v_flipped_state;
123
124 typedef struct r_glsl_bloomshader_s
125 {
126         int program;
127         int loc_Texture_Bloom;
128 }
129 r_glsl_bloomshader_t;
130
131 static struct r_bloomstate_s
132 {
133         qboolean enabled;
134         qboolean hdr;
135
136         int bloomwidth, bloomheight;
137
138         int screentexturewidth, screentextureheight;
139         rtexture_t *texture_screen;
140
141         int bloomtexturewidth, bloomtextureheight;
142         rtexture_t *texture_bloom;
143
144         r_glsl_bloomshader_t *shader;
145
146         // arrays for rendering the screen passes
147         float screentexcoord2f[8];
148         float bloomtexcoord2f[8];
149         float offsettexcoord2f[8];
150 }
151 r_bloomstate;
152
153 typedef struct r_waterstate_waterplane_s
154 {
155         rtexture_t *texture_refraction;
156         rtexture_t *texture_reflection;
157         mplane_t plane;
158         int materialflags; // combined flags of all water surfaces on this plane
159         unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
160         qboolean pvsvalid;
161 }
162 r_waterstate_waterplane_t;
163
164 #define MAX_WATERPLANES 16
165
166 static struct r_waterstate_s
167 {
168         qboolean enabled;
169
170         qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
171
172         int waterwidth, waterheight;
173         int texturewidth, textureheight;
174
175         int maxwaterplanes; // same as MAX_WATERPLANES
176         int numwaterplanes;
177         r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
178
179         float screenscale[2];
180         float screencenter[2];
181 }
182 r_waterstate;
183
184 // shadow volume bsp struct with automatically growing nodes buffer
185 svbsp_t r_svbsp;
186
187 rtexture_t *r_texture_blanknormalmap;
188 rtexture_t *r_texture_white;
189 rtexture_t *r_texture_grey128;
190 rtexture_t *r_texture_black;
191 rtexture_t *r_texture_notexture;
192 rtexture_t *r_texture_whitecube;
193 rtexture_t *r_texture_normalizationcube;
194 rtexture_t *r_texture_fogattenuation;
195 //rtexture_t *r_texture_fogintensity;
196
197 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
198 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
199
200 // vertex coordinates for a quad that covers the screen exactly
201 const static float r_screenvertex3f[12] =
202 {
203         0, 0, 0,
204         1, 0, 0,
205         1, 1, 0,
206         0, 1, 0
207 };
208
209 extern void R_DrawModelShadows(void);
210
211 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
212 {
213         int i;
214         for (i = 0;i < verts;i++)
215         {
216                 out[0] = in[0] * r;
217                 out[1] = in[1] * g;
218                 out[2] = in[2] * b;
219                 out[3] = in[3];
220                 in += 4;
221                 out += 4;
222         }
223 }
224
225 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
226 {
227         int i;
228         for (i = 0;i < verts;i++)
229         {
230                 out[0] = r;
231                 out[1] = g;
232                 out[2] = b;
233                 out[3] = a;
234                 out += 4;
235         }
236 }
237
238 // FIXME: move this to client?
239 void FOG_clear(void)
240 {
241         if (gamemode == GAME_NEHAHRA)
242         {
243                 Cvar_Set("gl_fogenable", "0");
244                 Cvar_Set("gl_fogdensity", "0.2");
245                 Cvar_Set("gl_fogred", "0.3");
246                 Cvar_Set("gl_foggreen", "0.3");
247                 Cvar_Set("gl_fogblue", "0.3");
248         }
249         r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
250 }
251
252 float FogPoint_World(const vec3_t p)
253 {
254         unsigned int fogmasktableindex = (unsigned int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
255         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
256 }
257
258 float FogPoint_Model(const vec3_t p)
259 {
260         unsigned int fogmasktableindex = (unsigned int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
261         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
262 }
263
264 static void R_BuildBlankTextures(void)
265 {
266         unsigned char data[4];
267         data[2] = 128; // normal X
268         data[1] = 128; // normal Y
269         data[0] = 255; // normal Z
270         data[3] = 128; // height
271         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
272         data[0] = 255;
273         data[1] = 255;
274         data[2] = 255;
275         data[3] = 255;
276         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
277         data[0] = 128;
278         data[1] = 128;
279         data[2] = 128;
280         data[3] = 255;
281         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
282         data[0] = 0;
283         data[1] = 0;
284         data[2] = 0;
285         data[3] = 255;
286         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
287 }
288
289 static void R_BuildNoTexture(void)
290 {
291         int x, y;
292         unsigned char pix[16][16][4];
293         // this makes a light grey/dark grey checkerboard texture
294         for (y = 0;y < 16;y++)
295         {
296                 for (x = 0;x < 16;x++)
297                 {
298                         if ((y < 8) ^ (x < 8))
299                         {
300                                 pix[y][x][0] = 128;
301                                 pix[y][x][1] = 128;
302                                 pix[y][x][2] = 128;
303                                 pix[y][x][3] = 255;
304                         }
305                         else
306                         {
307                                 pix[y][x][0] = 64;
308                                 pix[y][x][1] = 64;
309                                 pix[y][x][2] = 64;
310                                 pix[y][x][3] = 255;
311                         }
312                 }
313         }
314         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
315 }
316
317 static void R_BuildWhiteCube(void)
318 {
319         unsigned char data[6*1*1*4];
320         memset(data, 255, sizeof(data));
321         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
322 }
323
324 static void R_BuildNormalizationCube(void)
325 {
326         int x, y, side;
327         vec3_t v;
328         vec_t s, t, intensity;
329 #define NORMSIZE 64
330         unsigned char data[6][NORMSIZE][NORMSIZE][4];
331         for (side = 0;side < 6;side++)
332         {
333                 for (y = 0;y < NORMSIZE;y++)
334                 {
335                         for (x = 0;x < NORMSIZE;x++)
336                         {
337                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
338                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
339                                 switch(side)
340                                 {
341                                 default:
342                                 case 0:
343                                         v[0] = 1;
344                                         v[1] = -t;
345                                         v[2] = -s;
346                                         break;
347                                 case 1:
348                                         v[0] = -1;
349                                         v[1] = -t;
350                                         v[2] = s;
351                                         break;
352                                 case 2:
353                                         v[0] = s;
354                                         v[1] = 1;
355                                         v[2] = t;
356                                         break;
357                                 case 3:
358                                         v[0] = s;
359                                         v[1] = -1;
360                                         v[2] = -t;
361                                         break;
362                                 case 4:
363                                         v[0] = s;
364                                         v[1] = -t;
365                                         v[2] = 1;
366                                         break;
367                                 case 5:
368                                         v[0] = -s;
369                                         v[1] = -t;
370                                         v[2] = -1;
371                                         break;
372                                 }
373                                 intensity = 127.0f / sqrt(DotProduct(v, v));
374                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
375                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
376                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
377                                 data[side][y][x][3] = 255;
378                         }
379                 }
380         }
381         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
382 }
383
384 static void R_BuildFogTexture(void)
385 {
386         int x, b;
387 #define FOGWIDTH 64
388         unsigned char data1[FOGWIDTH][4];
389         //unsigned char data2[FOGWIDTH][4];
390         for (x = 0;x < FOGWIDTH;x++)
391         {
392                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
393                 data1[x][0] = b;
394                 data1[x][1] = b;
395                 data1[x][2] = b;
396                 data1[x][3] = 255;
397                 //data2[x][0] = 255 - b;
398                 //data2[x][1] = 255 - b;
399                 //data2[x][2] = 255 - b;
400                 //data2[x][3] = 255;
401         }
402         r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
403         //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
404 }
405
406 static const char *builtinshaderstring =
407 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
408 "// written by Forest 'LordHavoc' Hale\n"
409 "\n"
410 "// common definitions between vertex shader and fragment shader:\n"
411 "\n"
412 "#ifdef __GLSL_CG_DATA_TYPES\n"
413 "# define myhalf half\n"
414 "# define myhvec2 hvec2\n"
415 "# define myhvec3 hvec3\n"
416 "# define myhvec4 hvec4\n"
417 "#else\n"
418 "# define myhalf float\n"
419 "# define myhvec2 vec2\n"
420 "# define myhvec3 vec3\n"
421 "# define myhvec4 vec4\n"
422 "#endif\n"
423 "\n"
424 "varying vec2 TexCoord;\n"
425 "varying vec2 TexCoordLightmap;\n"
426 "\n"
427 "//#ifdef MODE_LIGHTSOURCE\n"
428 "varying vec3 CubeVector;\n"
429 "//#endif\n"
430 "\n"
431 "//#ifdef MODE_LIGHTSOURCE\n"
432 "varying vec3 LightVector;\n"
433 "//#else\n"
434 "//# ifdef MODE_LIGHTDIRECTION\n"
435 "//varying vec3 LightVector;\n"
436 "//# endif\n"
437 "//#endif\n"
438 "\n"
439 "varying vec3 EyeVector;\n"
440 "//#ifdef USEFOG\n"
441 "varying vec3 EyeVectorModelSpace;\n"
442 "//#endif\n"
443 "\n"
444 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
445 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
446 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
447 "\n"
448 "//#ifdef MODE_WATER\n"
449 "varying vec4 ModelViewProjectionPosition;\n"
450 "//#else\n"
451 "//# ifdef MODE_REFRACTION\n"
452 "//varying vec4 ModelViewProjectionPosition;\n"
453 "//# else\n"
454 "//#  ifdef USEREFLECTION\n"
455 "//varying vec4 ModelViewProjectionPosition;\n"
456 "//#  endif\n"
457 "//# endif\n"
458 "//#endif\n"
459 "\n"
460 "\n"
461 "\n"
462 "\n"
463 "\n"
464 "// vertex shader specific:\n"
465 "#ifdef VERTEX_SHADER\n"
466 "\n"
467 "uniform vec3 LightPosition;\n"
468 "uniform vec3 EyePosition;\n"
469 "uniform vec3 LightDir;\n"
470 "\n"
471 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
472 "\n"
473 "void main(void)\n"
474 "{\n"
475 "       gl_FrontColor = gl_Color;\n"
476 "       // copy the surface texcoord\n"
477 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
478 "#ifndef MODE_LIGHTSOURCE\n"
479 "# ifndef MODE_LIGHTDIRECTION\n"
480 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
481 "# endif\n"
482 "#endif\n"
483 "\n"
484 "#ifdef MODE_LIGHTSOURCE\n"
485 "       // transform vertex position into light attenuation/cubemap space\n"
486 "       // (-1 to +1 across the light box)\n"
487 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
488 "\n"
489 "       // transform unnormalized light direction into tangent space\n"
490 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
491 "       //  normalize it per pixel)\n"
492 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
493 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
494 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
495 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
496 "#endif\n"
497 "\n"
498 "#ifdef MODE_LIGHTDIRECTION\n"
499 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
500 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
501 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
502 "#endif\n"
503 "\n"
504 "       // transform unnormalized eye direction into tangent space\n"
505 "#ifndef USEFOG\n"
506 "       vec3 EyeVectorModelSpace;\n"
507 "#endif\n"
508 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
509 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
510 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
511 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
512 "\n"
513 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
514 "       VectorS = gl_MultiTexCoord1.xyz;\n"
515 "       VectorT = gl_MultiTexCoord2.xyz;\n"
516 "       VectorR = gl_MultiTexCoord3.xyz;\n"
517 "#endif\n"
518 "\n"
519 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
520 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
521 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
522 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
523 "//#endif\n"
524 "\n"
525 "// transform vertex to camera space, using ftransform to match non-VS\n"
526 "       // rendering\n"
527 "       gl_Position = ftransform();\n"
528 "\n"
529 "#ifdef MODE_WATER\n"
530 "       ModelViewProjectionPosition = gl_Position;\n"
531 "#endif\n"
532 "#ifdef MODE_REFRACTION\n"
533 "       ModelViewProjectionPosition = gl_Position;\n"
534 "#endif\n"
535 "#ifdef USEREFLECTION\n"
536 "       ModelViewProjectionPosition = gl_Position;\n"
537 "#endif\n"
538 "}\n"
539 "\n"
540 "#endif // VERTEX_SHADER\n"
541 "\n"
542 "\n"
543 "\n"
544 "\n"
545 "// fragment shader specific:\n"
546 "#ifdef FRAGMENT_SHADER\n"
547 "\n"
548 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
549 "uniform sampler2D Texture_Normal;\n"
550 "uniform sampler2D Texture_Color;\n"
551 "uniform sampler2D Texture_Gloss;\n"
552 "uniform samplerCube Texture_Cube;\n"
553 "uniform sampler2D Texture_Attenuation;\n"
554 "uniform sampler2D Texture_FogMask;\n"
555 "uniform sampler2D Texture_Pants;\n"
556 "uniform sampler2D Texture_Shirt;\n"
557 "uniform sampler2D Texture_Lightmap;\n"
558 "uniform sampler2D Texture_Deluxemap;\n"
559 "uniform sampler2D Texture_Glow;\n"
560 "uniform sampler2D Texture_Reflection;\n"
561 "uniform sampler2D Texture_Refraction;\n"
562 "\n"
563 "uniform myhvec3 LightColor;\n"
564 "uniform myhvec3 AmbientColor;\n"
565 "uniform myhvec3 DiffuseColor;\n"
566 "uniform myhvec3 SpecularColor;\n"
567 "uniform myhvec3 Color_Pants;\n"
568 "uniform myhvec3 Color_Shirt;\n"
569 "uniform myhvec3 FogColor;\n"
570 "\n"
571 "//#ifdef MODE_WATER\n"
572 "uniform vec4 DistortScaleRefractReflect;\n"
573 "uniform vec4 ScreenScaleRefractReflect;\n"
574 "uniform vec4 ScreenCenterRefractReflect;\n"
575 "uniform myhvec4 RefractColor;\n"
576 "uniform myhvec4 ReflectColor;\n"
577 "uniform myhalf ReflectFactor;\n"
578 "uniform myhalf ReflectOffset;\n"
579 "//#else\n"
580 "//# ifdef MODE_REFRACTION\n"
581 "//uniform vec4 DistortScaleRefractReflect;\n"
582 "//uniform vec4 ScreenScaleRefractReflect;\n"
583 "//uniform vec4 ScreenCenterRefractReflect;\n"
584 "//uniform myhvec4 RefractColor;\n"
585 "//#  ifdef USEREFLECTION\n"
586 "//uniform myhvec4 ReflectColor;\n"
587 "//#  endif\n"
588 "//# else\n"
589 "//#  ifdef USEREFLECTION\n"
590 "//uniform vec4 DistortScaleRefractReflect;\n"
591 "//uniform vec4 ScreenScaleRefractReflect;\n"
592 "//uniform vec4 ScreenCenterRefractReflect;\n"
593 "//uniform myhvec4 ReflectColor;\n"
594 "//#  endif\n"
595 "//# endif\n"
596 "//#endif\n"
597 "\n"
598 "uniform myhalf GlowScale;\n"
599 "uniform myhalf SceneBrightness;\n"
600 "#ifdef USECONTRASTBOOST\n"
601 "uniform myhalf ContrastBoostCoeff;\n"
602 "#endif\n"
603 "\n"
604 "uniform float OffsetMapping_Scale;\n"
605 "uniform float OffsetMapping_Bias;\n"
606 "uniform float FogRangeRecip;\n"
607 "\n"
608 "uniform myhalf AmbientScale;\n"
609 "uniform myhalf DiffuseScale;\n"
610 "uniform myhalf SpecularScale;\n"
611 "uniform myhalf SpecularPower;\n"
612 "\n"
613 "#ifdef USEOFFSETMAPPING\n"
614 "vec2 OffsetMapping(vec2 TexCoord)\n"
615 "{\n"
616 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
617 "       // 14 sample relief mapping: linear search and then binary search\n"
618 "       // this basically steps forward a small amount repeatedly until it finds\n"
619 "       // itself inside solid, then jitters forward and back using decreasing\n"
620 "       // amounts to find the impact\n"
621 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
622 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
623 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
624 "       vec3 RT = vec3(TexCoord, 1);\n"
625 "       OffsetVector *= 0.1;\n"
626 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
627 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
628 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
629 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
630 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
631 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
632 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
633 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
634 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
635 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
636 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
637 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
638 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
639 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
640 "       return RT.xy;\n"
641 "#else\n"
642 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
643 "       // this basically moves forward the full distance, and then backs up based\n"
644 "       // on height of samples\n"
645 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
646 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
647 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
648 "       TexCoord += OffsetVector;\n"
649 "       OffsetVector *= 0.333;\n"
650 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
651 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
652 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
653 "       return TexCoord;\n"
654 "#endif\n"
655 "}\n"
656 "#endif // USEOFFSETMAPPING\n"
657 "\n"
658 "#ifdef MODE_WATER\n"
659 "\n"
660 "// water pass\n"
661 "void main(void)\n"
662 "{\n"
663 "#ifdef USEOFFSETMAPPING\n"
664 "       // apply offsetmapping\n"
665 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
666 "#define TexCoord TexCoordOffset\n"
667 "#endif\n"
668 "\n"
669 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
670 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
671 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
672 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n"
673 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
674 "}\n"
675 "\n"
676 "#else // MODE_WATER\n"
677 "#ifdef MODE_REFRACTION\n"
678 "\n"
679 "// refraction pass\n"
680 "void main(void)\n"
681 "{\n"
682 "#ifdef USEOFFSETMAPPING\n"
683 "       // apply offsetmapping\n"
684 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
685 "#define TexCoord TexCoordOffset\n"
686 "#endif\n"
687 "\n"
688 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
689 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
690 "       vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
691 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
692 "}\n"
693 "\n"
694 "#else // MODE_REFRACTION\n"
695 "void main(void)\n"
696 "{\n"
697 "#ifdef USEOFFSETMAPPING\n"
698 "       // apply offsetmapping\n"
699 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
700 "#define TexCoord TexCoordOffset\n"
701 "#endif\n"
702 "\n"
703 "       // combine the diffuse textures (base, pants, shirt)\n"
704 "       myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
705 "#ifdef USECOLORMAPPING\n"
706 "       color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
707 "#endif\n"
708 "\n"
709 "\n"
710 "\n"
711 "\n"
712 "#ifdef MODE_LIGHTSOURCE\n"
713 "       // light source\n"
714 "\n"
715 "       // calculate surface normal, light normal, and specular normal\n"
716 "       // compute color intensity for the two textures (colormap and glossmap)\n"
717 "       // scale by light color and attenuation as efficiently as possible\n"
718 "       // (do as much scalar math as possible rather than vector math)\n"
719 "# ifdef USESPECULAR\n"
720 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
721 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
722 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
723 "\n"
724 "       // calculate directional shading\n"
725 "       color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
726 "# else\n"
727 "#  ifdef USEDIFFUSE\n"
728 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
729 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
730 "\n"
731 "       // calculate directional shading\n"
732 "       color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
733 "#  else\n"
734 "       // calculate directionless shading\n"
735 "       color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
736 "#  endif\n"
737 "# endif\n"
738 "\n"
739 "# ifdef USECUBEFILTER\n"
740 "       // apply light cubemap filter\n"
741 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
742 "       color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
743 "# endif\n"
744 "       color *= myhvec4(gl_Color);\n"
745 "#endif // MODE_LIGHTSOURCE\n"
746 "\n"
747 "\n"
748 "\n"
749 "\n"
750 "#ifdef MODE_LIGHTDIRECTION\n"
751 "       // directional model lighting\n"
752 "# ifdef USESPECULAR\n"
753 "       // get the surface normal and light normal\n"
754 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
755 "       myhvec3 diffusenormal = myhvec3(LightVector);\n"
756 "\n"
757 "       // calculate directional shading\n"
758 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
759 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
760 "       color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
761 "# else\n"
762 "#  ifdef USEDIFFUSE\n"
763 "       // get the surface normal and light normal\n"
764 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
765 "       myhvec3 diffusenormal = myhvec3(LightVector);\n"
766 "\n"
767 "       // calculate directional shading\n"
768 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
769 "#  else\n"
770 "       color.rgb *= AmbientColor;\n"
771 "#  endif\n"
772 "# endif\n"
773 "\n"
774 "       color *= myhvec4(gl_Color);\n"
775 "#endif // MODE_LIGHTDIRECTION\n"
776 "\n"
777 "\n"
778 "\n"
779 "\n"
780 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
781 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
782 "\n"
783 "       // get the surface normal and light normal\n"
784 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
785 "\n"
786 "       myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
787 "       myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
788 "       // calculate directional shading\n"
789 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
790 "# ifdef USESPECULAR\n"
791 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
792 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
793 "# endif\n"
794 "\n"
795 "       // apply lightmap color\n"
796 "       color.rgb = myhvec4(tempcolor,1) * myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) + myhvec4(color.rgb * AmbientScale, 0);\n"
797 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
798 "\n"
799 "\n"
800 "\n"
801 "\n"
802 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
803 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
804 "\n"
805 "       // get the surface normal and light normal\n"
806 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
807 "\n"
808 "       myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
809 "       // calculate directional shading\n"
810 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
811 "# ifdef USESPECULAR\n"
812 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
813 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
814 "# endif\n"
815 "\n"
816 "       // apply lightmap color\n"
817 "       color = myhvec4(tempcolor, 1) * myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) + myhvec4(color.rgb * AmbientScale, 0);\n"
818 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
819 "\n"
820 "\n"
821 "\n"
822 "\n"
823 "#ifdef MODE_LIGHTMAP\n"
824 "       // apply lightmap color\n"
825 "       color *= myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) * myhvec4(myhvec3(DiffuseScale), 1) + myhvec4(myhvec3(AmbientScale), 0);\n"
826 "#endif // MODE_LIGHTMAP\n"
827 "\n"
828 "\n"
829 "\n"
830 "\n"
831 "\n"
832 "\n"
833 "\n"
834 "\n"
835 "#ifdef USEGLOW\n"
836 "       color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
837 "#endif\n"
838 "\n"
839 "#ifndef MODE_LIGHTSOURCE\n"
840 "# ifdef USEREFLECTION\n"
841 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
842 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
843 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
844 "       color.rgb = mix(color.rgb, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
845 "# endif\n"
846 "#endif\n"
847 "\n"
848 "#ifdef USEFOG\n"
849 "       // apply fog\n"
850 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
851 "#endif\n"
852 "\n"
853 "#ifdef USECONTRASTBOOST\n"
854 "       color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
855 "#endif\n"
856 "\n"
857 "       color.rgb *= SceneBrightness;\n"
858 "\n"
859 "       gl_FragColor = vec4(color);\n"
860 "}\n"
861 "#endif // MODE_REFRACTION\n"
862 "#endif // MODE_WATER\n"
863 "\n"
864 "#endif // FRAGMENT_SHADER\n"
865 ;
866
867 #define SHADERPERMUTATION_COLORMAPPING (1<<0) // indicates this is a colormapped skin
868 #define SHADERPERMUTATION_CONTRASTBOOST (1<<1) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
869 #define SHADERPERMUTATION_FOG (1<<2) // tint the color by fog color or black if using additive blend mode
870 #define SHADERPERMUTATION_CUBEFILTER (1<<3) // (lightsource) use cubemap light filter
871 #define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture
872 #define SHADERPERMUTATION_DIFFUSE (1<<5) // (lightsource) whether to use directional shading
873 #define SHADERPERMUTATION_SPECULAR (1<<6) // (lightsource or deluxemapping) render specular effects
874 #define SHADERPERMUTATION_REFLECTION (1<<7) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
875 #define SHADERPERMUTATION_OFFSETMAPPING (1<<8) // adjust texcoords to roughly simulate a displacement mapped surface
876 #define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<9) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
877 #define SHADERPERMUTATION_MODEBASE (1<<10) // multiplier for the SHADERMODE_ values to get a valid index
878
879 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
880 const char *shaderpermutationinfo[][2] =
881 {
882         {"#define USECOLORMAPPING\n", " colormapping"},
883         {"#define USECONTRASTBOOST\n", " contrastboost"},
884         {"#define USEFOG\n", " fog"},
885         {"#define USECUBEFILTER\n", " cubefilter"},
886         {"#define USEGLOW\n", " glow"},
887         {"#define USEDIFFUSE\n", " diffuse"},
888         {"#define USESPECULAR\n", " specular"},
889         {"#define USEREFLECTION\n", " reflection"},
890         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
891         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
892         {NULL, NULL}
893 };
894
895 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
896 typedef enum shadermode_e
897 {
898         SHADERMODE_LIGHTMAP, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
899         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap)
900         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (deluxemap)
901         SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
902         SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
903         SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
904         SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
905         SHADERMODE_COUNT
906 }
907 shadermode_t;
908
909 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
910 const char *shadermodeinfo[][2] =
911 {
912         {"#define MODE_LIGHTMAP\n", " lightmap"},
913         {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
914         {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
915         {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
916         {"#define MODE_LIGHTSOURCE\n", " lightsource"},
917         {"#define MODE_REFRACTION\n", " refraction"},
918         {"#define MODE_WATER\n", " water"},
919         {NULL, NULL}
920 };
921
922 #define SHADERPERMUTATION_INDICES (SHADERPERMUTATION_MODEBASE * SHADERMODE_COUNT)
923
924 typedef struct r_glsl_permutation_s
925 {
926         // indicates if we have tried compiling this permutation already
927         qboolean compiled;
928         // 0 if compilation failed
929         int program;
930         // locations of detected uniforms in program object, or -1 if not found
931         int loc_Texture_Normal;
932         int loc_Texture_Color;
933         int loc_Texture_Gloss;
934         int loc_Texture_Cube;
935         int loc_Texture_Attenuation;
936         int loc_Texture_FogMask;
937         int loc_Texture_Pants;
938         int loc_Texture_Shirt;
939         int loc_Texture_Lightmap;
940         int loc_Texture_Deluxemap;
941         int loc_Texture_Glow;
942         int loc_Texture_Refraction;
943         int loc_Texture_Reflection;
944         int loc_FogColor;
945         int loc_LightPosition;
946         int loc_EyePosition;
947         int loc_LightColor;
948         int loc_Color_Pants;
949         int loc_Color_Shirt;
950         int loc_FogRangeRecip;
951         int loc_AmbientScale;
952         int loc_DiffuseScale;
953         int loc_SpecularScale;
954         int loc_SpecularPower;
955         int loc_GlowScale;
956         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
957         int loc_OffsetMapping_Scale;
958         int loc_AmbientColor;
959         int loc_DiffuseColor;
960         int loc_SpecularColor;
961         int loc_LightDir;
962         int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
963         int loc_DistortScaleRefractReflect;
964         int loc_ScreenScaleRefractReflect;
965         int loc_ScreenCenterRefractReflect;
966         int loc_RefractColor;
967         int loc_ReflectColor;
968         int loc_ReflectFactor;
969         int loc_ReflectOffset;
970 }
971 r_glsl_permutation_t;
972
973 // information about each possible shader permutation
974 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_INDICES];
975 // currently selected permutation
976 r_glsl_permutation_t *r_glsl_permutation;
977
978 // these are additional flags used only by R_GLSL_CompilePermutation
979 #define SHADERTYPE_USES_VERTEXSHADER (1<<0)
980 #define SHADERTYPE_USES_GEOMETRYSHADER (1<<1)
981 #define SHADERTYPE_USES_FRAGMENTSHADER (1<<2)
982
983 static void R_GLSL_CompilePermutation(const char *filename, int permutation, int shadertype)
984 {
985         int i;
986         qboolean shaderfound;
987         r_glsl_permutation_t *p = r_glsl_permutations + permutation;
988         int vertstrings_count;
989         int geomstrings_count;
990         int fragstrings_count;
991         char *shaderstring;
992         const char *vertstrings_list[32+1];
993         const char *geomstrings_list[32+1];
994         const char *fragstrings_list[32+1];
995         char permutationname[256];
996         if (p->compiled)
997                 return;
998         p->compiled = true;
999         p->program = 0;
1000         vertstrings_list[0] = "#define VERTEX_SHADER\n";
1001         geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
1002         fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
1003         vertstrings_count = 1;
1004         geomstrings_count = 1;
1005         fragstrings_count = 1;
1006         permutationname[0] = 0;
1007         i = permutation / SHADERPERMUTATION_MODEBASE;
1008         vertstrings_list[vertstrings_count++] = shadermodeinfo[i][0];
1009         geomstrings_list[geomstrings_count++] = shadermodeinfo[i][0];
1010         fragstrings_list[fragstrings_count++] = shadermodeinfo[i][0];
1011         strlcat(permutationname, shadermodeinfo[i][1], sizeof(permutationname));
1012         for (i = 0;shaderpermutationinfo[i][0];i++)
1013         {
1014                 if (permutation & (1<<i))
1015                 {
1016                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i][0];
1017                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i][0];
1018                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i][0];
1019                         strlcat(permutationname, shaderpermutationinfo[i][1], sizeof(permutationname));
1020                 }
1021                 else
1022                 {
1023                         // keep line numbers correct
1024                         vertstrings_list[vertstrings_count++] = "\n";
1025                         geomstrings_list[geomstrings_count++] = "\n";
1026                         fragstrings_list[fragstrings_count++] = "\n";
1027                 }
1028         }
1029         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1030         shaderfound = false;
1031         if (shaderstring)
1032         {
1033                 Con_DPrint("from disk... ");
1034                 vertstrings_list[vertstrings_count++] = shaderstring;
1035                 geomstrings_list[geomstrings_count++] = shaderstring;
1036                 fragstrings_list[fragstrings_count++] = shaderstring;
1037                 shaderfound = true;
1038         }
1039         else if (!strcmp(filename, "glsl/default.glsl"))
1040         {
1041                 vertstrings_list[vertstrings_count++] = builtinshaderstring;
1042                 geomstrings_list[geomstrings_count++] = builtinshaderstring;
1043                 fragstrings_list[fragstrings_count++] = builtinshaderstring;
1044                 shaderfound = true;
1045         }
1046         // clear any lists that are not needed by this shader
1047         if (!(shadertype & SHADERTYPE_USES_VERTEXSHADER))
1048                 vertstrings_count = 0;
1049         if (!(shadertype & SHADERTYPE_USES_GEOMETRYSHADER))
1050                 geomstrings_count = 0;
1051         if (!(shadertype & SHADERTYPE_USES_FRAGMENTSHADER))
1052                 fragstrings_count = 0;
1053         // compile the shader program
1054         if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
1055                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1056         if (p->program)
1057         {
1058                 CHECKGLERROR
1059                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1060                 // look up all the uniform variable names we care about, so we don't
1061                 // have to look them up every time we set them
1062                 p->loc_Texture_Normal      = qglGetUniformLocationARB(p->program, "Texture_Normal");
1063                 p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
1064                 p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1065                 p->loc_Texture_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
1066                 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1067                 p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1068                 p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
1069                 p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1070                 p->loc_Texture_Lightmap    = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1071                 p->loc_Texture_Deluxemap   = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1072                 p->loc_Texture_Glow        = qglGetUniformLocationARB(p->program, "Texture_Glow");
1073                 p->loc_Texture_Refraction  = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1074                 p->loc_Texture_Reflection  = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1075                 p->loc_FogColor            = qglGetUniformLocationARB(p->program, "FogColor");
1076                 p->loc_LightPosition       = qglGetUniformLocationARB(p->program, "LightPosition");
1077                 p->loc_EyePosition         = qglGetUniformLocationARB(p->program, "EyePosition");
1078                 p->loc_LightColor          = qglGetUniformLocationARB(p->program, "LightColor");
1079                 p->loc_Color_Pants         = qglGetUniformLocationARB(p->program, "Color_Pants");
1080                 p->loc_Color_Shirt         = qglGetUniformLocationARB(p->program, "Color_Shirt");
1081                 p->loc_FogRangeRecip       = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1082                 p->loc_AmbientScale        = qglGetUniformLocationARB(p->program, "AmbientScale");
1083                 p->loc_DiffuseScale        = qglGetUniformLocationARB(p->program, "DiffuseScale");
1084                 p->loc_SpecularPower       = qglGetUniformLocationARB(p->program, "SpecularPower");
1085                 p->loc_SpecularScale       = qglGetUniformLocationARB(p->program, "SpecularScale");
1086                 p->loc_GlowScale           = qglGetUniformLocationARB(p->program, "GlowScale");
1087                 p->loc_SceneBrightness     = qglGetUniformLocationARB(p->program, "SceneBrightness");
1088                 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1089                 p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
1090                 p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
1091                 p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
1092                 p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
1093                 p->loc_ContrastBoostCoeff  = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1094                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1095                 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1096                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1097                 p->loc_RefractColor        = qglGetUniformLocationARB(p->program, "RefractColor");
1098                 p->loc_ReflectColor        = qglGetUniformLocationARB(p->program, "ReflectColor");
1099                 p->loc_ReflectFactor       = qglGetUniformLocationARB(p->program, "ReflectFactor");
1100                 p->loc_ReflectOffset       = qglGetUniformLocationARB(p->program, "ReflectOffset");
1101                 // initialize the samplers to refer to the texture units we use
1102                 if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
1103                 if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
1104                 if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
1105                 if (p->loc_Texture_Cube >= 0)      qglUniform1iARB(p->loc_Texture_Cube, 3);
1106                 if (p->loc_Texture_FogMask >= 0)   qglUniform1iARB(p->loc_Texture_FogMask, 4);
1107                 if (p->loc_Texture_Pants >= 0)     qglUniform1iARB(p->loc_Texture_Pants, 5);
1108                 if (p->loc_Texture_Shirt >= 0)     qglUniform1iARB(p->loc_Texture_Shirt, 6);
1109                 if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
1110                 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
1111                 if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
1112                 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
1113                 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction, 11);
1114                 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12);
1115                 CHECKGLERROR
1116                 qglUseProgramObjectARB(0);CHECKGLERROR
1117                 if (developer.integer)
1118                         Con_Printf("GLSL shader %s :%s compiled.\n", filename, permutationname);
1119         }
1120         else
1121         {
1122                 if (developer.integer)
1123                         Con_Printf("GLSL shader %s :%s failed!  source code line offset for above errors is %i.\n", permutationname, filename, -(vertstrings_count - 1));
1124                 else
1125                         Con_Printf("GLSL shader %s :%s failed!  some features may not work properly.\n", permutationname, filename);
1126         }
1127         if (shaderstring)
1128                 Mem_Free(shaderstring);
1129 }
1130
1131 void R_GLSL_Restart_f(void)
1132 {
1133         int i;
1134         for (i = 0;i < SHADERPERMUTATION_INDICES;i++)
1135                 if (r_glsl_permutations[i].program)
1136                         GL_Backend_FreeProgram(r_glsl_permutations[i].program);
1137         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1138 }
1139
1140 void R_GLSL_DumpShader_f(void)
1141 {
1142         int i;
1143
1144         qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1145         if(!file)
1146         {
1147                 Con_Printf("failed to write to glsl/default.glsl\n");
1148                 return;
1149         }
1150
1151         FS_Print(file, "// The engine may define the following macros:\n");
1152         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1153         for (i = 0;shadermodeinfo[i][0];i++)
1154                 FS_Printf(file, "// %s", shadermodeinfo[i][0]);
1155         for (i = 0;shaderpermutationinfo[i][0];i++)
1156                 FS_Printf(file, "// %s", shaderpermutationinfo[i][0]);
1157         FS_Print(file, "\n");
1158         FS_Print(file, builtinshaderstring);
1159         FS_Close(file);
1160
1161         Con_Printf("glsl/default.glsl written\n");
1162 }
1163
1164 extern rtexture_t *r_shadow_attenuationgradienttexture;
1165 extern rtexture_t *r_shadow_attenuation2dtexture;
1166 extern rtexture_t *r_shadow_attenuation3dtexture;
1167 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1168 {
1169         // select a permutation of the lighting shader appropriate to this
1170         // combination of texture, entity, light source, and fogging, only use the
1171         // minimum features necessary to avoid wasting rendering time in the
1172         // fragment shader on features that are not being used
1173         const char *shaderfilename = NULL;
1174         unsigned int permutation = 0;
1175         unsigned int shadertype = 0;
1176         shadermode_t mode = 0;
1177         r_glsl_permutation = NULL;
1178         shaderfilename = "glsl/default.glsl";
1179         shadertype = SHADERTYPE_USES_VERTEXSHADER | SHADERTYPE_USES_FRAGMENTSHADER;
1180         // TODO: implement geometry-shader based shadow volumes someday
1181         if (r_glsl_offsetmapping.integer)
1182         {
1183                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1184                 if (r_glsl_offsetmapping_reliefmapping.integer)
1185                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1186         }
1187         if (rsurfacepass == RSURFPASS_BACKGROUND)
1188         {
1189                 // distorted background
1190                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1191                         mode = SHADERMODE_WATER;
1192                 else
1193                         mode = SHADERMODE_REFRACTION;
1194         }
1195         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1196         {
1197                 // light source
1198                 mode = SHADERMODE_LIGHTSOURCE;
1199                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1200                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1201                 if (diffusescale > 0)
1202                         permutation |= SHADERPERMUTATION_DIFFUSE;
1203                 if (specularscale > 0)
1204                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1205                 if (r_refdef.fogenabled)
1206                         permutation |= SHADERPERMUTATION_FOG;
1207                 if (rsurface.texture->colormapping)
1208                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1209                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1210                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1211                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1212                         permutation |= SHADERPERMUTATION_REFLECTION;
1213         }
1214         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1215         {
1216                 // unshaded geometry (fullbright or ambient model lighting)
1217                 mode = SHADERMODE_LIGHTMAP;
1218                 if (rsurface.texture->currentskinframe->glow)
1219                         permutation |= SHADERPERMUTATION_GLOW;
1220                 if (r_refdef.fogenabled)
1221                         permutation |= SHADERPERMUTATION_FOG;
1222                 if (rsurface.texture->colormapping)
1223                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1224                 if (r_glsl_offsetmapping.integer)
1225                 {
1226                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1227                         if (r_glsl_offsetmapping_reliefmapping.integer)
1228                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1229                 }
1230                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1231                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1232                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1233                         permutation |= SHADERPERMUTATION_REFLECTION;
1234         }
1235         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1236         {
1237                 // directional model lighting
1238                 mode = SHADERMODE_LIGHTDIRECTION;
1239                 if (rsurface.texture->currentskinframe->glow)
1240                         permutation |= SHADERPERMUTATION_GLOW;
1241                 permutation |= SHADERPERMUTATION_DIFFUSE;
1242                 if (specularscale > 0)
1243                         permutation |= SHADERPERMUTATION_SPECULAR;
1244                 if (r_refdef.fogenabled)
1245                         permutation |= SHADERPERMUTATION_FOG;
1246                 if (rsurface.texture->colormapping)
1247                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1248                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1249                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1250                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1251                         permutation |= SHADERPERMUTATION_REFLECTION;
1252         }
1253         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1254         {
1255                 // ambient model lighting
1256                 mode = SHADERMODE_LIGHTDIRECTION;
1257                 if (rsurface.texture->currentskinframe->glow)
1258                         permutation |= SHADERPERMUTATION_GLOW;
1259                 if (r_refdef.fogenabled)
1260                         permutation |= SHADERPERMUTATION_FOG;
1261                 if (rsurface.texture->colormapping)
1262                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1263                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1264                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1265                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1266                         permutation |= SHADERPERMUTATION_REFLECTION;
1267         }
1268         else
1269         {
1270                 // lightmapped wall
1271                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
1272                 {
1273                         // deluxemapping (light direction texture)
1274                         if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
1275                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1276                         else
1277                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1278                         if (specularscale > 0)
1279                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1280                 }
1281                 else if (r_glsl_deluxemapping.integer >= 2)
1282                 {
1283                         // fake deluxemapping (uniform light direction in tangentspace)
1284                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1285                         if (specularscale > 0)
1286                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1287                 }
1288                 else
1289                 {
1290                         // ordinary lightmapping
1291                         mode = SHADERMODE_LIGHTMAP;
1292                 }
1293                 if (rsurface.texture->currentskinframe->glow)
1294                         permutation |= SHADERPERMUTATION_GLOW;
1295                 if (r_refdef.fogenabled)
1296                         permutation |= SHADERPERMUTATION_FOG;
1297                 if (rsurface.texture->colormapping)
1298                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1299                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1300                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1301                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1302                         permutation |= SHADERPERMUTATION_REFLECTION;
1303         }
1304         permutation |= mode * SHADERPERMUTATION_MODEBASE;
1305         if (!r_glsl_permutations[permutation].program)
1306         {
1307                 if (!r_glsl_permutations[permutation].compiled)
1308                         R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
1309                 if (!r_glsl_permutations[permutation].program)
1310                 {
1311                         // remove features until we find a valid permutation
1312                         unsigned int i;
1313                         for (i = (SHADERPERMUTATION_MODEBASE >> 1);;i>>=1)
1314                         {
1315                                 if (!i)
1316                                 {
1317                                         Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1318                                         Cvar_SetValueQuick(&r_glsl, 0);
1319                                         return 0; // no bit left to clear
1320                                 }
1321                                 // reduce i more quickly whenever it would not remove any bits
1322                                 if (!(permutation & i))
1323                                         continue;
1324                                 permutation &= ~i;
1325                                 if (!r_glsl_permutations[permutation].compiled)
1326                                         R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
1327                                 if (r_glsl_permutations[permutation].program)
1328                                         break;
1329                         }
1330                 }
1331         }
1332         r_glsl_permutation = r_glsl_permutations + permutation;
1333         CHECKGLERROR
1334         qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1335         if (mode == SHADERMODE_LIGHTSOURCE)
1336         {
1337                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1338                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1339                 {
1340                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
1341                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1342                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1343                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1344                 }
1345                 else
1346                 {
1347                         // ambient only is simpler
1348                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
1349                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1350                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1351                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1352                 }
1353         }
1354         else if (mode == SHADERMODE_LIGHTDIRECTION)
1355         {
1356                 if (r_glsl_permutation->loc_AmbientColor >= 0)
1357                         qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
1358                 if (r_glsl_permutation->loc_DiffuseColor >= 0)
1359                         qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
1360                 if (r_glsl_permutation->loc_SpecularColor >= 0)
1361                         qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
1362                 if (r_glsl_permutation->loc_LightDir >= 0)
1363                         qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1364         }
1365         else
1366         {
1367                 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
1368                 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
1369                 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
1370         }
1371         if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1372         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1373         {
1374                 // The formula used is actually:
1375                 //   color.rgb *= SceneBrightness;
1376                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1377                 // I simplify that to
1378                 //   color.rgb *= [[SceneBrightness * ContrastBoost]];
1379                 //   color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
1380                 // and Black:
1381                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[(ContrastBoost - 1) * SceneBrightness]] * color.rgb + 1);
1382                 // and do [[calculations]] here in the engine
1383                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
1384                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
1385         }
1386         else
1387                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1388         if (r_glsl_permutation->loc_FogColor >= 0)
1389         {
1390                 // additive passes are only darkened by fog, not tinted
1391                 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1392                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1393                 else
1394                 /*
1395                 {
1396                         vec3_t fogvec;
1397                         //   color.rgb *= SceneBrightness;
1398                         VectorScale(r_refdef.fogcolor, r_view.colorscale, fogvec);
1399                         if(r_glsl_permutation->loc_ContrastBoostCoeff >= 0) // need to support contrast boost
1400                         {
1401                                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1402                                 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
1403                                 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
1404                                 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
1405                         }
1406                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, fogvec[0], fogvec[1], fogvec[2]);
1407                 }
1408                 */
1409                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1410         }
1411         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1412         if (r_glsl_permutation->loc_Color_Pants >= 0)
1413         {
1414                 if (rsurface.texture->currentskinframe->pants)
1415                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1416                 else
1417                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1418         }
1419         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1420         {
1421                 if (rsurface.texture->currentskinframe->shirt)
1422                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1423                 else
1424                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1425         }
1426         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1427         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1428         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1429         if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1430         if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1431         if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1432         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1433         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1434         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1435         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1436         CHECKGLERROR
1437         return permutation;
1438 }
1439
1440 #define SKINFRAME_HASH 1024
1441
1442 struct
1443 {
1444         int loadsequence; // incremented each level change
1445         memexpandablearray_t array;
1446         skinframe_t *hash[SKINFRAME_HASH];
1447 }
1448 r_skinframe;
1449
1450 void R_SkinFrame_PrepareForPurge(void)
1451 {
1452         r_skinframe.loadsequence++;
1453         // wrap it without hitting zero
1454         if (r_skinframe.loadsequence >= 200)
1455                 r_skinframe.loadsequence = 1;
1456 }
1457
1458 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1459 {
1460         if (!skinframe)
1461                 return;
1462         // mark the skinframe as used for the purging code
1463         skinframe->loadsequence = r_skinframe.loadsequence;
1464 }
1465
1466 void R_SkinFrame_Purge(void)
1467 {
1468         int i;
1469         skinframe_t *s;
1470         for (i = 0;i < SKINFRAME_HASH;i++)
1471         {
1472                 for (s = r_skinframe.hash[i];s;s = s->next)
1473                 {
1474                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1475                         {
1476                                 if (s->merged == s->base)
1477                                         s->merged = NULL;
1478                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1479                                 R_PurgeTexture(s->stain );s->stain  = NULL;
1480                                 R_PurgeTexture(s->merged);s->merged = NULL;
1481                                 R_PurgeTexture(s->base  );s->base   = NULL;
1482                                 R_PurgeTexture(s->pants );s->pants  = NULL;
1483                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
1484                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
1485                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
1486                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
1487                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
1488                                 s->loadsequence = 0;
1489                         }
1490                 }
1491         }
1492 }
1493
1494 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1495         skinframe_t *item;
1496         char basename[MAX_QPATH];
1497
1498         Image_StripImageExtension(name, basename, sizeof(basename));
1499
1500         if( last == NULL ) {
1501                 int hashindex;
1502                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1503                 item = r_skinframe.hash[hashindex];
1504         } else {
1505                 item = last->next;
1506         }
1507
1508         // linearly search through the hash bucket
1509         for( ; item ; item = item->next ) {
1510                 if( !strcmp( item->basename, basename ) ) {
1511                         return item;
1512                 }
1513         }
1514         return NULL;
1515 }
1516
1517 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1518 {
1519         skinframe_t *item;
1520         int hashindex;
1521         char basename[MAX_QPATH];
1522         
1523         Image_StripImageExtension(name, basename, sizeof(basename));
1524
1525         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1526         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1527                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1528                         break;
1529
1530         if (!item) {
1531                 rtexture_t *dyntexture;
1532                 // check whether its a dynamic texture
1533                 dyntexture = CL_GetDynTexture( basename );
1534                 if (!add && !dyntexture)
1535                         return NULL;
1536                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1537                 memset(item, 0, sizeof(*item));
1538                 strlcpy(item->basename, basename, sizeof(item->basename));
1539                 item->base = dyntexture; // either NULL or dyntexture handle
1540                 item->textureflags = textureflags;
1541                 item->comparewidth = comparewidth;
1542                 item->compareheight = compareheight;
1543                 item->comparecrc = comparecrc;
1544                 item->next = r_skinframe.hash[hashindex];       
1545                 r_skinframe.hash[hashindex] = item;
1546         }
1547         else if( item->base == NULL )
1548         {
1549                 rtexture_t *dyntexture;
1550                 // check whether its a dynamic texture
1551                 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
1552                 dyntexture = CL_GetDynTexture( basename );
1553                 item->base = dyntexture; // either NULL or dyntexture handle
1554         }
1555
1556         R_SkinFrame_MarkUsed(item);
1557         return item;
1558 }
1559
1560 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1561 {
1562         // FIXME: it should be possible to disable loading various layers using
1563         // cvars, to prevent wasted loading time and memory usage if the user does
1564         // not want them
1565         qboolean loadnormalmap = true;
1566         qboolean loadgloss = true;
1567         qboolean loadpantsandshirt = true;
1568         qboolean loadglow = true;
1569         int j;
1570         unsigned char *pixels;
1571         unsigned char *bumppixels;
1572         unsigned char *basepixels = NULL;
1573         int basepixels_width;
1574         int basepixels_height;
1575         skinframe_t *skinframe;
1576
1577         if (cls.state == ca_dedicated)
1578                 return NULL;
1579
1580         // return an existing skinframe if already loaded
1581         // if loading of the first image fails, don't make a new skinframe as it
1582         // would cause all future lookups of this to be missing
1583         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1584         if (skinframe && skinframe->base)
1585                 return skinframe;
1586
1587         basepixels = loadimagepixelsbgra(name, complain, true);
1588         if (basepixels == NULL)
1589                 return NULL;
1590
1591         // we've got some pixels to store, so really allocate this new texture now
1592         if (!skinframe)
1593                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1594         skinframe->stain = NULL;
1595         skinframe->merged = NULL;
1596         skinframe->base = r_texture_notexture;
1597         skinframe->pants = NULL;
1598         skinframe->shirt = NULL;
1599         skinframe->nmap = r_texture_blanknormalmap;
1600         skinframe->gloss = NULL;
1601         skinframe->glow = NULL;
1602         skinframe->fog = NULL;
1603
1604         basepixels_width = image_width;
1605         basepixels_height = image_height;
1606         skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1607
1608         if (textureflags & TEXF_ALPHA)
1609         {
1610                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1611                         if (basepixels[j] < 255)
1612                                 break;
1613                 if (j < basepixels_width * basepixels_height * 4)
1614                 {
1615                         // has transparent pixels
1616                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1617                         for (j = 0;j < image_width * image_height * 4;j += 4)
1618                         {
1619                                 pixels[j+0] = 255;
1620                                 pixels[j+1] = 255;
1621                                 pixels[j+2] = 255;
1622                                 pixels[j+3] = basepixels[j+3];
1623                         }
1624                         skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1625                         Mem_Free(pixels);
1626                 }
1627         }
1628
1629         // _norm is the name used by tenebrae and has been adopted as standard
1630         if (loadnormalmap)
1631         {
1632                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1633                 {
1634                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1635                         Mem_Free(pixels);
1636                         pixels = NULL;
1637                 }
1638                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1639                 {
1640                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1641                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1642                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1643                         Mem_Free(pixels);
1644                         Mem_Free(bumppixels);
1645                 }
1646                 else if (r_shadow_bumpscale_basetexture.value > 0)
1647                 {
1648                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1649                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1650                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1651                         Mem_Free(pixels);
1652                 }
1653         }
1654         // _luma is supported for tenebrae compatibility
1655         // (I think it's a very stupid name, but oh well)
1656         // _glow is the preferred name
1657         if (loadglow          && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1658         if (loadgloss         && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1659         if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1660         if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1661
1662         if (basepixels)
1663                 Mem_Free(basepixels);
1664
1665         return skinframe;
1666 }
1667
1668 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
1669 {
1670         int i;
1671         if (!force)
1672         {
1673                 for (i = 0;i < width*height;i++)
1674                         if (((unsigned char *)&palette[in[i]])[3] > 0)
1675                                 break;
1676                 if (i == width*height)
1677                         return NULL;
1678         }
1679         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1680 }
1681
1682 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1683 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1684 {
1685         int i;
1686         unsigned char *temp1, *temp2;
1687         skinframe_t *skinframe;
1688
1689         if (cls.state == ca_dedicated)
1690                 return NULL;
1691
1692         // if already loaded just return it, otherwise make a new skinframe
1693         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
1694         if (skinframe && skinframe->base)
1695                 return skinframe;
1696
1697         skinframe->stain = NULL;
1698         skinframe->merged = NULL;
1699         skinframe->base = r_texture_notexture;
1700         skinframe->pants = NULL;
1701         skinframe->shirt = NULL;
1702         skinframe->nmap = r_texture_blanknormalmap;
1703         skinframe->gloss = NULL;
1704         skinframe->glow = NULL;
1705         skinframe->fog = NULL;
1706
1707         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1708         if (!skindata)
1709                 return NULL;
1710
1711         if (r_shadow_bumpscale_basetexture.value > 0)
1712         {
1713                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1714                 temp2 = temp1 + width * height * 4;
1715                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1716                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1717                 Mem_Free(temp1);
1718         }
1719         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1720         if (textureflags & TEXF_ALPHA)
1721         {
1722                 for (i = 3;i < width * height * 4;i += 4)
1723                         if (skindata[i] < 255)
1724                                 break;
1725                 if (i < width * height * 4)
1726                 {
1727                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1728                         memcpy(fogpixels, skindata, width * height * 4);
1729                         for (i = 0;i < width * height * 4;i += 4)
1730                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1731                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1732                         Mem_Free(fogpixels);
1733                 }
1734         }
1735
1736         return skinframe;
1737 }
1738
1739 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
1740 {
1741         int i;
1742         unsigned char *temp1, *temp2;
1743         skinframe_t *skinframe;
1744
1745         if (cls.state == ca_dedicated)
1746                 return NULL;
1747
1748         // if already loaded just return it, otherwise make a new skinframe
1749         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
1750         if (skinframe && skinframe->base)
1751                 return skinframe;
1752
1753         skinframe->stain = NULL;
1754         skinframe->merged = NULL;
1755         skinframe->base = r_texture_notexture;
1756         skinframe->pants = NULL;
1757         skinframe->shirt = NULL;
1758         skinframe->nmap = r_texture_blanknormalmap;
1759         skinframe->gloss = NULL;
1760         skinframe->glow = NULL;
1761         skinframe->fog = NULL;
1762
1763         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1764         if (!skindata)
1765                 return NULL;
1766
1767         if (r_shadow_bumpscale_basetexture.value > 0)
1768         {
1769                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1770                 temp2 = temp1 + width * height * 4;
1771                 // use either a custom palette or the quake palette
1772                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
1773                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1774                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1775                 Mem_Free(temp1);
1776         }
1777         // use either a custom palette, or the quake palette
1778         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
1779         if (loadglowtexture)
1780                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
1781         if (loadpantsandshirt)
1782         {
1783                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
1784                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
1785         }
1786         if (skinframe->pants || skinframe->shirt)
1787                 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
1788         if (textureflags & TEXF_ALPHA)
1789         {
1790                 for (i = 0;i < width * height;i++)
1791                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
1792                                 break;
1793                 if (i < width * height)
1794                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
1795         }
1796
1797         return skinframe;
1798 }
1799
1800 skinframe_t *R_SkinFrame_LoadMissing(void)
1801 {
1802         skinframe_t *skinframe;
1803
1804         if (cls.state == ca_dedicated)
1805                 return NULL;
1806
1807         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1808         skinframe->stain = NULL;
1809         skinframe->merged = NULL;
1810         skinframe->base = r_texture_notexture;
1811         skinframe->pants = NULL;
1812         skinframe->shirt = NULL;
1813         skinframe->nmap = r_texture_blanknormalmap;
1814         skinframe->gloss = NULL;
1815         skinframe->glow = NULL;
1816         skinframe->fog = NULL;
1817
1818         return skinframe;
1819 }
1820
1821 void gl_main_start(void)
1822 {
1823         int x;
1824         double r, alpha;
1825
1826         r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1827         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1828         {
1829                 alpha = 1 - exp(r / ((double)x*(double)x));
1830                 if (x == FOGMASKTABLEWIDTH - 1)
1831                         alpha = 0;
1832                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1833         }
1834
1835         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1836         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1837
1838         // set up r_skinframe loading system for textures
1839         memset(&r_skinframe, 0, sizeof(r_skinframe));
1840         r_skinframe.loadsequence = 1;
1841         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1842
1843         r_main_texturepool = R_AllocTexturePool();
1844         R_BuildBlankTextures();
1845         R_BuildNoTexture();
1846         if (gl_texturecubemap)
1847         {
1848                 R_BuildWhiteCube();
1849                 R_BuildNormalizationCube();
1850         }
1851         R_BuildFogTexture();
1852         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1853         memset(&r_waterstate, 0, sizeof(r_waterstate));
1854         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1855         memset(&r_svbsp, 0, sizeof (r_svbsp));
1856 }
1857
1858 void gl_main_shutdown(void)
1859 {
1860         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1861         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1862
1863         // clear out the r_skinframe state
1864         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1865         memset(&r_skinframe, 0, sizeof(r_skinframe));
1866
1867         if (r_svbsp.nodes)
1868                 Mem_Free(r_svbsp.nodes);
1869         memset(&r_svbsp, 0, sizeof (r_svbsp));
1870         R_FreeTexturePool(&r_main_texturepool);
1871         r_texture_blanknormalmap = NULL;
1872         r_texture_white = NULL;
1873         r_texture_grey128 = NULL;
1874         r_texture_black = NULL;
1875         r_texture_whitecube = NULL;
1876         r_texture_normalizationcube = NULL;
1877         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1878         memset(&r_waterstate, 0, sizeof(r_waterstate));
1879         R_GLSL_Restart_f();
1880 }
1881
1882 extern void CL_ParseEntityLump(char *entitystring);
1883 void gl_main_newmap(void)
1884 {
1885         // FIXME: move this code to client
1886         int l;
1887         char *entities, entname[MAX_QPATH];
1888         if (cl.worldmodel)
1889         {
1890                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1891                 l = (int)strlen(entname) - 4;
1892                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1893                 {
1894                         memcpy(entname + l, ".ent", 5);
1895                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1896                         {
1897                                 CL_ParseEntityLump(entities);
1898                                 Mem_Free(entities);
1899                                 return;
1900                         }
1901                 }
1902                 if (cl.worldmodel->brush.entities)
1903                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
1904         }
1905 }
1906
1907 void GL_Main_Init(void)
1908 {
1909         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1910
1911         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1912         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
1913         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1914         if (gamemode == GAME_NEHAHRA)
1915         {
1916                 Cvar_RegisterVariable (&gl_fogenable);
1917                 Cvar_RegisterVariable (&gl_fogdensity);
1918                 Cvar_RegisterVariable (&gl_fogred);
1919                 Cvar_RegisterVariable (&gl_foggreen);
1920                 Cvar_RegisterVariable (&gl_fogblue);
1921                 Cvar_RegisterVariable (&gl_fogstart);
1922                 Cvar_RegisterVariable (&gl_fogend);
1923         }
1924         Cvar_RegisterVariable(&r_depthfirst);
1925         Cvar_RegisterVariable(&r_nearclip);
1926         Cvar_RegisterVariable(&r_showbboxes);
1927         Cvar_RegisterVariable(&r_showsurfaces);
1928         Cvar_RegisterVariable(&r_showtris);
1929         Cvar_RegisterVariable(&r_shownormals);
1930         Cvar_RegisterVariable(&r_showlighting);
1931         Cvar_RegisterVariable(&r_showshadowvolumes);
1932         Cvar_RegisterVariable(&r_showcollisionbrushes);
1933         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1934         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1935         Cvar_RegisterVariable(&r_showdisabledepthtest);
1936         Cvar_RegisterVariable(&r_drawportals);
1937         Cvar_RegisterVariable(&r_drawentities);
1938         Cvar_RegisterVariable(&r_cullentities_trace);
1939         Cvar_RegisterVariable(&r_cullentities_trace_samples);
1940         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1941         Cvar_RegisterVariable(&r_cullentities_trace_delay);
1942         Cvar_RegisterVariable(&r_drawviewmodel);
1943         Cvar_RegisterVariable(&r_speeds);
1944         Cvar_RegisterVariable(&r_fullbrights);
1945         Cvar_RegisterVariable(&r_wateralpha);
1946         Cvar_RegisterVariable(&r_dynamic);
1947         Cvar_RegisterVariable(&r_fullbright);
1948         Cvar_RegisterVariable(&r_shadows);
1949         Cvar_RegisterVariable(&r_shadows_throwdistance);
1950         Cvar_RegisterVariable(&r_q1bsp_skymasking);
1951         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
1952         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
1953         Cvar_RegisterVariable(&r_textureunits);
1954         Cvar_RegisterVariable(&r_glsl);
1955         Cvar_RegisterVariable(&r_glsl_offsetmapping);
1956         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1957         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1958         Cvar_RegisterVariable(&r_glsl_deluxemapping);
1959         Cvar_RegisterVariable(&r_water);
1960         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
1961         Cvar_RegisterVariable(&r_water_clippingplanebias);
1962         Cvar_RegisterVariable(&r_water_refractdistort);
1963         Cvar_RegisterVariable(&r_water_reflectdistort);
1964         Cvar_RegisterVariable(&r_lerpsprites);
1965         Cvar_RegisterVariable(&r_lerpmodels);
1966         Cvar_RegisterVariable(&r_lerplightstyles);
1967         Cvar_RegisterVariable(&r_waterscroll);
1968         Cvar_RegisterVariable(&r_bloom);
1969         Cvar_RegisterVariable(&r_bloom_colorscale);
1970         Cvar_RegisterVariable(&r_bloom_brighten);
1971         Cvar_RegisterVariable(&r_bloom_blur);
1972         Cvar_RegisterVariable(&r_bloom_resolution);
1973         Cvar_RegisterVariable(&r_bloom_colorexponent);
1974         Cvar_RegisterVariable(&r_bloom_colorsubtract);
1975         Cvar_RegisterVariable(&r_hdr);
1976         Cvar_RegisterVariable(&r_hdr_scenebrightness);
1977         Cvar_RegisterVariable(&r_glsl_contrastboost);
1978         Cvar_RegisterVariable(&r_hdr_glowintensity);
1979         Cvar_RegisterVariable(&r_hdr_range);
1980         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1981         Cvar_RegisterVariable(&developer_texturelogging);
1982         Cvar_RegisterVariable(&gl_lightmaps);
1983         Cvar_RegisterVariable(&r_test);
1984         Cvar_RegisterVariable(&r_batchmode);
1985         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1986                 Cvar_SetValue("r_fullbrights", 0);
1987         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1988
1989         Cvar_RegisterVariable(&r_track_sprites);
1990         Cvar_RegisterVariable(&r_track_sprites_flags);
1991         Cvar_RegisterVariable(&r_track_sprites_scalew);
1992         Cvar_RegisterVariable(&r_track_sprites_scaleh);
1993 }
1994
1995 extern void R_Textures_Init(void);
1996 extern void GL_Draw_Init(void);
1997 extern void GL_Main_Init(void);
1998 extern void R_Shadow_Init(void);
1999 extern void R_Sky_Init(void);
2000 extern void GL_Surf_Init(void);
2001 extern void R_Light_Init(void);
2002 extern void R_Particles_Init(void);
2003 extern void R_Explosion_Init(void);
2004 extern void gl_backend_init(void);
2005 extern void Sbar_Init(void);
2006 extern void R_LightningBeams_Init(void);
2007 extern void Mod_RenderInit(void);
2008
2009 void Render_Init(void)
2010 {
2011         gl_backend_init();
2012         R_Textures_Init();
2013         GL_Main_Init();
2014         GL_Draw_Init();
2015         R_Shadow_Init();
2016         R_Sky_Init();
2017         GL_Surf_Init();
2018         Sbar_Init();
2019         R_Light_Init();
2020         R_Particles_Init();
2021         R_Explosion_Init();
2022         R_LightningBeams_Init();
2023         Mod_RenderInit();
2024 }
2025
2026 /*
2027 ===============
2028 GL_Init
2029 ===============
2030 */
2031 extern char *ENGINE_EXTENSIONS;
2032 void GL_Init (void)
2033 {
2034         VID_CheckExtensions();
2035
2036         // LordHavoc: report supported extensions
2037         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2038
2039         // clear to black (loading plaque will be seen over this)
2040         CHECKGLERROR
2041         qglClearColor(0,0,0,1);CHECKGLERROR
2042         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2043 }
2044
2045 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2046 {
2047         int i;
2048         mplane_t *p;
2049         for (i = 0;i < r_view.numfrustumplanes;i++)
2050         {
2051                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2052                 if (i == 4)
2053                         continue;
2054                 p = r_view.frustum + i;
2055                 switch(p->signbits)
2056                 {
2057                 default:
2058                 case 0:
2059                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2060                                 return true;
2061                         break;
2062                 case 1:
2063                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2064                                 return true;
2065                         break;
2066                 case 2:
2067                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2068                                 return true;
2069                         break;
2070                 case 3:
2071                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2072                                 return true;
2073                         break;
2074                 case 4:
2075                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2076                                 return true;
2077                         break;
2078                 case 5:
2079                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2080                                 return true;
2081                         break;
2082                 case 6:
2083                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2084                                 return true;
2085                         break;
2086                 case 7:
2087                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2088                                 return true;
2089                         break;
2090                 }
2091         }
2092         return false;
2093 }
2094
2095 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2096 {
2097         int i;
2098         const mplane_t *p;
2099         for (i = 0;i < numplanes;i++)
2100         {
2101                 p = planes + i;
2102                 switch(p->signbits)
2103                 {
2104                 default:
2105                 case 0:
2106                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2107                                 return true;
2108                         break;
2109                 case 1:
2110                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2111                                 return true;
2112                         break;
2113                 case 2:
2114                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2115                                 return true;
2116                         break;
2117                 case 3:
2118                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2119                                 return true;
2120                         break;
2121                 case 4:
2122                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2123                                 return true;
2124                         break;
2125                 case 5:
2126                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2127                                 return true;
2128                         break;
2129                 case 6:
2130                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2131                                 return true;
2132                         break;
2133                 case 7:
2134                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2135                                 return true;
2136                         break;
2137                 }
2138         }
2139         return false;
2140 }
2141
2142 //==================================================================================
2143
2144 static void R_UpdateEntityLighting(entity_render_t *ent)
2145 {
2146         vec3_t tempdiffusenormal;
2147
2148         // fetch the lighting from the worldmodel data
2149         VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
2150         VectorClear(ent->modellight_diffuse);
2151         VectorClear(tempdiffusenormal);
2152         if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
2153         {
2154                 vec3_t org;
2155                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2156                 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
2157         }
2158         else // highly rare
2159                 VectorSet(ent->modellight_ambient, 1, 1, 1);
2160
2161         // move the light direction into modelspace coordinates for lighting code
2162         Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
2163         if(VectorLength2(ent->modellight_lightdir) > 0)
2164         {
2165                 VectorNormalize(ent->modellight_lightdir);
2166         }
2167         else
2168         {
2169                 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2170         }
2171
2172         // scale ambient and directional light contributions according to rendering variables
2173         ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
2174         ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
2175         ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
2176         ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
2177         ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
2178         ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
2179 }
2180
2181 static void R_View_UpdateEntityVisible (void)
2182 {
2183         int i, renderimask;
2184         entity_render_t *ent;
2185
2186         if (!r_drawentities.integer)
2187                 return;
2188
2189         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2190         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
2191         {
2192                 // worldmodel can check visibility
2193                 for (i = 0;i < r_refdef.numentities;i++)
2194                 {
2195                         ent = r_refdef.entities[i];
2196                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
2197
2198                 }
2199                 if(r_cullentities_trace.integer)
2200                 {
2201                         for (i = 0;i < r_refdef.numentities;i++)
2202                         {
2203                                 ent = r_refdef.entities[i];
2204                                 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2205                                 {
2206                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
2207                                                 ent->last_trace_visibility = realtime;
2208                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2209                                                 r_viewcache.entityvisible[i] = 0;
2210                                 }
2211                         }
2212                 }
2213         }
2214         else
2215         {
2216                 // no worldmodel or it can't check visibility
2217                 for (i = 0;i < r_refdef.numentities;i++)
2218                 {
2219                         ent = r_refdef.entities[i];
2220                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2221                 }
2222         }
2223
2224         // update entity lighting (even on hidden entities for r_shadows)
2225         for (i = 0;i < r_refdef.numentities;i++)
2226                 R_UpdateEntityLighting(r_refdef.entities[i]);
2227 }
2228
2229 // only used if skyrendermasked, and normally returns false
2230 int R_DrawBrushModelsSky (void)
2231 {
2232         int i, sky;
2233         entity_render_t *ent;
2234
2235         if (!r_drawentities.integer)
2236                 return false;
2237
2238         sky = false;
2239         for (i = 0;i < r_refdef.numentities;i++)
2240         {
2241                 if (!r_viewcache.entityvisible[i])
2242                         continue;
2243                 ent = r_refdef.entities[i];
2244                 if (!ent->model || !ent->model->DrawSky)
2245                         continue;
2246                 ent->model->DrawSky(ent);
2247                 sky = true;
2248         }
2249         return sky;
2250 }
2251
2252 static void R_DrawNoModel(entity_render_t *ent);
2253 static void R_DrawModels(void)
2254 {
2255         int i;
2256         entity_render_t *ent;
2257
2258         if (!r_drawentities.integer)
2259                 return;
2260
2261         for (i = 0;i < r_refdef.numentities;i++)
2262         {
2263                 if (!r_viewcache.entityvisible[i])
2264                         continue;
2265                 ent = r_refdef.entities[i];
2266                 r_refdef.stats.entities++;
2267                 if (ent->model && ent->model->Draw != NULL)
2268                         ent->model->Draw(ent);
2269                 else
2270                         R_DrawNoModel(ent);
2271         }
2272 }
2273
2274 static void R_DrawModelsDepth(void)
2275 {
2276         int i;
2277         entity_render_t *ent;
2278
2279         if (!r_drawentities.integer)
2280                 return;
2281
2282         for (i = 0;i < r_refdef.numentities;i++)
2283         {
2284                 if (!r_viewcache.entityvisible[i])
2285                         continue;
2286                 ent = r_refdef.entities[i];
2287                 if (ent->model && ent->model->DrawDepth != NULL)
2288                         ent->model->DrawDepth(ent);
2289         }
2290 }
2291
2292 static void R_DrawModelsDebug(void)
2293 {
2294         int i;
2295         entity_render_t *ent;
2296
2297         if (!r_drawentities.integer)
2298                 return;
2299
2300         for (i = 0;i < r_refdef.numentities;i++)
2301         {
2302                 if (!r_viewcache.entityvisible[i])
2303                         continue;
2304                 ent = r_refdef.entities[i];
2305                 if (ent->model && ent->model->DrawDebug != NULL)
2306                         ent->model->DrawDebug(ent);
2307         }
2308 }
2309
2310 static void R_DrawModelsAddWaterPlanes(void)
2311 {
2312         int i;
2313         entity_render_t *ent;
2314
2315         if (!r_drawentities.integer)
2316                 return;
2317
2318         for (i = 0;i < r_refdef.numentities;i++)
2319         {
2320                 if (!r_viewcache.entityvisible[i])
2321                         continue;
2322                 ent = r_refdef.entities[i];
2323                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2324                         ent->model->DrawAddWaterPlanes(ent);
2325         }
2326 }
2327
2328 static void R_View_SetFrustum(void)
2329 {
2330         int i;
2331         double slopex, slopey;
2332
2333         // break apart the view matrix into vectors for various purposes
2334         Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
2335         VectorNegate(r_view.left, r_view.right);
2336
2337 #if 0
2338         r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
2339         r_view.frustum[0].normal[1] = 0 - 0;
2340         r_view.frustum[0].normal[2] = -1 - 0;
2341         r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
2342         r_view.frustum[1].normal[1] = 0 + 0;
2343         r_view.frustum[1].normal[2] = -1 + 0;
2344         r_view.frustum[2].normal[0] = 0 - 0;
2345         r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
2346         r_view.frustum[2].normal[2] = -1 - 0;
2347         r_view.frustum[3].normal[0] = 0 + 0;
2348         r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
2349         r_view.frustum[3].normal[2] = -1 + 0;
2350 #endif
2351
2352 #if 0
2353         zNear = r_refdef.nearclip;
2354         nudge = 1.0 - 1.0 / (1<<23);
2355         r_view.frustum[4].normal[0] = 0 - 0;
2356         r_view.frustum[4].normal[1] = 0 - 0;
2357         r_view.frustum[4].normal[2] = -1 - -nudge;
2358         r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
2359         r_view.frustum[5].normal[0] = 0 + 0;
2360         r_view.frustum[5].normal[1] = 0 + 0;
2361         r_view.frustum[5].normal[2] = -1 + -nudge;
2362         r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
2363 #endif
2364
2365
2366
2367 #if 0
2368         r_view.frustum[0].normal[0] = m[3] - m[0];
2369         r_view.frustum[0].normal[1] = m[7] - m[4];
2370         r_view.frustum[0].normal[2] = m[11] - m[8];
2371         r_view.frustum[0].dist = m[15] - m[12];
2372
2373         r_view.frustum[1].normal[0] = m[3] + m[0];
2374         r_view.frustum[1].normal[1] = m[7] + m[4];
2375         r_view.frustum[1].normal[2] = m[11] + m[8];
2376         r_view.frustum[1].dist = m[15] + m[12];
2377
2378         r_view.frustum[2].normal[0] = m[3] - m[1];
2379         r_view.frustum[2].normal[1] = m[7] - m[5];
2380         r_view.frustum[2].normal[2] = m[11] - m[9];
2381         r_view.frustum[2].dist = m[15] - m[13];
2382
2383         r_view.frustum[3].normal[0] = m[3] + m[1];
2384         r_view.frustum[3].normal[1] = m[7] + m[5];
2385         r_view.frustum[3].normal[2] = m[11] + m[9];
2386         r_view.frustum[3].dist = m[15] + m[13];
2387
2388         r_view.frustum[4].normal[0] = m[3] - m[2];
2389         r_view.frustum[4].normal[1] = m[7] - m[6];
2390         r_view.frustum[4].normal[2] = m[11] - m[10];
2391         r_view.frustum[4].dist = m[15] - m[14];
2392
2393         r_view.frustum[5].normal[0] = m[3] + m[2];
2394         r_view.frustum[5].normal[1] = m[7] + m[6];
2395         r_view.frustum[5].normal[2] = m[11] + m[10];
2396         r_view.frustum[5].dist = m[15] + m[14];
2397 #endif
2398
2399         if (r_view.useperspective)
2400         {
2401                 slopex = 1.0 / r_view.frustum_x;
2402                 slopey = 1.0 / r_view.frustum_y;
2403                 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
2404                 VectorMA(r_view.forward,  slopex, r_view.left, r_view.frustum[1].normal);
2405                 VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
2406                 VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
2407                 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2408                 
2409                 // Leaving those out was a mistake, those were in the old code, and they
2410                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2411                 // I couldn't reproduce it after adding those normalizations. --blub
2412                 VectorNormalize(r_view.frustum[0].normal);
2413                 VectorNormalize(r_view.frustum[1].normal);
2414                 VectorNormalize(r_view.frustum[2].normal);
2415                 VectorNormalize(r_view.frustum[3].normal);
2416
2417                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2418                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
2419                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
2420                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[2]);
2421                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[3]);
2422
2423                 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
2424                 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
2425                 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
2426                 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
2427                 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2428         }
2429         else
2430         {
2431                 VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal);
2432                 VectorScale(r_view.left,  r_view.ortho_x, r_view.frustum[1].normal);
2433                 VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal);
2434                 VectorScale(r_view.up,  r_view.ortho_y, r_view.frustum[3].normal);
2435                 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2436                 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x;
2437                 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x;
2438                 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y;
2439                 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y;
2440                 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2441         }
2442         r_view.numfrustumplanes = 5;
2443
2444         if (r_view.useclipplane)
2445         {
2446                 r_view.numfrustumplanes = 6;
2447                 r_view.frustum[5] = r_view.clipplane;
2448         }
2449
2450         for (i = 0;i < r_view.numfrustumplanes;i++)
2451                 PlaneClassify(r_view.frustum + i);
2452
2453         // LordHavoc: note to all quake engine coders, Quake had a special case
2454         // for 90 degrees which assumed a square view (wrong), so I removed it,
2455         // Quake2 has it disabled as well.
2456
2457         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2458         //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
2459         //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
2460         //PlaneClassify(&frustum[0]);
2461
2462         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2463         //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
2464         //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
2465         //PlaneClassify(&frustum[1]);
2466
2467         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2468         //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
2469         //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
2470         //PlaneClassify(&frustum[2]);
2471
2472         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2473         //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
2474         //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
2475         //PlaneClassify(&frustum[3]);
2476
2477         // nearclip plane
2478         //VectorCopy(r_view.forward, r_view.frustum[4].normal);
2479         //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
2480         //PlaneClassify(&frustum[4]);
2481 }
2482
2483 void R_View_Update(void)
2484 {
2485         R_View_SetFrustum();
2486         R_View_WorldVisibility(r_view.useclipplane);
2487         R_View_UpdateEntityVisible();
2488 }
2489
2490 void R_SetupView(void)
2491 {
2492         if (!r_view.useperspective)
2493                 GL_SetupView_Mode_Ortho(-r_view.ortho_x, -r_view.ortho_y, r_view.ortho_x, r_view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2494         else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2495                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
2496         else
2497                 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2498
2499         GL_SetupView_Orientation_FromEntity(&r_view.matrix);
2500
2501         if (r_view.useclipplane)
2502         {
2503                 // LordHavoc: couldn't figure out how to make this approach the
2504                 vec_t dist = r_view.clipplane.dist - r_water_clippingplanebias.value;
2505                 vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal);
2506                 if (viewdist < r_view.clipplane.dist + r_water_clippingplanebias.value)
2507                         dist = r_view.clipplane.dist;
2508                 GL_SetupView_ApplyCustomNearClipPlane(r_view.clipplane.normal[0], r_view.clipplane.normal[1], r_view.clipplane.normal[2], dist);
2509         }
2510 }
2511
2512 void R_ResetViewRendering2D(void)
2513 {
2514         if (gl_support_fragment_shader)
2515         {
2516                 qglUseProgramObjectARB(0);CHECKGLERROR
2517         }
2518
2519         DrawQ_Finish();
2520
2521         // GL is weird because it's bottom to top, r_view.y is top to bottom
2522         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2523         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2524         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2525         GL_Color(1, 1, 1, 1);
2526         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2527         GL_BlendFunc(GL_ONE, GL_ZERO);
2528         GL_AlphaTest(false);
2529         GL_ScissorTest(false);
2530         GL_DepthMask(false);
2531         GL_DepthRange(0, 1);
2532         GL_DepthTest(false);
2533         R_Mesh_Matrix(&identitymatrix);
2534         R_Mesh_ResetTextureState();
2535         GL_PolygonOffset(0, 0);
2536         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2537         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2538         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2539         qglStencilMask(~0);CHECKGLERROR
2540         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2541         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2542         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2543 }
2544
2545 void R_ResetViewRendering3D(void)
2546 {
2547         if (gl_support_fragment_shader)
2548         {
2549                 qglUseProgramObjectARB(0);CHECKGLERROR
2550         }
2551
2552         DrawQ_Finish();
2553
2554         // GL is weird because it's bottom to top, r_view.y is top to bottom
2555         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2556         R_SetupView();
2557         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2558         GL_Color(1, 1, 1, 1);
2559         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2560         GL_BlendFunc(GL_ONE, GL_ZERO);
2561         GL_AlphaTest(false);
2562         GL_ScissorTest(true);
2563         GL_DepthMask(true);
2564         GL_DepthRange(0, 1);
2565         GL_DepthTest(true);
2566         R_Mesh_Matrix(&identitymatrix);
2567         R_Mesh_ResetTextureState();
2568         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2569         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2570         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2571         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2572         qglStencilMask(~0);CHECKGLERROR
2573         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2574         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2575         GL_CullFace(r_view.cullface_back);
2576 }
2577
2578 /*
2579         R_Bloom_SetupShader(
2580 "// bloom shader\n"
2581 "// written by Forest 'LordHavoc' Hale\n"
2582 "\n"
2583 "// common definitions between vertex shader and fragment shader:\n"
2584 "\n"
2585 "#ifdef __GLSL_CG_DATA_TYPES\n"
2586 "#define myhalf half\n"
2587 "#define myhvec2 hvec2\n"
2588 "#define myhvec3 hvec3\n"
2589 "#define myhvec4 hvec4\n"
2590 "#else\n"
2591 "#define myhalf float\n"
2592 "#define myhvec2 vec2\n"
2593 "#define myhvec3 vec3\n"
2594 "#define myhvec4 vec4\n"
2595 "#endif\n"
2596 "\n"
2597 "varying vec2 ScreenTexCoord;\n"
2598 "varying vec2 BloomTexCoord;\n"
2599 "\n"
2600 "\n"
2601 "\n"
2602 "\n"
2603 "// vertex shader specific:\n"
2604 "#ifdef VERTEX_SHADER\n"
2605 "\n"
2606 "void main(void)\n"
2607 "{\n"
2608 "       ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2609 "       BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2610 "       // transform vertex to camera space, using ftransform to match non-VS\n"
2611 "       // rendering\n"
2612 "       gl_Position = ftransform();\n"
2613 "}\n"
2614 "\n"
2615 "#endif // VERTEX_SHADER\n"
2616 "\n"
2617 "\n"
2618 "\n"
2619 "\n"
2620 "// fragment shader specific:\n"
2621 "#ifdef FRAGMENT_SHADER\n"
2622 "\n"
2623 "void main(void)\n"
2624 "{\n"
2625 "       int x, y;
2626 "       myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2627 "       for (x = -BLUR_X;x <= BLUR_X;x++)
2628 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2629 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2630 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2631 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2632
2633 "       gl_FragColor = vec4(color);\n"
2634 "}\n"
2635 "\n"
2636 "#endif // FRAGMENT_SHADER\n"
2637 */
2638
2639 void R_RenderScene(qboolean addwaterplanes);
2640
2641 static void R_Water_StartFrame(void)
2642 {
2643         int i;
2644         int waterwidth, waterheight, texturewidth, textureheight;
2645         r_waterstate_waterplane_t *p;
2646
2647         // set waterwidth and waterheight to the water resolution that will be
2648         // used (often less than the screen resolution for faster rendering)
2649         waterwidth = (int)bound(1, r_view.width * r_water_resolutionmultiplier.value, r_view.width);
2650         waterheight = (int)bound(1, r_view.height * r_water_resolutionmultiplier.value, r_view.height);
2651
2652         // calculate desired texture sizes
2653         // can't use water if the card does not support the texture size
2654         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2655                 texturewidth = textureheight = waterwidth = waterheight = 0;
2656         else if (gl_support_arb_texture_non_power_of_two)
2657         {
2658                 texturewidth = waterwidth;
2659                 textureheight = waterheight;
2660         }
2661         else
2662         {
2663                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
2664                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
2665         }
2666
2667         // allocate textures as needed
2668         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2669         {
2670                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2671                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2672                 {
2673                         if (p->texture_refraction)
2674                                 R_FreeTexture(p->texture_refraction);
2675                         p->texture_refraction = NULL;
2676                         if (p->texture_reflection)
2677                                 R_FreeTexture(p->texture_reflection);
2678                         p->texture_reflection = NULL;
2679                 }
2680                 memset(&r_waterstate, 0, sizeof(r_waterstate));
2681                 r_waterstate.waterwidth = waterwidth;
2682                 r_waterstate.waterheight = waterheight;
2683                 r_waterstate.texturewidth = texturewidth;
2684                 r_waterstate.textureheight = textureheight;
2685         }
2686
2687         if (r_waterstate.waterwidth)
2688         {
2689                 r_waterstate.enabled = true;
2690
2691                 // set up variables that will be used in shader setup
2692                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2693                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2694                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2695                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2696         }
2697
2698         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2699         r_waterstate.numwaterplanes = 0;
2700 }
2701
2702 static void R_Water_AddWaterPlane(msurface_t *surface)
2703 {
2704         int triangleindex, planeindex;
2705         const int *e;
2706         vec_t f;
2707         vec3_t vert[3];
2708         vec3_t normal;
2709         vec3_t center;
2710         r_waterstate_waterplane_t *p;
2711         // just use the first triangle with a valid normal for any decisions
2712         VectorClear(normal);
2713         VectorClear(center);
2714         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2715         {
2716                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2717                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2718                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2719                 TriangleNormal(vert[0], vert[1], vert[2], normal);
2720                 if (VectorLength2(normal) >= 0.001)
2721                         break;
2722         }
2723         // now find the center of this surface
2724         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles*3;triangleindex++, e++)
2725         {
2726                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2727                 VectorAdd(center, vert[0], center);
2728         }
2729         f = 1.0 / surface->num_triangles*3;
2730         VectorScale(center, f, center);
2731
2732         // find a matching plane if there is one
2733         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2734                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2735                         break;
2736         if (planeindex >= r_waterstate.maxwaterplanes)
2737                 return; // nothing we can do, out of planes
2738
2739         // if this triangle does not fit any known plane rendered this frame, add one
2740         if (planeindex >= r_waterstate.numwaterplanes)
2741         {
2742                 // store the new plane
2743                 r_waterstate.numwaterplanes++;
2744                 VectorCopy(normal, p->plane.normal);
2745                 VectorNormalize(p->plane.normal);
2746                 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2747                 PlaneClassify(&p->plane);
2748                 // flip the plane if it does not face the viewer
2749                 if (PlaneDiff(r_view.origin, &p->plane) < 0)
2750                 {
2751                         VectorNegate(p->plane.normal, p->plane.normal);
2752                         p->plane.dist *= -1;
2753                         PlaneClassify(&p->plane);
2754                 }
2755                 // clear materialflags and pvs
2756                 p->materialflags = 0;
2757                 p->pvsvalid = false;
2758         }
2759         // merge this surface's materialflags into the waterplane
2760         p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2761         // merge this surface's PVS into the waterplane
2762         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS)
2763         {
2764                 r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, r_view.origin, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2765                 p->pvsvalid = true;
2766         }
2767 }
2768
2769 static void R_Water_ProcessPlanes(void)
2770 {
2771         r_view_t originalview;
2772         int planeindex;
2773         r_waterstate_waterplane_t *p;
2774
2775         originalview = r_view;
2776
2777         // make sure enough textures are allocated
2778         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2779         {
2780                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2781                 {
2782                         if (!p->texture_refraction)
2783                                 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);
2784                         if (!p->texture_refraction)
2785                                 goto error;
2786                 }
2787
2788                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2789                 {
2790                         if (!p->texture_reflection)
2791                                 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);
2792                         if (!p->texture_reflection)
2793                                 goto error;
2794                 }
2795         }
2796
2797         // render views
2798         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2799         {
2800                 r_view.showdebug = false;
2801                 r_view.width = r_waterstate.waterwidth;
2802                 r_view.height = r_waterstate.waterheight;
2803                 r_view.useclipplane = true;
2804                 r_waterstate.renderingscene = true;
2805
2806                 // render the normal view scene and copy into texture
2807                 // (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)
2808                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2809                 {
2810                         r_view.clipplane = p->plane;
2811                         VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal);
2812                         r_view.clipplane.dist = -r_view.clipplane.dist;
2813                         PlaneClassify(&r_view.clipplane);
2814
2815                         R_RenderScene(false);
2816
2817                         // copy view into the screen texture
2818                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
2819                         GL_ActiveTexture(0);
2820                         CHECKGLERROR
2821                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2822                 }
2823
2824                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2825                 {
2826                         // render reflected scene and copy into texture
2827                         Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
2828                         r_view.clipplane = p->plane;
2829                         // reverse the cullface settings for this render
2830                         r_view.cullface_front = GL_FRONT;
2831                         r_view.cullface_back = GL_BACK;
2832                         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.num_pvsclusterbytes)
2833                         {
2834                                 r_view.usecustompvs = true;
2835                                 if (p->pvsvalid)
2836                                         memcpy(r_viewcache.world_pvsbits, p->pvsbits, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2837                                 else
2838                                         memset(r_viewcache.world_pvsbits, 0xFF, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2839                         }
2840
2841                         R_ResetViewRendering3D();
2842                         R_ClearScreen();
2843                         if (r_timereport_active)
2844                                 R_TimeReport("viewclear");
2845
2846                         R_RenderScene(false);
2847
2848                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
2849                         GL_ActiveTexture(0);
2850                         CHECKGLERROR
2851                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2852
2853                         R_ResetViewRendering3D();
2854                         R_ClearScreen();
2855                         if (r_timereport_active)
2856                                 R_TimeReport("viewclear");
2857                 }
2858
2859                 r_view = originalview;
2860                 r_view.clear = true;
2861                 r_waterstate.renderingscene = false;
2862         }
2863         return;
2864 error:
2865         r_view = originalview;
2866         r_waterstate.renderingscene = false;
2867         Cvar_SetValueQuick(&r_water, 0);
2868         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
2869         return;
2870 }
2871
2872 void R_Bloom_StartFrame(void)
2873 {
2874         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2875
2876         // set bloomwidth and bloomheight to the bloom resolution that will be
2877         // used (often less than the screen resolution for faster rendering)
2878         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2879         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2880         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2881
2882         // calculate desired texture sizes
2883         if (gl_support_arb_texture_non_power_of_two)
2884         {
2885                 screentexturewidth = r_view.width;
2886                 screentextureheight = r_view.height;
2887                 bloomtexturewidth = r_bloomstate.bloomwidth;
2888                 bloomtextureheight = r_bloomstate.bloomheight;
2889         }
2890         else
2891         {
2892                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
2893                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
2894                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
2895                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
2896         }
2897
2898         if (r_hdr.integer)
2899         {
2900                 screentexturewidth = screentextureheight = 0;
2901         }
2902         else if (r_bloom.integer)
2903         {
2904         }
2905         else
2906         {
2907                 screentexturewidth = screentextureheight = 0;
2908                 bloomtexturewidth = bloomtextureheight = 0;
2909         }
2910
2911         if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2912         {
2913                 // can't use bloom if the parameters are too weird
2914                 // can't use bloom if the card does not support the texture size
2915                 if (r_bloomstate.texture_screen)
2916                         R_FreeTexture(r_bloomstate.texture_screen);
2917                 if (r_bloomstate.texture_bloom)
2918                         R_FreeTexture(r_bloomstate.texture_bloom);
2919                 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2920                 return;
2921         }
2922
2923         r_bloomstate.enabled = true;
2924         r_bloomstate.hdr = r_hdr.integer != 0;
2925
2926         // allocate textures as needed
2927         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2928         {
2929                 if (r_bloomstate.texture_screen)
2930                         R_FreeTexture(r_bloomstate.texture_screen);
2931                 r_bloomstate.texture_screen = NULL;
2932                 r_bloomstate.screentexturewidth = screentexturewidth;
2933                 r_bloomstate.screentextureheight = screentextureheight;
2934                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2935                         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);
2936         }
2937         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2938         {
2939                 if (r_bloomstate.texture_bloom)
2940                         R_FreeTexture(r_bloomstate.texture_bloom);
2941                 r_bloomstate.texture_bloom = NULL;
2942                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2943                 r_bloomstate.bloomtextureheight = bloomtextureheight;
2944                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2945                         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);
2946         }
2947
2948         // set up a texcoord array for the full resolution screen image
2949         // (we have to keep this around to copy back during final render)
2950         r_bloomstate.screentexcoord2f[0] = 0;
2951         r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2952         r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2953         r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2954         r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2955         r_bloomstate.screentexcoord2f[5] = 0;
2956         r_bloomstate.screentexcoord2f[6] = 0;
2957         r_bloomstate.screentexcoord2f[7] = 0;
2958
2959         // set up a texcoord array for the reduced resolution bloom image
2960         // (which will be additive blended over the screen image)
2961         r_bloomstate.bloomtexcoord2f[0] = 0;
2962         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2963         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2964         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2965         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2966         r_bloomstate.bloomtexcoord2f[5] = 0;
2967         r_bloomstate.bloomtexcoord2f[6] = 0;
2968         r_bloomstate.bloomtexcoord2f[7] = 0;
2969 }
2970
2971 void R_Bloom_CopyScreenTexture(float colorscale)
2972 {
2973         r_refdef.stats.bloom++;
2974
2975         R_ResetViewRendering2D();
2976         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2977         R_Mesh_ColorPointer(NULL, 0, 0);
2978         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2979         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2980
2981         // copy view into the screen texture
2982         GL_ActiveTexture(0);
2983         CHECKGLERROR
2984         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2985         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2986
2987         // now scale it down to the bloom texture size
2988         CHECKGLERROR
2989         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2990         GL_BlendFunc(GL_ONE, GL_ZERO);
2991         GL_Color(colorscale, colorscale, colorscale, 1);
2992         // TODO: optimize with multitexture or GLSL
2993         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2994         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2995
2996         // we now have a bloom image in the framebuffer
2997         // copy it into the bloom image texture for later processing
2998         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2999         GL_ActiveTexture(0);
3000         CHECKGLERROR
3001         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3002         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3003 }
3004
3005 void R_Bloom_CopyHDRTexture(void)
3006 {
3007         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3008         GL_ActiveTexture(0);
3009         CHECKGLERROR
3010         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
3011         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
3012 }
3013
3014 void R_Bloom_MakeTexture(void)
3015 {
3016         int x, range, dir;
3017         float xoffset, yoffset, r, brighten;
3018
3019         r_refdef.stats.bloom++;
3020
3021         R_ResetViewRendering2D();
3022         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3023         R_Mesh_ColorPointer(NULL, 0, 0);
3024
3025         // we have a bloom image in the framebuffer
3026         CHECKGLERROR
3027         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3028
3029         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3030         {
3031                 x *= 2;
3032                 r = bound(0, r_bloom_colorexponent.value / x, 1);
3033                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3034                 GL_Color(r, r, r, 1);
3035                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3036                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3037                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3038                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3039
3040                 // copy the vertically blurred bloom view to a texture
3041                 GL_ActiveTexture(0);
3042                 CHECKGLERROR
3043                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3044                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3045         }
3046
3047         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3048         brighten = r_bloom_brighten.value;
3049         if (r_hdr.integer)
3050                 brighten *= r_hdr_range.value;
3051         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3052         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3053
3054         for (dir = 0;dir < 2;dir++)
3055         {
3056                 // blend on at multiple vertical offsets to achieve a vertical blur
3057                 // TODO: do offset blends using GLSL
3058                 GL_BlendFunc(GL_ONE, GL_ZERO);
3059                 for (x = -range;x <= range;x++)
3060                 {
3061                         if (!dir){xoffset = 0;yoffset = x;}
3062                         else {xoffset = x;yoffset = 0;}
3063                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
3064                         yoffset /= (float)r_bloomstate.bloomtextureheight;
3065                         // compute a texcoord array with the specified x and y offset
3066                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3067                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3068                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3069                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3070                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3071                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3072                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3073                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3074                         // this r value looks like a 'dot' particle, fading sharply to
3075                         // black at the edges
3076                         // (probably not realistic but looks good enough)
3077                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3078                         //r = (dir ? 1.0f : brighten)/(range*2+1);
3079                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3080                         GL_Color(r, r, r, 1);
3081                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3082                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3083                         GL_BlendFunc(GL_ONE, GL_ONE);
3084                 }
3085
3086                 // copy the vertically blurred bloom view to a texture
3087                 GL_ActiveTexture(0);
3088                 CHECKGLERROR
3089                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3090                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3091         }
3092
3093         // apply subtract last
3094         // (just like it would be in a GLSL shader)
3095         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3096         {
3097                 GL_BlendFunc(GL_ONE, GL_ZERO);
3098                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3099                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3100                 GL_Color(1, 1, 1, 1);
3101                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3102                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3103
3104                 GL_BlendFunc(GL_ONE, GL_ONE);
3105                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3106                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3107                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3108                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3109                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3110                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3111                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3112
3113                 // copy the darkened bloom view to a texture
3114                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3115                 GL_ActiveTexture(0);
3116                 CHECKGLERROR
3117                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3118                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3119         }
3120 }
3121
3122 void R_HDR_RenderBloomTexture(void)
3123 {
3124         int oldwidth, oldheight;
3125
3126         oldwidth = r_view.width;
3127         oldheight = r_view.height;
3128         r_view.width = r_bloomstate.bloomwidth;
3129         r_view.height = r_bloomstate.bloomheight;
3130
3131         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
3132         // TODO: add exposure compensation features
3133         // TODO: add fp16 framebuffer support
3134
3135         r_view.showdebug = false;
3136         r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
3137         if (r_hdr.integer)
3138                 r_view.colorscale /= r_hdr_range.value;
3139         r_waterstate.numwaterplanes = 0;
3140         R_RenderScene(r_waterstate.enabled);
3141         r_view.showdebug = true;
3142
3143         R_ResetViewRendering2D();
3144
3145         R_Bloom_CopyHDRTexture();
3146         R_Bloom_MakeTexture();
3147
3148         R_ResetViewRendering3D();
3149
3150         R_ClearScreen();
3151         if (r_timereport_active)
3152                 R_TimeReport("viewclear");
3153
3154         // restore the view settings
3155         r_view.width = oldwidth;
3156         r_view.height = oldheight;
3157 }
3158
3159 static void R_BlendView(void)
3160 {
3161         if (r_bloomstate.enabled && r_bloomstate.hdr)
3162         {
3163                 // render high dynamic range bloom effect
3164                 // the bloom texture was made earlier this render, so we just need to
3165                 // blend it onto the screen...
3166                 R_ResetViewRendering2D();
3167                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3168                 R_Mesh_ColorPointer(NULL, 0, 0);
3169                 GL_Color(1, 1, 1, 1);
3170                 GL_BlendFunc(GL_ONE, GL_ONE);
3171                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3172                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3173                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3174                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3175         }
3176         else if (r_bloomstate.enabled)
3177         {
3178                 // render simple bloom effect
3179                 // copy the screen and shrink it and darken it for the bloom process
3180                 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
3181                 // make the bloom texture
3182                 R_Bloom_MakeTexture();
3183                 // put the original screen image back in place and blend the bloom
3184                 // texture on it
3185                 R_ResetViewRendering2D();
3186                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3187                 R_Mesh_ColorPointer(NULL, 0, 0);
3188                 GL_Color(1, 1, 1, 1);
3189                 GL_BlendFunc(GL_ONE, GL_ZERO);
3190                 // do both in one pass if possible
3191                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3192                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3193                 if (r_textureunits.integer >= 2 && gl_combine.integer)
3194                 {
3195                         R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
3196                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3197                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3198                 }
3199                 else
3200                 {
3201                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3202                         r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3203                         // now blend on the bloom texture
3204                         GL_BlendFunc(GL_ONE, GL_ONE);
3205                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3206                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3207                 }
3208                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3209                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3210         }
3211         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3212         {
3213                 // apply a color tint to the whole view
3214                 R_ResetViewRendering2D();
3215                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3216                 R_Mesh_ColorPointer(NULL, 0, 0);
3217                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3218                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3219                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3220         }
3221 }
3222
3223 void R_RenderScene(qboolean addwaterplanes);
3224
3225 matrix4x4_t r_waterscrollmatrix;
3226
3227 void R_UpdateVariables(void)
3228 {
3229         R_Textures_Frame();
3230
3231         r_refdef.farclip = 4096;
3232         if (r_refdef.worldmodel)
3233                 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
3234         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3235
3236         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3237                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3238         r_refdef.polygonfactor = 0;
3239         r_refdef.polygonoffset = 0;
3240         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3241         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3242
3243         r_refdef.rtworld = r_shadow_realtime_world.integer;
3244         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3245         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3246         r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3247         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3248         if (r_showsurfaces.integer)
3249         {
3250                 r_refdef.rtworld = false;
3251                 r_refdef.rtworldshadows = false;
3252                 r_refdef.rtdlight = false;
3253                 r_refdef.rtdlightshadows = false;
3254                 r_refdef.lightmapintensity = 0;
3255         }
3256
3257         if (gamemode == GAME_NEHAHRA)
3258         {
3259                 if (gl_fogenable.integer)
3260                 {
3261                         r_refdef.oldgl_fogenable = true;
3262                         r_refdef.fog_density = gl_fogdensity.value;
3263                         r_refdef.fog_red = gl_fogred.value;
3264                         r_refdef.fog_green = gl_foggreen.value;
3265                         r_refdef.fog_blue = gl_fogblue.value;
3266                 }
3267                 else if (r_refdef.oldgl_fogenable)
3268                 {
3269                         r_refdef.oldgl_fogenable = false;
3270                         r_refdef.fog_density = 0;
3271                         r_refdef.fog_red = 0;
3272                         r_refdef.fog_green = 0;
3273                         r_refdef.fog_blue = 0;
3274                 }
3275         }
3276         if (r_refdef.fog_density)
3277         {
3278                 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red  , 1.0f);
3279                 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
3280                 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
3281         }
3282         if (r_refdef.fog_density)
3283         {
3284                 r_refdef.fogenabled = true;
3285                 // this is the point where the fog reaches 0.9986 alpha, which we
3286                 // consider a good enough cutoff point for the texture
3287                 // (0.9986 * 256 == 255.6)
3288                 r_refdef.fogrange = 400 / r_refdef.fog_density;
3289                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3290                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3291                 // fog color was already set
3292         }
3293         else
3294                 r_refdef.fogenabled = false;
3295 }
3296
3297 /*
3298 ================
3299 R_RenderView
3300 ================
3301 */
3302 void R_RenderView(void)
3303 {
3304         if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
3305                 return; //Host_Error ("R_RenderView: NULL worldmodel");
3306
3307         R_Shadow_UpdateWorldLightSelection();
3308
3309         R_Bloom_StartFrame();
3310         R_Water_StartFrame();
3311
3312         CHECKGLERROR
3313         if (r_timereport_active)
3314                 R_TimeReport("viewsetup");
3315
3316         R_ResetViewRendering3D();
3317
3318         if (r_view.clear)
3319         {
3320                 R_ClearScreen();
3321                 if (r_timereport_active)
3322                         R_TimeReport("viewclear");
3323         }
3324         r_view.clear = true;
3325
3326         r_view.showdebug = true;
3327
3328         // this produces a bloom texture to be used in R_BlendView() later
3329         if (r_hdr.integer)
3330                 R_HDR_RenderBloomTexture();
3331
3332         r_view.colorscale = r_hdr_scenebrightness.value;
3333         r_waterstate.numwaterplanes = 0;
3334         R_RenderScene(r_waterstate.enabled);
3335
3336         R_BlendView();
3337         if (r_timereport_active)
3338                 R_TimeReport("blendview");
3339
3340         GL_Scissor(0, 0, vid.width, vid.height);
3341         GL_ScissorTest(false);
3342         CHECKGLERROR
3343 }
3344
3345 extern void R_DrawLightningBeams (void);
3346 extern void VM_CL_AddPolygonsToMeshQueue (void);
3347 extern void R_DrawPortals (void);
3348 extern cvar_t cl_locs_show;
3349 static void R_DrawLocs(void);
3350 static void R_DrawEntityBBoxes(void);
3351 void R_RenderScene(qboolean addwaterplanes)
3352 {
3353         if (addwaterplanes)
3354         {
3355                 R_ResetViewRendering3D();
3356
3357                 R_View_Update();
3358                 if (r_timereport_active)
3359                         R_TimeReport("watervis");
3360
3361                 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes)
3362                 {
3363                         r_refdef.worldmodel->DrawAddWaterPlanes(r_refdef.worldentity);
3364                         if (r_timereport_active)
3365                                 R_TimeReport("waterworld");
3366                 }
3367
3368                 // don't let sound skip if going slow
3369                 if (r_refdef.extraupdate)
3370                         S_ExtraUpdate ();
3371
3372                 R_DrawModelsAddWaterPlanes();
3373                 if (r_timereport_active)
3374                         R_TimeReport("watermodels");
3375
3376                 R_Water_ProcessPlanes();
3377                 if (r_timereport_active)
3378                         R_TimeReport("waterscenes");
3379         }
3380
3381         R_ResetViewRendering3D();
3382
3383         // don't let sound skip if going slow
3384         if (r_refdef.extraupdate)
3385                 S_ExtraUpdate ();
3386
3387         R_MeshQueue_BeginScene();
3388
3389         R_SkyStartFrame();
3390
3391         R_View_Update();
3392         if (r_timereport_active)
3393                 R_TimeReport("visibility");
3394
3395         Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
3396
3397         if (cl.csqc_vidvars.drawworld)
3398         {
3399                 // don't let sound skip if going slow
3400                 if (r_refdef.extraupdate)
3401                         S_ExtraUpdate ();
3402
3403                 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
3404                 {
3405                         r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
3406                         if (r_timereport_active)
3407                                 R_TimeReport("worldsky");
3408                 }
3409
3410                 if (R_DrawBrushModelsSky() && r_timereport_active)
3411                         R_TimeReport("bmodelsky");
3412         }
3413
3414         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
3415         {
3416                 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
3417                 if (r_timereport_active)
3418                         R_TimeReport("worlddepth");
3419         }
3420         if (r_depthfirst.integer >= 2)
3421         {
3422                 R_DrawModelsDepth();
3423                 if (r_timereport_active)
3424                         R_TimeReport("modeldepth");
3425         }
3426
3427         if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
3428         {
3429                 r_refdef.worldmodel->Draw(r_refdef.worldentity);
3430                 if (r_timereport_active)
3431                         R_TimeReport("world");
3432         }
3433
3434         // don't let sound skip if going slow
3435         if (r_refdef.extraupdate)
3436                 S_ExtraUpdate ();
3437
3438         R_DrawModels();
3439         if (r_timereport_active)
3440                 R_TimeReport("models");
3441
3442         // don't let sound skip if going slow
3443         if (r_refdef.extraupdate)
3444                 S_ExtraUpdate ();
3445
3446         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3447         {
3448                 R_DrawModelShadows();
3449
3450                 R_ResetViewRendering3D();
3451
3452                 // don't let sound skip if going slow
3453                 if (r_refdef.extraupdate)
3454                         S_ExtraUpdate ();
3455         }
3456
3457         R_ShadowVolumeLighting(false);
3458         if (r_timereport_active)
3459                 R_TimeReport("rtlights");
3460
3461         // don't let sound skip if going slow
3462         if (r_refdef.extraupdate)
3463                 S_ExtraUpdate ();
3464
3465         if (cl.csqc_vidvars.drawworld)
3466         {
3467                 R_DrawLightningBeams();
3468                 if (r_timereport_active)
3469                         R_TimeReport("lightning");
3470
3471                 R_DrawDecals();
3472                 if (r_timereport_active)
3473                         R_TimeReport("decals");
3474
3475                 R_DrawParticles();
3476                 if (r_timereport_active)
3477                         R_TimeReport("particles");
3478
3479                 R_DrawExplosions();
3480                 if (r_timereport_active)
3481                         R_TimeReport("explosions");
3482         }
3483
3484         if (gl_support_fragment_shader)
3485         {
3486                 qglUseProgramObjectARB(0);CHECKGLERROR
3487         }
3488         VM_CL_AddPolygonsToMeshQueue();
3489
3490         if (r_view.showdebug)
3491         {
3492                 if (cl_locs_show.integer)
3493                 {
3494                         R_DrawLocs();
3495                         if (r_timereport_active)
3496                                 R_TimeReport("showlocs");
3497                 }
3498
3499                 if (r_drawportals.integer)
3500                 {
3501                         R_DrawPortals();
3502                         if (r_timereport_active)
3503                                 R_TimeReport("portals");
3504                 }
3505
3506                 if (r_showbboxes.value > 0)
3507                 {
3508                         R_DrawEntityBBoxes();
3509                         if (r_timereport_active)
3510                                 R_TimeReport("bboxes");
3511                 }
3512         }
3513
3514         if (gl_support_fragment_shader)
3515         {
3516                 qglUseProgramObjectARB(0);CHECKGLERROR
3517         }
3518         R_MeshQueue_RenderTransparent();
3519         if (r_timereport_active)
3520                 R_TimeReport("drawtrans");
3521
3522         if (gl_support_fragment_shader)
3523         {
3524                 qglUseProgramObjectARB(0);CHECKGLERROR
3525         }
3526
3527         if (r_view.showdebug && r_refdef.worldmodel && r_refdef.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
3528         {
3529                 r_refdef.worldmodel->DrawDebug(r_refdef.worldentity);
3530                 if (r_timereport_active)
3531                         R_TimeReport("worlddebug");
3532                 R_DrawModelsDebug();
3533                 if (r_timereport_active)
3534                         R_TimeReport("modeldebug");
3535         }
3536
3537         if (gl_support_fragment_shader)
3538         {
3539                 qglUseProgramObjectARB(0);CHECKGLERROR
3540         }
3541
3542         if (cl.csqc_vidvars.drawworld)
3543         {
3544                 R_DrawCoronas();
3545                 if (r_timereport_active)
3546                         R_TimeReport("coronas");
3547         }
3548
3549         // don't let sound skip if going slow
3550         if (r_refdef.extraupdate)
3551                 S_ExtraUpdate ();
3552
3553         R_ResetViewRendering2D();
3554 }
3555
3556 static const int bboxelements[36] =
3557 {
3558         5, 1, 3, 5, 3, 7,
3559         6, 2, 0, 6, 0, 4,
3560         7, 3, 2, 7, 2, 6,
3561         4, 0, 1, 4, 1, 5,
3562         4, 5, 7, 4, 7, 6,
3563         1, 0, 2, 1, 2, 3,
3564 };
3565
3566 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3567 {
3568         int i;
3569         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3570         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3571         GL_DepthMask(false);
3572         GL_DepthRange(0, 1);
3573         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3574         R_Mesh_Matrix(&identitymatrix);
3575         R_Mesh_ResetTextureState();
3576
3577         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3578         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3579         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3580         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3581         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3582         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3583         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3584         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3585         R_FillColors(color4f, 8, cr, cg, cb, ca);
3586         if (r_refdef.fogenabled)
3587         {
3588                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3589                 {
3590                         f1 = FogPoint_World(v);
3591                         f2 = 1 - f1;
3592                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3593                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3594                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3595                 }
3596         }
3597         R_Mesh_VertexPointer(vertex3f, 0, 0);
3598         R_Mesh_ColorPointer(color4f, 0, 0);
3599         R_Mesh_ResetTextureState();
3600         R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3601 }
3602
3603 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3604 {
3605         int i;
3606         float color[4];
3607         prvm_edict_t *edict;
3608         // this function draws bounding boxes of server entities
3609         if (!sv.active)
3610                 return;
3611         SV_VM_Begin();
3612         for (i = 0;i < numsurfaces;i++)
3613         {
3614                 edict = PRVM_EDICT_NUM(surfacelist[i]);
3615                 switch ((int)edict->fields.server->solid)
3616                 {
3617                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
3618                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
3619                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
3620                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
3621                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
3622                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
3623                 }
3624                 color[3] *= r_showbboxes.value;
3625                 color[3] = bound(0, color[3], 1);
3626                 GL_DepthTest(!r_showdisabledepthtest.integer);
3627                 GL_CullFace(r_view.cullface_front);
3628                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
3629         }
3630         SV_VM_End();
3631 }
3632
3633 static void R_DrawEntityBBoxes(void)
3634 {
3635         int i;
3636         prvm_edict_t *edict;
3637         vec3_t center;
3638         // this function draws bounding boxes of server entities
3639         if (!sv.active)
3640                 return;
3641         SV_VM_Begin();
3642         for (i = 0;i < prog->num_edicts;i++)
3643         {
3644                 edict = PRVM_EDICT_NUM(i);
3645                 if (edict->priv.server->free)
3646                         continue;
3647                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
3648                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
3649         }
3650         SV_VM_End();
3651 }
3652
3653 int nomodelelements[24] =
3654 {
3655         5, 2, 0,
3656         5, 1, 2,
3657         5, 0, 3,
3658         5, 3, 1,
3659         0, 2, 4,
3660         2, 1, 4,
3661         3, 0, 4,
3662         1, 3, 4
3663 };
3664
3665 float nomodelvertex3f[6*3] =
3666 {
3667         -16,   0,   0,
3668          16,   0,   0,
3669           0, -16,   0,
3670           0,  16,   0,
3671           0,   0, -16,
3672           0,   0,  16
3673 };
3674
3675 float nomodelcolor4f[6*4] =
3676 {
3677         0.0f, 0.0f, 0.5f, 1.0f,
3678         0.0f, 0.0f, 0.5f, 1.0f,
3679         0.0f, 0.5f, 0.0f, 1.0f,
3680         0.0f, 0.5f, 0.0f, 1.0f,
3681         0.5f, 0.0f, 0.0f, 1.0f,
3682         0.5f, 0.0f, 0.0f, 1.0f
3683 };
3684
3685 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3686 {
3687         int i;
3688         float f1, f2, *c;
3689         float color4f[6*4];
3690         // this is only called once per entity so numsurfaces is always 1, and
3691         // surfacelist is always {0}, so this code does not handle batches
3692         R_Mesh_Matrix(&ent->matrix);
3693
3694         if (ent->flags & EF_ADDITIVE)
3695         {
3696                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
3697                 GL_DepthMask(false);
3698         }
3699         else if (ent->alpha < 1)
3700         {
3701                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3702                 GL_DepthMask(false);
3703         }
3704         else
3705         {
3706                 GL_BlendFunc(GL_ONE, GL_ZERO);
3707                 GL_DepthMask(true);
3708         }
3709         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
3710         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3711         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
3712         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_view.cullface_back);
3713         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
3714         if (r_refdef.fogenabled)
3715         {
3716                 vec3_t org;
3717                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3718                 R_Mesh_ColorPointer(color4f, 0, 0);
3719                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3720                 f1 = FogPoint_World(org);
3721                 f2 = 1 - f1;
3722                 for (i = 0, c = color4f;i < 6;i++, c += 4)
3723                 {
3724                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
3725                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
3726                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
3727                         c[3] *= ent->alpha;
3728                 }
3729         }
3730         else if (ent->alpha != 1)
3731         {
3732                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3733                 R_Mesh_ColorPointer(color4f, 0, 0);
3734                 for (i = 0, c = color4f;i < 6;i++, c += 4)
3735                         c[3] *= ent->alpha;
3736         }
3737         else
3738                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
3739         R_Mesh_ResetTextureState();
3740         R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
3741 }
3742
3743 void R_DrawNoModel(entity_render_t *ent)
3744 {
3745         vec3_t org;
3746         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3747         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
3748                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
3749         //else
3750         //      R_DrawNoModelCallback(ent, 0);
3751 }
3752
3753 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
3754 {
3755         vec3_t right1, right2, diff, normal;
3756
3757         VectorSubtract (org2, org1, normal);
3758
3759         // calculate 'right' vector for start
3760         VectorSubtract (r_view.origin, org1, diff);
3761         CrossProduct (normal, diff, right1);
3762         VectorNormalize (right1);
3763
3764         // calculate 'right' vector for end
3765         VectorSubtract (r_view.origin, org2, diff);
3766         CrossProduct (normal, diff, right2);
3767         VectorNormalize (right2);
3768
3769         vert[ 0] = org1[0] + width * right1[0];
3770         vert[ 1] = org1[1] + width * right1[1];
3771         vert[ 2] = org1[2] + width * right1[2];
3772         vert[ 3] = org1[0] - width * right1[0];
3773         vert[ 4] = org1[1] - width * right1[1];
3774         vert[ 5] = org1[2] - width * right1[2];
3775         vert[ 6] = org2[0] - width * right2[0];
3776         vert[ 7] = org2[1] - width * right2[1];
3777         vert[ 8] = org2[2] - width * right2[2];
3778         vert[ 9] = org2[0] + width * right2[0];
3779         vert[10] = org2[1] + width * right2[1];
3780         vert[11] = org2[2] + width * right2[2];
3781 }
3782
3783 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
3784
3785 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)
3786 {
3787         float fog = 1.0f;
3788         float vertex3f[12];
3789
3790         if (r_refdef.fogenabled)
3791                 fog = FogPoint_World(origin);
3792
3793         R_Mesh_Matrix(&identitymatrix);
3794         GL_BlendFunc(blendfunc1, blendfunc2);
3795
3796         if(v_flipped_state)
3797         {
3798                 scalex1 = -scalex1;
3799                 scalex2 = -scalex2;
3800                 GL_CullFace(r_view.cullface_front);
3801         }
3802         else
3803                 GL_CullFace(r_view.cullface_back);
3804
3805         GL_DepthMask(false);
3806         GL_DepthRange(0, depthshort ? 0.0625 : 1);
3807         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3808         GL_DepthTest(!depthdisable);
3809
3810         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
3811         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
3812         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
3813         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
3814         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
3815         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
3816         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
3817         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
3818         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
3819         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
3820         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
3821         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
3822
3823         R_Mesh_VertexPointer(vertex3f, 0, 0);
3824         R_Mesh_ColorPointer(NULL, 0, 0);
3825         R_Mesh_ResetTextureState();
3826         R_Mesh_TexBind(0, R_GetTexture(texture));
3827         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
3828         // FIXME: fixed function path can't properly handle r_view.colorscale > 1
3829         GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
3830         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3831
3832         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
3833         {
3834                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
3835                 GL_BlendFunc(blendfunc1, GL_ONE);
3836                 fog = 1 - fog;
3837                 GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
3838                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3839         }
3840 }
3841
3842 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3843 {
3844         int i;
3845         float *vertex3f;
3846         float v[3];
3847         VectorSet(v, x, y, z);
3848         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3849                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3850                         break;
3851         if (i == mesh->numvertices)
3852         {
3853                 if (mesh->numvertices < mesh->maxvertices)
3854                 {
3855                         VectorCopy(v, vertex3f);
3856                         mesh->numvertices++;
3857                 }
3858                 return mesh->numvertices;
3859         }
3860         else
3861                 return i;
3862 }
3863
3864 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3865 {
3866         int i;
3867         int *e, element[3];
3868         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3869         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3870         e = mesh->element3i + mesh->numtriangles * 3;
3871         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3872         {
3873                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3874                 if (mesh->numtriangles < mesh->maxtriangles)
3875                 {
3876                         *e++ = element[0];
3877                         *e++ = element[1];
3878                         *e++ = element[2];
3879                         mesh->numtriangles++;
3880                 }
3881                 element[1] = element[2];
3882         }
3883 }
3884
3885 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3886 {
3887         int i;
3888         int *e, element[3];
3889         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3890         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3891         e = mesh->element3i + mesh->numtriangles * 3;
3892         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3893         {
3894                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3895                 if (mesh->numtriangles < mesh->maxtriangles)
3896                 {
3897                         *e++ = element[0];
3898                         *e++ = element[1];
3899                         *e++ = element[2];
3900                         mesh->numtriangles++;
3901                 }
3902                 element[1] = element[2];
3903         }
3904 }
3905
3906 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3907 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3908 {
3909         int planenum, planenum2;
3910         int w;
3911         int tempnumpoints;
3912         mplane_t *plane, *plane2;
3913         double maxdist;
3914         double temppoints[2][256*3];
3915         // figure out how large a bounding box we need to properly compute this brush
3916         maxdist = 0;
3917         for (w = 0;w < numplanes;w++)
3918                 maxdist = max(maxdist, planes[w].dist);
3919         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3920         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3921         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3922         {
3923                 w = 0;
3924                 tempnumpoints = 4;
3925                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3926                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3927                 {
3928                         if (planenum2 == planenum)
3929                                 continue;
3930                         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);
3931                         w = !w;
3932                 }
3933                 if (tempnumpoints < 3)
3934                         continue;
3935                 // generate elements forming a triangle fan for this polygon
3936                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3937         }
3938 }
3939
3940 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)
3941 {
3942         texturelayer_t *layer;
3943         layer = t->currentlayers + t->currentnumlayers++;
3944         layer->type = type;
3945         layer->depthmask = depthmask;
3946         layer->blendfunc1 = blendfunc1;
3947         layer->blendfunc2 = blendfunc2;
3948         layer->texture = texture;
3949         layer->texmatrix = *matrix;
3950         layer->color[0] = r * r_view.colorscale;
3951         layer->color[1] = g * r_view.colorscale;
3952         layer->color[2] = b * r_view.colorscale;
3953         layer->color[3] = a;
3954 }
3955
3956 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
3957 {
3958         double index, f;
3959         index = parms[2] + r_refdef.time * parms[3];
3960         index -= floor(index);
3961         switch (func)
3962         {
3963         default:
3964         case Q3WAVEFUNC_NONE:
3965         case Q3WAVEFUNC_NOISE:
3966         case Q3WAVEFUNC_COUNT:
3967                 f = 0;
3968                 break;
3969         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
3970         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
3971         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
3972         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
3973         case Q3WAVEFUNC_TRIANGLE:
3974                 index *= 4;
3975                 f = index - floor(index);
3976                 if (index < 1)
3977                         f = f;
3978                 else if (index < 2)
3979                         f = 1 - f;
3980                 else if (index < 3)
3981                         f = -f;
3982                 else
3983                         f = -(1 - f);
3984                 break;
3985         }
3986         return (float)(parms[0] + parms[1] * f);
3987 }
3988
3989 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
3990 {
3991         int i;
3992         model_t *model = ent->model;
3993         float f;
3994         float tcmat[12];
3995         q3shaderinfo_layer_tcmod_t *tcmod;
3996
3997         // switch to an alternate material if this is a q1bsp animated material
3998         {
3999                 texture_t *texture = t;
4000                 int s = ent->skinnum;
4001                 if ((unsigned int)s >= (unsigned int)model->numskins)
4002                         s = 0;
4003                 if (model->skinscenes)
4004                 {
4005                         if (model->skinscenes[s].framecount > 1)
4006                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4007                         else
4008                                 s = model->skinscenes[s].firstframe;
4009                 }
4010                 if (s > 0)
4011                         t = t + s * model->num_surfaces;
4012                 if (t->animated)
4013                 {
4014                         // use an alternate animation if the entity's frame is not 0,
4015                         // and only if the texture has an alternate animation
4016                         if (ent->frame2 != 0 && t->anim_total[1])
4017                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
4018                         else
4019                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
4020                 }
4021                 texture->currentframe = t;
4022         }
4023
4024         // update currentskinframe to be a qw skin or animation frame
4025         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4026         {
4027                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4028                 {
4029                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4030                         Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
4031                         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);
4032                 }
4033                 t->currentskinframe = r_qwskincache_skinframe[i];
4034                 if (t->currentskinframe == NULL)
4035                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4036         }
4037         else if (t->numskinframes >= 2)
4038                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4039         if (t->backgroundnumskinframes >= 2)
4040                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4041
4042         t->currentmaterialflags = t->basematerialflags;
4043         t->currentalpha = ent->alpha;
4044         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4045         {
4046                 t->currentalpha *= r_wateralpha.value;
4047                 /*
4048                  * FIXME what is this supposed to do?
4049                 // if rendering refraction/reflection, disable transparency
4050                 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4051                         t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4052                 */
4053         }
4054         if(!r_waterstate.enabled)
4055                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4056         if (!(ent->flags & RENDER_LIGHT))
4057                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4058         else if (rsurface.modeltexcoordlightmap2f == NULL)
4059         {
4060                 // pick a model lighting mode
4061                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4062                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4063                 else
4064                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4065         }
4066         if (ent->effects & EF_ADDITIVE)
4067                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4068         else if (t->currentalpha < 1)
4069                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4070         if (ent->effects & EF_DOUBLESIDED)
4071                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4072         if (ent->effects & EF_NODEPTHTEST)
4073                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4074         if (ent->flags & RENDER_VIEWMODEL)
4075                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4076         if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4077                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4078
4079         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4080         {
4081                 matrix4x4_t matrix;
4082                 switch(tcmod->tcmod)
4083                 {
4084                 case Q3TCMOD_COUNT:
4085                 case Q3TCMOD_NONE:
4086                         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4087                                 matrix = r_waterscrollmatrix;
4088                         else
4089                                 matrix = identitymatrix;
4090                         break;
4091                 case Q3TCMOD_ENTITYTRANSLATE:
4092                         // this is used in Q3 to allow the gamecode to control texcoord
4093                         // scrolling on the entity, which is not supported in darkplaces yet.
4094                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4095                         break;
4096                 case Q3TCMOD_ROTATE:
4097                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4098                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1);
4099                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4100                         break;
4101                 case Q3TCMOD_SCALE:
4102                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4103                         break;
4104                 case Q3TCMOD_SCROLL:
4105                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.time, tcmod->parms[1] * r_refdef.time, 0);
4106                         break;
4107                 case Q3TCMOD_STRETCH:
4108                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4109                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4110                         break;
4111                 case Q3TCMOD_TRANSFORM:
4112                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
4113                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
4114                         VectorSet(tcmat +  6, 0                   , 0                , 1);
4115                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
4116                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4117                         break;
4118                 case Q3TCMOD_TURBULENT:
4119                         // this is handled in the RSurf_PrepareVertices function
4120                         matrix = identitymatrix;
4121                         break;
4122                 }
4123                 // either replace or concatenate the transformation
4124                 if (i < 1)
4125                         t->currenttexmatrix = matrix;
4126                 else
4127                 {
4128                         matrix4x4_t temp = t->currenttexmatrix;
4129                         Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4130                 }
4131         }
4132
4133         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4134         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4135         t->glosstexture = r_texture_black;
4136         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4137         t->backgroundglosstexture = r_texture_black;
4138         t->specularpower = r_shadow_glossexponent.value;
4139         // TODO: store reference values for these in the texture?
4140         t->specularscale = 0;
4141         if (r_shadow_gloss.integer > 0)
4142         {
4143                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4144                 {
4145                         if (r_shadow_glossintensity.value > 0)
4146                         {
4147                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4148                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4149                                 t->specularscale = r_shadow_glossintensity.value;
4150                         }
4151                 }
4152                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4153                 {
4154                         t->glosstexture = r_texture_white;
4155                         t->backgroundglosstexture = r_texture_white;
4156                         t->specularscale = r_shadow_gloss2intensity.value;
4157                 }
4158         }
4159
4160         // lightmaps mode looks bad with dlights using actual texturing, so turn
4161         // off the colormap and glossmap, but leave the normalmap on as it still
4162         // accurately represents the shading involved
4163         if (gl_lightmaps.integer && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
4164         {
4165                 t->basetexture = r_texture_white;
4166                 t->specularscale = 0;
4167         }
4168
4169         t->currentpolygonfactor = r_refdef.polygonfactor + t->basepolygonfactor;
4170         t->currentpolygonoffset = r_refdef.polygonoffset + t->basepolygonoffset;
4171         // submodels are biased to avoid z-fighting with world surfaces that they
4172         // may be exactly overlapping (avoids z-fighting artifacts on certain
4173         // doors and things in Quake maps)
4174         if (ent->model->brush.submodel)
4175         {
4176                 t->currentpolygonfactor += r_polygonoffset_submodel_factor.value;
4177                 t->currentpolygonoffset += r_polygonoffset_submodel_offset.value;
4178         }
4179
4180         VectorClear(t->dlightcolor);
4181         t->currentnumlayers = 0;
4182         if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
4183         {
4184                 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
4185                 {
4186                         int blendfunc1, blendfunc2, depthmask;
4187                         if (t->currentmaterialflags & MATERIALFLAG_ADD)
4188                         {
4189                                 blendfunc1 = GL_SRC_ALPHA;
4190                                 blendfunc2 = GL_ONE;
4191                         }
4192                         else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4193                         {
4194                                 blendfunc1 = GL_SRC_ALPHA;
4195                                 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4196                         }
4197                         else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4198                         {
4199                                 blendfunc1 = t->customblendfunc[0];
4200                                 blendfunc2 = t->customblendfunc[1];
4201                         }
4202                         else
4203                         {
4204                                 blendfunc1 = GL_ONE;
4205                                 blendfunc2 = GL_ZERO;
4206                         }
4207                         depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4208                         if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
4209                         {
4210                                 rtexture_t *currentbasetexture;
4211                                 int layerflags = 0;
4212                                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4213                                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4214                                 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4215                                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4216                                 {
4217                                         // fullbright is not affected by r_refdef.lightmapintensity
4218                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4219                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4220                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
4221                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4222                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
4223                                 }
4224                                 else
4225                                 {
4226                                         float colorscale;
4227                                         // set the color tint used for lights affecting this surface
4228                                         VectorSet(t->dlightcolor, ent->colormod[0] * t->currentalpha, ent->colormod[1] * t->currentalpha, ent->colormod[2] * t->currentalpha);
4229                                         colorscale = 2;
4230                                         // q3bsp has no lightmap updates, so the lightstylevalue that
4231                                         // would normally be baked into the lightmap must be
4232                                         // applied to the color
4233                                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4234                                         if (ent->model->type == mod_brushq3)
4235                                                 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
4236                                         colorscale *= r_refdef.lightmapintensity;
4237                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
4238                                         if (r_ambient.value >= (1.0f/64.0f))
4239                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
4240                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4241                                         {
4242                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2]  * ent->colormod[2] * colorscale, t->currentalpha);
4243                                                 if (r_ambient.value >= (1.0f/64.0f))
4244                                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
4245                                         }
4246                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4247                                         {
4248                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
4249                                                 if (r_ambient.value >= (1.0f/64.0f))
4250                                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
4251                                         }
4252                                 }
4253                                 if (t->currentskinframe->glow != NULL)
4254                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->currentalpha);
4255                                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4256                                 {
4257                                         // if this is opaque use alpha blend which will darken the earlier
4258                                         // passes cheaply.
4259                                         //
4260                                         // if this is an alpha blended material, all the earlier passes
4261                                         // were darkened by fog already, so we only need to add the fog
4262                                         // color ontop through the fog mask texture
4263                                         //
4264                                         // if this is an additive blended material, all the earlier passes
4265                                         // were darkened by fog already, and we should not add fog color
4266                                         // (because the background was not darkened, there is no fog color
4267                                         // that was lost behind it).
4268                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
4269                                 }
4270                         }
4271                 }
4272         }
4273 }
4274
4275 void R_UpdateAllTextureInfo(entity_render_t *ent)
4276 {
4277         int i;
4278         if (ent->model)
4279                 for (i = 0;i < ent->model->num_texturesperskin;i++)
4280                         R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4281 }
4282
4283 rsurfacestate_t rsurface;
4284
4285 void R_Mesh_ResizeArrays(int newvertices)
4286 {
4287         float *base;
4288         if (rsurface.array_size >= newvertices)
4289                 return;
4290         if (rsurface.array_modelvertex3f)
4291                 Mem_Free(rsurface.array_modelvertex3f);
4292         rsurface.array_size = (newvertices + 1023) & ~1023;
4293         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4294         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
4295         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
4296         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
4297         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
4298         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
4299         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4300         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4301         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
4302         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
4303         rsurface.array_color4f           = base + rsurface.array_size * 27;
4304         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4305 }
4306
4307 void RSurf_CleanUp(void)
4308 {
4309         CHECKGLERROR
4310         if (rsurface.mode == RSURFMODE_GLSL)
4311         {
4312                 qglUseProgramObjectARB(0);CHECKGLERROR
4313         }
4314         GL_AlphaTest(false);
4315         rsurface.mode = RSURFMODE_NONE;
4316         rsurface.uselightmaptexture = false;
4317         rsurface.texture = NULL;
4318 }
4319
4320 void RSurf_ActiveWorldEntity(void)
4321 {
4322         model_t *model = r_refdef.worldmodel;
4323         RSurf_CleanUp();
4324         if (rsurface.array_size < model->surfmesh.num_vertices)
4325                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4326         rsurface.matrix = identitymatrix;
4327         rsurface.inversematrix = identitymatrix;
4328         R_Mesh_Matrix(&identitymatrix);
4329         VectorCopy(r_view.origin, rsurface.modelorg);
4330         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4331         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4332         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4333         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4334         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4335         rsurface.frameblend[0].frame = 0;
4336         rsurface.frameblend[0].lerp = 1;
4337         rsurface.frameblend[1].frame = 0;
4338         rsurface.frameblend[1].lerp = 0;
4339         rsurface.frameblend[2].frame = 0;
4340         rsurface.frameblend[2].lerp = 0;
4341         rsurface.frameblend[3].frame = 0;
4342         rsurface.frameblend[3].lerp = 0;
4343         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4344         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4345         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4346         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4347         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4348         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4349         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4350         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4351         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4352         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4353         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4354         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4355         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4356         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4357         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4358         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4359         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4360         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4361         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4362         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4363         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4364         rsurface.modelelement3i = model->surfmesh.data_element3i;
4365         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4366         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4367         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4368         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4369         rsurface.modelsurfaces = model->data_surfaces;
4370         rsurface.generatedvertex = false;
4371         rsurface.vertex3f  = rsurface.modelvertex3f;
4372         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4373         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4374         rsurface.svector3f = rsurface.modelsvector3f;
4375         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4376         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4377         rsurface.tvector3f = rsurface.modeltvector3f;
4378         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4379         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4380         rsurface.normal3f  = rsurface.modelnormal3f;
4381         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4382         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4383         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4384 }
4385
4386 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4387 {
4388         model_t *model = ent->model;
4389         RSurf_CleanUp();
4390         if (rsurface.array_size < model->surfmesh.num_vertices)
4391                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4392         rsurface.matrix = ent->matrix;
4393         rsurface.inversematrix = ent->inversematrix;
4394         R_Mesh_Matrix(&rsurface.matrix);
4395         Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
4396         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
4397         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4398         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4399         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4400         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4401         rsurface.frameblend[0] = ent->frameblend[0];
4402         rsurface.frameblend[1] = ent->frameblend[1];
4403         rsurface.frameblend[2] = ent->frameblend[2];
4404         rsurface.frameblend[3] = ent->frameblend[3];
4405         if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4406         {
4407                 if (wanttangents)
4408                 {
4409                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4410                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4411                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4412                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4413                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4414                 }
4415                 else if (wantnormals)
4416                 {
4417                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4418                         rsurface.modelsvector3f = NULL;
4419                         rsurface.modeltvector3f = NULL;
4420                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4421                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4422                 }
4423                 else
4424                 {
4425                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4426                         rsurface.modelsvector3f = NULL;
4427                         rsurface.modeltvector3f = NULL;
4428                         rsurface.modelnormal3f = NULL;
4429                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4430                 }
4431                 rsurface.modelvertex3f_bufferobject = 0;
4432                 rsurface.modelvertex3f_bufferoffset = 0;
4433                 rsurface.modelsvector3f_bufferobject = 0;
4434                 rsurface.modelsvector3f_bufferoffset = 0;
4435                 rsurface.modeltvector3f_bufferobject = 0;
4436                 rsurface.modeltvector3f_bufferoffset = 0;
4437                 rsurface.modelnormal3f_bufferobject = 0;
4438                 rsurface.modelnormal3f_bufferoffset = 0;
4439                 rsurface.generatedvertex = true;
4440         }
4441         else
4442         {
4443                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4444                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4445                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4446                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4447                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4448                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4449                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4450                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4451                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4452                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4453                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4454                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4455                 rsurface.generatedvertex = false;
4456         }
4457         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4458         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4459         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4460         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4461         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4462         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4463         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4464         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4465         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4466         rsurface.modelelement3i = model->surfmesh.data_element3i;
4467         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4468         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4469         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4470         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4471         rsurface.modelsurfaces = model->data_surfaces;
4472         rsurface.vertex3f  = rsurface.modelvertex3f;
4473         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4474         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4475         rsurface.svector3f = rsurface.modelsvector3f;
4476         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4477         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4478         rsurface.tvector3f = rsurface.modeltvector3f;
4479         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4480         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4481         rsurface.normal3f  = rsurface.modelnormal3f;
4482         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4483         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4484         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4485 }
4486
4487 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4488 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4489 {
4490         int deformindex;
4491         int texturesurfaceindex;
4492         int i, j;
4493         float amplitude;
4494         float animpos;
4495         float scale;
4496         const float *v1, *in_tc;
4497         float *out_tc;
4498         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4499         float waveparms[4];
4500         q3shaderinfo_deform_t *deform;
4501         // 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
4502         if (rsurface.generatedvertex)
4503         {
4504                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4505                         generatenormals = true;
4506                 for (i = 0;i < Q3MAXDEFORMS;i++)
4507                 {
4508                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4509                         {
4510                                 generatetangents = true;
4511                                 generatenormals = true;
4512                         }
4513                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4514                                 generatenormals = true;
4515                 }
4516                 if (generatenormals && !rsurface.modelnormal3f)
4517                 {
4518                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4519                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4520                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4521                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4522                 }
4523                 if (generatetangents && !rsurface.modelsvector3f)
4524                 {
4525                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4526                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4527                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4528                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4529                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4530                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4531                         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);
4532                 }
4533         }
4534         rsurface.vertex3f  = rsurface.modelvertex3f;
4535         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4536         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4537         rsurface.svector3f = rsurface.modelsvector3f;
4538         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4539         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4540         rsurface.tvector3f = rsurface.modeltvector3f;
4541         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4542         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4543         rsurface.normal3f  = rsurface.modelnormal3f;
4544         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4545         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4546         // if vertices are deformed (sprite flares and things in maps, possibly
4547         // water waves, bulges and other deformations), generate them into
4548         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4549         // (may be static model data or generated data for an animated model, or
4550         //  the previous deform pass)
4551         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4552         {
4553                 switch (deform->deform)
4554                 {
4555                 default:
4556                 case Q3DEFORM_PROJECTIONSHADOW:
4557                 case Q3DEFORM_TEXT0:
4558                 case Q3DEFORM_TEXT1:
4559                 case Q3DEFORM_TEXT2:
4560                 case Q3DEFORM_TEXT3:
4561                 case Q3DEFORM_TEXT4:
4562                 case Q3DEFORM_TEXT5:
4563                 case Q3DEFORM_TEXT6:
4564                 case Q3DEFORM_TEXT7:
4565                 case Q3DEFORM_NONE:
4566                         break;
4567                 case Q3DEFORM_AUTOSPRITE:
4568                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
4569                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
4570                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
4571                         VectorNormalize(newforward);
4572                         VectorNormalize(newright);
4573                         VectorNormalize(newup);
4574                         // make deformed versions of only the model vertices used by the specified surfaces
4575                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4576                         {
4577                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4578                                 // a single autosprite surface can contain multiple sprites...
4579                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
4580                                 {
4581                                         VectorClear(center);
4582                                         for (i = 0;i < 4;i++)
4583                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4584                                         VectorScale(center, 0.25f, center);
4585                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
4586                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4587                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4588                                         for (i = 0;i < 4;i++)
4589                                         {
4590                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4591                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4592                                         }
4593                                 }
4594                                 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);
4595                                 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);
4596                         }
4597                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4598                         rsurface.vertex3f_bufferobject = 0;
4599                         rsurface.vertex3f_bufferoffset = 0;
4600                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4601                         rsurface.svector3f_bufferobject = 0;
4602                         rsurface.svector3f_bufferoffset = 0;
4603                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4604                         rsurface.tvector3f_bufferobject = 0;
4605                         rsurface.tvector3f_bufferoffset = 0;
4606                         rsurface.normal3f = rsurface.array_deformednormal3f;
4607                         rsurface.normal3f_bufferobject = 0;
4608                         rsurface.normal3f_bufferoffset = 0;
4609                         break;
4610                 case Q3DEFORM_AUTOSPRITE2:
4611                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
4612                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
4613                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
4614                         VectorNormalize(newforward);
4615                         VectorNormalize(newright);
4616                         VectorNormalize(newup);
4617                         // make deformed versions of only the model vertices used by the specified surfaces
4618                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4619                         {
4620                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4621                                 const float *v1, *v2;
4622                                 vec3_t start, end;
4623                                 float f, l;
4624                                 struct
4625                                 {
4626                                         float length2;
4627                                         const float *v1;
4628                                         const float *v2;
4629                                 }
4630                                 shortest[2];
4631                                 memset(shortest, 0, sizeof(shortest));
4632                                 // a single autosprite surface can contain multiple sprites...
4633                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
4634                                 {
4635                                         VectorClear(center);
4636                                         for (i = 0;i < 4;i++)
4637                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4638                                         VectorScale(center, 0.25f, center);
4639                                         // find the two shortest edges, then use them to define the
4640                                         // axis vectors for rotating around the central axis
4641                                         for (i = 0;i < 6;i++)
4642                                         {
4643                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
4644                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
4645 #if 0
4646                                                 Debug_PolygonBegin(NULL, 0, false, 0);
4647                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
4648                                                 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);
4649                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
4650                                                 Debug_PolygonEnd();
4651 #endif
4652                                                 l = VectorDistance2(v1, v2);
4653                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
4654                                                 if (v1[2] != v2[2])
4655                                                         l += (1.0f / 1024.0f);
4656                                                 if (shortest[0].length2 > l || i == 0)
4657                                                 {
4658                                                         shortest[1] = shortest[0];
4659                                                         shortest[0].length2 = l;
4660                                                         shortest[0].v1 = v1;
4661                                                         shortest[0].v2 = v2;
4662                                                 }
4663                                                 else if (shortest[1].length2 > l || i == 1)
4664                                                 {
4665                                                         shortest[1].length2 = l;
4666                                                         shortest[1].v1 = v1;
4667                                                         shortest[1].v2 = v2;
4668                                                 }
4669                                         }
4670                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
4671                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
4672 #if 0
4673                                         Debug_PolygonBegin(NULL, 0, false, 0);
4674                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
4675                                         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);
4676                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
4677                                         Debug_PolygonEnd();
4678 #endif
4679                                         // this calculates the right vector from the shortest edge
4680                                         // and the up vector from the edge midpoints
4681                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
4682                                         VectorNormalize(right);
4683                                         VectorSubtract(end, start, up);
4684                                         VectorNormalize(up);
4685                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
4686                                         //VectorSubtract(rsurface.modelorg, center, forward);
4687                                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, forward);
4688                                         VectorNegate(forward, forward);
4689                                         VectorReflect(forward, 0, up, forward);
4690                                         VectorNormalize(forward);
4691                                         CrossProduct(up, forward, newright);
4692                                         VectorNormalize(newright);
4693 #if 0
4694                                         Debug_PolygonBegin(NULL, 0, false, 0);
4695                                         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);
4696                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
4697                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
4698                                         Debug_PolygonEnd();
4699 #endif
4700 #if 0
4701                                         Debug_PolygonBegin(NULL, 0, false, 0);
4702                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
4703                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
4704                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
4705                                         Debug_PolygonEnd();
4706 #endif
4707                                         // rotate the quad around the up axis vector, this is made
4708                                         // especially easy by the fact we know the quad is flat,
4709                                         // so we only have to subtract the center position and
4710                                         // measure distance along the right vector, and then
4711                                         // multiply that by the newright vector and add back the
4712                                         // center position
4713                                         // we also need to subtract the old position to undo the
4714                                         // displacement from the center, which we do with a
4715                                         // DotProduct, the subtraction/addition of center is also
4716                                         // optimized into DotProducts here
4717                                         l = DotProduct(right, center);
4718                                         for (i = 0;i < 4;i++)
4719                                         {
4720                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
4721                                                 f = DotProduct(right, v1) - l;
4722                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4723                                         }
4724                                 }
4725                                 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);
4726                                 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);
4727                         }
4728                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4729                         rsurface.vertex3f_bufferobject = 0;
4730                         rsurface.vertex3f_bufferoffset = 0;
4731                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4732                         rsurface.svector3f_bufferobject = 0;
4733                         rsurface.svector3f_bufferoffset = 0;
4734                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4735                         rsurface.tvector3f_bufferobject = 0;
4736                         rsurface.tvector3f_bufferoffset = 0;
4737                         rsurface.normal3f = rsurface.array_deformednormal3f;
4738                         rsurface.normal3f_bufferobject = 0;
4739                         rsurface.normal3f_bufferoffset = 0;
4740                         break;
4741                 case Q3DEFORM_NORMAL:
4742                         // deform the normals to make reflections wavey
4743                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4744                         {
4745                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4746                                 for (j = 0;j < surface->num_vertices;j++)
4747                                 {
4748                                         float vertex[3];
4749                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
4750                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
4751                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
4752                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4753                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4754                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4755                                         VectorNormalize(normal);
4756                                 }
4757                                 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);
4758                         }
4759                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4760                         rsurface.svector3f_bufferobject = 0;
4761                         rsurface.svector3f_bufferoffset = 0;
4762                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4763                         rsurface.tvector3f_bufferobject = 0;
4764                         rsurface.tvector3f_bufferoffset = 0;
4765                         rsurface.normal3f = rsurface.array_deformednormal3f;
4766                         rsurface.normal3f_bufferobject = 0;
4767                         rsurface.normal3f_bufferoffset = 0;
4768                         break;
4769                 case Q3DEFORM_WAVE:
4770                         // deform vertex array to make wavey water and flags and such
4771                         waveparms[0] = deform->waveparms[0];
4772                         waveparms[1] = deform->waveparms[1];
4773                         waveparms[2] = deform->waveparms[2];
4774                         waveparms[3] = deform->waveparms[3];
4775                         // this is how a divisor of vertex influence on deformation
4776                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
4777                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4778                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4779                         {
4780                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4781                                 for (j = 0;j < surface->num_vertices;j++)
4782                                 {
4783                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
4784                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
4785                                         // if the wavefunc depends on time, evaluate it per-vertex
4786                                         if (waveparms[3])
4787                                         {
4788                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
4789                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4790                                         }
4791                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
4792                                 }
4793                         }
4794                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4795                         rsurface.vertex3f_bufferobject = 0;
4796                         rsurface.vertex3f_bufferoffset = 0;
4797                         break;
4798                 case Q3DEFORM_BULGE:
4799                         // deform vertex array to make the surface have moving bulges
4800                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4801                         {
4802                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4803                                 for (j = 0;j < surface->num_vertices;j++)
4804                                 {
4805                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.time * deform->parms[2])) * deform->parms[1];
4806                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4807                                 }
4808                         }
4809                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4810                         rsurface.vertex3f_bufferobject = 0;
4811                         rsurface.vertex3f_bufferoffset = 0;
4812                         break;
4813                 case Q3DEFORM_MOVE:
4814                         // deform vertex array
4815                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
4816                         VectorScale(deform->parms, scale, waveparms);
4817                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4818                         {
4819                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4820                                 for (j = 0;j < surface->num_vertices;j++)
4821                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4822                         }
4823                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4824                         rsurface.vertex3f_bufferobject = 0;
4825                         rsurface.vertex3f_bufferoffset = 0;
4826                         break;
4827                 }
4828         }
4829         // generate texcoords based on the chosen texcoord source
4830         switch(rsurface.texture->tcgen.tcgen)
4831         {
4832         default:
4833         case Q3TCGEN_TEXTURE:
4834                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
4835                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
4836                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
4837                 break;
4838         case Q3TCGEN_LIGHTMAP:
4839                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
4840                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
4841                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
4842                 break;
4843         case Q3TCGEN_VECTOR:
4844                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4845                 {
4846                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4847                         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)
4848                         {
4849                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
4850                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
4851                         }
4852                 }
4853                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
4854                 rsurface.texcoordtexture2f_bufferobject  = 0;
4855                 rsurface.texcoordtexture2f_bufferoffset  = 0;
4856                 break;
4857         case Q3TCGEN_ENVIRONMENT:
4858                 // make environment reflections using a spheremap
4859                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4860                 {
4861                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4862                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
4863                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
4864                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
4865                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
4866                         {
4867                                 float l, d, eyedir[3];
4868                                 VectorSubtract(rsurface.modelorg, vertex, eyedir);
4869                                 l = 0.5f / VectorLength(eyedir);
4870                                 d = DotProduct(normal, eyedir)*2;
4871                                 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
4872                                 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
4873                         }
4874                 }
4875                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
4876                 rsurface.texcoordtexture2f_bufferobject  = 0;
4877                 rsurface.texcoordtexture2f_bufferoffset  = 0;
4878                 break;
4879         }
4880         // the only tcmod that needs software vertex processing is turbulent, so
4881         // check for it here and apply the changes if needed
4882         // and we only support that as the first one
4883         // (handling a mixture of turbulent and other tcmods would be problematic
4884         //  without punting it entirely to a software path)
4885         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
4886         {
4887                 amplitude = rsurface.texture->tcmods[0].parms[1];
4888                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.time * rsurface.texture->tcmods[0].parms[3];
4889                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4890                 {
4891                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4892                         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)
4893                         {
4894                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4895                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4896                         }
4897                 }
4898                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
4899                 rsurface.texcoordtexture2f_bufferobject  = 0;
4900                 rsurface.texcoordtexture2f_bufferoffset  = 0;
4901         }
4902         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
4903         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4904         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4905         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
4906 }
4907
4908 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
4909 {
4910         int i, j;
4911         const msurface_t *surface = texturesurfacelist[0];
4912         const msurface_t *surface2;
4913         int firstvertex;
4914         int endvertex;
4915         int numvertices;
4916         int numtriangles;
4917         // TODO: lock all array ranges before render, rather than on each surface
4918         if (texturenumsurfaces == 1)
4919         {
4920                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4921                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4922         }
4923         else if (r_batchmode.integer == 2)
4924         {
4925                 #define MAXBATCHTRIANGLES 4096
4926                 int batchtriangles = 0;
4927                 int batchelements[MAXBATCHTRIANGLES*3];
4928                 for (i = 0;i < texturenumsurfaces;i = j)
4929                 {
4930                         surface = texturesurfacelist[i];
4931                         j = i + 1;
4932                         if (surface->num_triangles > MAXBATCHTRIANGLES)
4933                         {
4934                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4935                                 continue;
4936                         }
4937                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
4938                         batchtriangles = surface->num_triangles;
4939                         firstvertex = surface->num_firstvertex;
4940                         endvertex = surface->num_firstvertex + surface->num_vertices;
4941                         for (;j < texturenumsurfaces;j++)
4942                         {
4943                                 surface2 = texturesurfacelist[j];
4944                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
4945                                         break;
4946                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
4947                                 batchtriangles += surface2->num_triangles;
4948                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
4949                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
4950                         }
4951                         surface2 = texturesurfacelist[j-1];
4952                         numvertices = endvertex - firstvertex;
4953                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
4954                 }
4955         }
4956         else if (r_batchmode.integer == 1)
4957         {
4958                 for (i = 0;i < texturenumsurfaces;i = j)
4959                 {
4960                         surface = texturesurfacelist[i];
4961                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4962                                 if (texturesurfacelist[j] != surface2)
4963                                         break;
4964                         surface2 = texturesurfacelist[j-1];
4965                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
4966                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
4967                         GL_LockArrays(surface->num_firstvertex, numvertices);
4968                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4969                 }
4970         }
4971         else
4972         {
4973                 for (i = 0;i < texturenumsurfaces;i++)
4974                 {
4975                         surface = texturesurfacelist[i];
4976                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4977                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4978                 }
4979         }
4980 }
4981
4982 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
4983 {
4984         int i, planeindex, vertexindex;
4985         float d, bestd;
4986         vec3_t vert;
4987         const float *v;
4988         r_waterstate_waterplane_t *p, *bestp;
4989         msurface_t *surface;
4990         if (r_waterstate.renderingscene)
4991                 return;
4992         for (i = 0;i < texturenumsurfaces;i++)
4993         {
4994                 surface = texturesurfacelist[i];
4995                 if (lightmaptexunit >= 0)
4996                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4997                 if (deluxemaptexunit >= 0)
4998                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4999                 // pick the closest matching water plane
5000                 bestd = 0;
5001                 bestp = NULL;
5002                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5003                 {
5004                         d = 0;
5005                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5006                         {
5007                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5008                                 d += fabs(PlaneDiff(vert, &p->plane));
5009                         }
5010                         if (bestd > d || !bestp)
5011                         {
5012                                 bestd = d;
5013                                 bestp = p;
5014                         }
5015                 }
5016                 if (bestp)
5017                 {
5018                         if (refractiontexunit >= 0)
5019                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5020                         if (reflectiontexunit >= 0)
5021                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5022                 }
5023                 else
5024                 {
5025                         if (refractiontexunit >= 0)
5026                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5027                         if (reflectiontexunit >= 0)
5028                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5029                 }
5030                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5031                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5032         }
5033 }
5034
5035 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5036 {
5037         int i;
5038         int j;
5039         const msurface_t *surface = texturesurfacelist[0];
5040         const msurface_t *surface2;
5041         int firstvertex;
5042         int endvertex;
5043         int numvertices;
5044         int numtriangles;
5045         // TODO: lock all array ranges before render, rather than on each surface
5046         if (texturenumsurfaces == 1)
5047         {
5048                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5049                 if (deluxemaptexunit >= 0)
5050                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5051                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5052                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5053         }
5054         else if (r_batchmode.integer == 2)
5055         {
5056                 #define MAXBATCHTRIANGLES 4096
5057                 int batchtriangles = 0;
5058                 int batchelements[MAXBATCHTRIANGLES*3];
5059                 for (i = 0;i < texturenumsurfaces;i = j)
5060                 {
5061                         surface = texturesurfacelist[i];
5062                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5063                         if (deluxemaptexunit >= 0)
5064                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5065                         j = i + 1;
5066                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5067                         {
5068                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5069                                 continue;
5070                         }
5071                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5072                         batchtriangles = surface->num_triangles;
5073                         firstvertex = surface->num_firstvertex;
5074                         endvertex = surface->num_firstvertex + surface->num_vertices;
5075                         for (;j < texturenumsurfaces;j++)
5076                         {
5077                                 surface2 = texturesurfacelist[j];
5078                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5079                                         break;
5080                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5081                                 batchtriangles += surface2->num_triangles;
5082                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5083                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5084                         }
5085                         surface2 = texturesurfacelist[j-1];
5086                         numvertices = endvertex - firstvertex;
5087                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5088                 }
5089         }
5090         else if (r_batchmode.integer == 1)
5091         {
5092 #if 0
5093                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5094                 for (i = 0;i < texturenumsurfaces;i = j)
5095                 {
5096                         surface = texturesurfacelist[i];
5097                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5098                                 if (texturesurfacelist[j] != surface2)
5099                                         break;
5100                         Con_Printf(" %i", j - i);
5101                 }
5102                 Con_Printf("\n");
5103                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5104 #endif
5105                 for (i = 0;i < texturenumsurfaces;i = j)
5106                 {
5107                         surface = texturesurfacelist[i];
5108                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5109                         if (deluxemaptexunit >= 0)
5110                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5111                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5112                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5113                                         break;
5114 #if 0
5115                         Con_Printf(" %i", j - i);
5116 #endif
5117                         surface2 = texturesurfacelist[j-1];
5118                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5119                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5120                         GL_LockArrays(surface->num_firstvertex, numvertices);
5121                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5122                 }
5123 #if 0
5124                 Con_Printf("\n");
5125 #endif
5126         }
5127         else
5128         {
5129                 for (i = 0;i < texturenumsurfaces;i++)
5130                 {
5131                         surface = texturesurfacelist[i];
5132                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5133                         if (deluxemaptexunit >= 0)
5134                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5135                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5136                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5137                 }
5138         }
5139 }
5140
5141 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5142 {
5143         int j;
5144         int texturesurfaceindex;
5145         if (r_showsurfaces.integer == 2)
5146         {
5147                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5148                 {
5149                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5150                         for (j = 0;j < surface->num_triangles;j++)
5151                         {
5152                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
5153                                 GL_Color(f, f, f, 1);
5154                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
5155                         }
5156                 }
5157         }
5158         else
5159         {
5160                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5161                 {
5162                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5163                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
5164                         GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
5165                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5166                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5167                 }
5168         }
5169 }
5170
5171 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5172 {
5173         int texturesurfaceindex;
5174         int i;
5175         float f;
5176         float *v, *c, *c2;
5177         if (rsurface.lightmapcolor4f)
5178         {
5179                 // generate color arrays for the surfaces in this list
5180                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5181                 {
5182                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5183                         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)
5184                         {
5185                                 f = FogPoint_Model(v);
5186                                 c2[0] = c[0] * f;
5187                                 c2[1] = c[1] * f;
5188                                 c2[2] = c[2] * f;
5189                                 c2[3] = c[3];
5190                         }
5191                 }
5192         }
5193         else
5194         {
5195                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5196                 {
5197                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5198                         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)
5199                         {
5200                                 f = FogPoint_Model(v);
5201                                 c2[0] = f;
5202                                 c2[1] = f;
5203                                 c2[2] = f;
5204                                 c2[3] = 1;
5205                         }
5206                 }
5207         }
5208         rsurface.lightmapcolor4f = rsurface.array_color4f;
5209         rsurface.lightmapcolor4f_bufferobject = 0;
5210         rsurface.lightmapcolor4f_bufferoffset = 0;
5211 }
5212
5213 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5214 {
5215         int texturesurfaceindex;
5216         int i;
5217         float *c, *c2;
5218         if (!rsurface.lightmapcolor4f)
5219                 return;
5220         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5221         {
5222                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5223                 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)
5224                 {
5225                         c2[0] = c[0] * r;
5226                         c2[1] = c[1] * g;
5227                         c2[2] = c[2] * b;
5228                         c2[3] = c[3] * a;
5229                 }
5230         }
5231         rsurface.lightmapcolor4f = rsurface.array_color4f;
5232         rsurface.lightmapcolor4f_bufferobject = 0;
5233         rsurface.lightmapcolor4f_bufferoffset = 0;
5234 }
5235
5236 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5237 {
5238         // TODO: optimize
5239         rsurface.lightmapcolor4f = NULL;
5240         rsurface.lightmapcolor4f_bufferobject = 0;
5241         rsurface.lightmapcolor4f_bufferoffset = 0;
5242         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5243         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5244         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5245         GL_Color(r, g, b, a);
5246         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5247 }
5248
5249 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5250 {
5251         // TODO: optimize applyfog && applycolor case
5252         // just apply fog if necessary, and tint the fog color array if necessary
5253         rsurface.lightmapcolor4f = NULL;
5254         rsurface.lightmapcolor4f_bufferobject = 0;
5255         rsurface.lightmapcolor4f_bufferoffset = 0;
5256         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5257         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5258         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5259         GL_Color(r, g, b, a);
5260         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5261 }
5262
5263 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5264 {
5265         int texturesurfaceindex;
5266         int i;
5267         float *c;
5268         // TODO: optimize
5269         if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5270         {
5271                 // generate color arrays for the surfaces in this list
5272                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5273                 {
5274                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5275                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5276                         {
5277                                 if (surface->lightmapinfo->samples)
5278                                 {
5279                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5280                                         float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5281                                         VectorScale(lm, scale, c);
5282                                         if (surface->lightmapinfo->styles[1] != 255)
5283                                         {
5284                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5285                                                 lm += size3;
5286                                                 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5287                                                 VectorMA(c, scale, lm, c);
5288                                                 if (surface->lightmapinfo->styles[2] != 255)
5289                                                 {
5290                                                         lm += size3;
5291                                                         scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5292                                                         VectorMA(c, scale, lm, c);
5293                                                         if (surface->lightmapinfo->styles[3] != 255)
5294                                                         {
5295                                                                 lm += size3;
5296                                                                 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5297                                                                 VectorMA(c, scale, lm, c);
5298                                                         }
5299                                                 }
5300                                         }
5301                                 }
5302                                 else
5303                                         VectorClear(c);
5304                                 c[3] = 1;
5305                         }
5306                 }
5307                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5308                 rsurface.lightmapcolor4f_bufferobject = 0;
5309                 rsurface.lightmapcolor4f_bufferoffset = 0;
5310         }
5311         else
5312         {
5313                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5314                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5315                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5316         }
5317         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5318         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5319         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5320         GL_Color(r, g, b, a);
5321         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5322 }
5323
5324 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5325 {
5326         int texturesurfaceindex;
5327         int i;
5328         float f;
5329         float *v, *c, *c2;
5330         vec3_t ambientcolor;
5331         vec3_t diffusecolor;
5332         vec3_t lightdir;
5333         // TODO: optimize
5334         // model lighting
5335         VectorCopy(rsurface.modellight_lightdir, lightdir);
5336         ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f;
5337         ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f;
5338         ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f;
5339         diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f;
5340         diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f;
5341         diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f;
5342         if (VectorLength2(diffusecolor) > 0)
5343         {
5344                 // generate color arrays for the surfaces in this list
5345                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5346                 {
5347                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5348                         int numverts = surface->num_vertices;
5349                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5350                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5351                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5352                         // q3-style directional shading
5353                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5354                         {
5355                                 if ((f = DotProduct(c2, lightdir)) > 0)
5356                                         VectorMA(ambientcolor, f, diffusecolor, c);
5357                                 else
5358                                         VectorCopy(ambientcolor, c);
5359                                 c[3] = a;
5360                         }
5361                 }
5362                 r = 1;
5363                 g = 1;
5364                 b = 1;
5365                 a = 1;
5366                 applycolor = false;
5367                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5368                 rsurface.lightmapcolor4f_bufferobject = 0;
5369                 rsurface.lightmapcolor4f_bufferoffset = 0;
5370         }
5371         else
5372         {
5373                 r = ambientcolor[0];
5374                 g = ambientcolor[1];
5375                 b = ambientcolor[2];
5376                 rsurface.lightmapcolor4f = NULL;
5377                 rsurface.lightmapcolor4f_bufferobject = 0;
5378                 rsurface.lightmapcolor4f_bufferoffset = 0;
5379         }
5380         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5381         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5382         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5383         GL_Color(r, g, b, a);
5384         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5385 }
5386
5387 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5388 {
5389         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5390         GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5391         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5392         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5393         if (rsurface.mode != RSURFMODE_SHOWSURFACES)
5394         {
5395                 rsurface.mode = RSURFMODE_SHOWSURFACES;
5396                 GL_DepthMask(true);
5397                 GL_BlendFunc(GL_ONE, GL_ZERO);
5398                 R_Mesh_ColorPointer(NULL, 0, 0);
5399                 R_Mesh_ResetTextureState();
5400         }
5401         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5402         RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5403 }
5404
5405 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5406 {
5407         // transparent sky would be ridiculous
5408         if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
5409                 return;
5410         if (rsurface.mode != RSURFMODE_SKY)
5411         {
5412                 if (rsurface.mode == RSURFMODE_GLSL)
5413                 {
5414                         qglUseProgramObjectARB(0);CHECKGLERROR
5415                 }
5416                 rsurface.mode = RSURFMODE_SKY;
5417         }
5418         if (skyrendernow)
5419         {
5420                 skyrendernow = false;
5421                 R_Sky();
5422                 // restore entity matrix
5423                 R_Mesh_Matrix(&rsurface.matrix);
5424         }
5425         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5426         GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5427         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5428         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5429         GL_DepthMask(true);
5430         // LordHavoc: HalfLife maps have freaky skypolys so don't use
5431         // skymasking on them, and Quake3 never did sky masking (unlike
5432         // software Quake and software Quake2), so disable the sky masking
5433         // in Quake3 maps as it causes problems with q3map2 sky tricks,
5434         // and skymasking also looks very bad when noclipping outside the
5435         // level, so don't use it then either.
5436         if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
5437         {
5438                 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
5439                 R_Mesh_ColorPointer(NULL, 0, 0);
5440                 R_Mesh_ResetTextureState();
5441                 if (skyrendermasked)
5442                 {
5443                         // depth-only (masking)
5444                         GL_ColorMask(0,0,0,0);
5445                         // just to make sure that braindead drivers don't draw
5446                         // anything despite that colormask...
5447                         GL_BlendFunc(GL_ZERO, GL_ONE);
5448                 }
5449                 else
5450                 {
5451                         // fog sky
5452                         GL_BlendFunc(GL_ONE, GL_ZERO);
5453                 }
5454                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5455                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5456                 if (skyrendermasked)
5457                         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
5458         }
5459 }
5460
5461 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
5462 {
5463         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5464                 return;
5465
5466         if (rsurface.mode != RSURFMODE_GLSL)
5467         {
5468                 rsurface.mode = RSURFMODE_GLSL;
5469                 R_Mesh_ResetTextureState();
5470         }
5471
5472         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5473         R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5474         R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
5475         R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
5476         R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
5477         R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
5478         R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5479         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5480         {
5481                 R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
5482                 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5483                 R_Mesh_ColorPointer(NULL, 0, 0);
5484         }
5485         else if (rsurface.uselightmaptexture)
5486         {
5487                 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
5488                 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
5489                 R_Mesh_ColorPointer(NULL, 0, 0);
5490         }
5491         else
5492         {
5493                 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
5494                 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5495                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5496         }
5497         R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
5498         R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
5499         R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
5500
5501         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5502         {
5503                 // render background
5504                 GL_BlendFunc(GL_ONE, GL_ZERO);
5505                 GL_DepthMask(true);
5506                 GL_AlphaTest(false);
5507
5508                 GL_Color(1, 1, 1, 1);
5509                 R_Mesh_ColorPointer(NULL, 0, 0);
5510
5511                 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5512                 if (r_glsl_permutation)
5513                 {
5514                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5515                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5516                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5517                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5518                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5519                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5520                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection ? 12 : -1);
5521                 }
5522
5523                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5524                 GL_DepthMask(false);
5525                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5526                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5527                 {
5528                         R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
5529                         R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5530                         R_Mesh_ColorPointer(NULL, 0, 0);
5531                 }
5532                 else if (rsurface.uselightmaptexture)
5533                 {
5534                         R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
5535                         R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
5536                         R_Mesh_ColorPointer(NULL, 0, 0);
5537                 }
5538                 else
5539                 {
5540                         R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
5541                         R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5542                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5543                 }
5544                 R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
5545                 R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
5546         }
5547
5548         R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5549         if (!r_glsl_permutation)
5550                 return;
5551
5552         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5553         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5554         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5555         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5556         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5557         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5558         GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
5559
5560         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5561         {
5562                 GL_BlendFunc(GL_ONE, GL_ZERO);
5563                 GL_DepthMask(true);
5564                 GL_AlphaTest(false);
5565         }
5566
5567         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5568         {
5569                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5570                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
5571                 else
5572                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
5573         }
5574         else
5575         {
5576                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5577                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
5578                 else
5579                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5580         }
5581         if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
5582         {
5583         }
5584 }
5585
5586 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
5587 {
5588         // OpenGL 1.3 path - anything not completely ancient
5589         int texturesurfaceindex;
5590         qboolean applycolor;
5591         qboolean applyfog;
5592         rmeshstate_t m;
5593         int layerindex;
5594         const texturelayer_t *layer;
5595         if (rsurface.mode != RSURFMODE_MULTIPASS)
5596                 rsurface.mode = RSURFMODE_MULTIPASS;
5597         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5598
5599         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5600         {
5601                 vec4_t layercolor;
5602                 int layertexrgbscale;
5603                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5604                 {
5605                         if (layerindex == 0)
5606                                 GL_AlphaTest(true);
5607                         else
5608                         {
5609                                 GL_AlphaTest(false);
5610                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5611                         }
5612                 }
5613                 GL_DepthMask(layer->depthmask);
5614                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5615                 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
5616                 {
5617                         layertexrgbscale = 4;
5618                         VectorScale(layer->color, 0.25f, layercolor);
5619                 }
5620                 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
5621                 {
5622                         layertexrgbscale = 2;
5623                         VectorScale(layer->color, 0.5f, layercolor);
5624                 }
5625                 else
5626                 {
5627                         layertexrgbscale = 1;
5628                         VectorScale(layer->color, 1.0f, layercolor);
5629                 }
5630                 layercolor[3] = layer->color[3];
5631                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5632                 R_Mesh_ColorPointer(NULL, 0, 0);
5633                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5634                 switch (layer->type)
5635                 {
5636                 case TEXTURELAYERTYPE_LITTEXTURE:
5637                         memset(&m, 0, sizeof(m));
5638                         m.tex[0] = R_GetTexture(r_texture_white);
5639                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5640                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5641                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5642                         m.tex[1] = R_GetTexture(layer->texture);
5643                         m.texmatrix[1] = layer->texmatrix;
5644                         m.texrgbscale[1] = layertexrgbscale;
5645                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
5646                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
5647                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
5648                         R_Mesh_TextureState(&m);
5649                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5650                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5651                         else if (rsurface.uselightmaptexture)
5652                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5653                         else
5654                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5655                         break;
5656                 case TEXTURELAYERTYPE_TEXTURE:
5657                         memset(&m, 0, sizeof(m));
5658                         m.tex[0] = R_GetTexture(layer->texture);
5659                         m.texmatrix[0] = layer->texmatrix;
5660                         m.texrgbscale[0] = layertexrgbscale;
5661                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5662                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5663                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5664                         R_Mesh_TextureState(&m);
5665                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5666                         break;
5667                 case TEXTURELAYERTYPE_FOG:
5668                         memset(&m, 0, sizeof(m));
5669                         m.texrgbscale[0] = layertexrgbscale;
5670                         if (layer->texture)
5671                         {
5672                                 m.tex[0] = R_GetTexture(layer->texture);
5673                                 m.texmatrix[0] = layer->texmatrix;
5674                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5675                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5676                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5677                         }
5678                         R_Mesh_TextureState(&m);
5679                         // generate a color array for the fog pass
5680                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5681                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5682                         {
5683                                 int i;
5684                                 float f, *v, *c;
5685                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5686                                 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)
5687                                 {
5688                                         f = 1 - FogPoint_Model(v);
5689                                         c[0] = layercolor[0];
5690                                         c[1] = layercolor[1];
5691                                         c[2] = layercolor[2];
5692                                         c[3] = f * layercolor[3];
5693                                 }
5694                         }
5695                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5696                         break;
5697                 default:
5698                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5699                 }
5700                 GL_LockArrays(0, 0);
5701         }
5702         CHECKGLERROR
5703         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5704         {
5705                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5706                 GL_AlphaTest(false);
5707         }
5708 }
5709
5710 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
5711 {
5712         // OpenGL 1.1 - crusty old voodoo path
5713         int texturesurfaceindex;
5714         qboolean applyfog;
5715         rmeshstate_t m;
5716         int layerindex;
5717         const texturelayer_t *layer;
5718         if (rsurface.mode != RSURFMODE_MULTIPASS)
5719                 rsurface.mode = RSURFMODE_MULTIPASS;
5720         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5721
5722         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5723         {
5724                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5725                 {
5726                         if (layerindex == 0)
5727                                 GL_AlphaTest(true);
5728                         else
5729                         {
5730                                 GL_AlphaTest(false);
5731                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5732                         }
5733                 }
5734                 GL_DepthMask(layer->depthmask);
5735                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5736                 R_Mesh_ColorPointer(NULL, 0, 0);
5737                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5738                 switch (layer->type)
5739                 {
5740                 case TEXTURELAYERTYPE_LITTEXTURE:
5741                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
5742                         {
5743                                 // two-pass lit texture with 2x rgbscale
5744                                 // first the lightmap pass
5745                                 memset(&m, 0, sizeof(m));
5746                                 m.tex[0] = R_GetTexture(r_texture_white);
5747                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5748                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5749                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5750                                 R_Mesh_TextureState(&m);
5751                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5752                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5753                                 else if (rsurface.uselightmaptexture)
5754                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5755                                 else
5756                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5757                                 GL_LockArrays(0, 0);
5758                                 // then apply the texture to it
5759                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
5760                                 memset(&m, 0, sizeof(m));
5761                                 m.tex[0] = R_GetTexture(layer->texture);
5762                                 m.texmatrix[0] = layer->texmatrix;
5763                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5764                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5765                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5766                                 R_Mesh_TextureState(&m);
5767                                 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);
5768                         }
5769                         else
5770                         {
5771                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
5772                                 memset(&m, 0, sizeof(m));
5773                                 m.tex[0] = R_GetTexture(layer->texture);
5774                                 m.texmatrix[0] = layer->texmatrix;
5775                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5776                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5777                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5778                                 R_Mesh_TextureState(&m);
5779                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5780                                         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);
5781                                 else
5782                                         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);
5783                         }
5784                         break;
5785                 case TEXTURELAYERTYPE_TEXTURE:
5786                         // singletexture unlit texture with transparency support
5787                         memset(&m, 0, sizeof(m));
5788                         m.tex[0] = R_GetTexture(layer->texture);
5789                         m.texmatrix[0] = layer->texmatrix;
5790                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5791                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5792                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5793                         R_Mesh_TextureState(&m);
5794                         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);
5795                         break;
5796                 case TEXTURELAYERTYPE_FOG:
5797                         // singletexture fogging
5798                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5799                         if (layer->texture)
5800                         {
5801                                 memset(&m, 0, sizeof(m));
5802                                 m.tex[0] = R_GetTexture(layer->texture);
5803                                 m.texmatrix[0] = layer->texmatrix;
5804                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5805                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5806                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5807                                 R_Mesh_TextureState(&m);
5808                         }
5809                         else
5810                                 R_Mesh_ResetTextureState();
5811                         // generate a color array for the fog pass
5812                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5813                         {
5814                                 int i;
5815                                 float f, *v, *c;
5816                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5817                                 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)
5818                                 {
5819                                         f = 1 - FogPoint_Model(v);
5820                                         c[0] = layer->color[0];
5821                                         c[1] = layer->color[1];
5822                                         c[2] = layer->color[2];
5823                                         c[3] = f * layer->color[3];
5824                                 }
5825                         }
5826                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5827                         break;
5828                 default:
5829                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5830                 }
5831                 GL_LockArrays(0, 0);
5832         }
5833         CHECKGLERROR
5834         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5835         {
5836                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5837                 GL_AlphaTest(false);
5838         }
5839 }
5840
5841 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
5842 {
5843         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
5844                 return;
5845         rsurface.rtlight = NULL;
5846         CHECKGLERROR
5847         if (depthonly)
5848         {
5849                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
5850                         return;
5851                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
5852                         return;
5853                 if (rsurface.mode != RSURFMODE_MULTIPASS)
5854                         rsurface.mode = RSURFMODE_MULTIPASS;
5855                 if (r_depthfirst.integer == 3)
5856                 {
5857                         int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
5858                         if (!r_view.showdebug)
5859                                 GL_Color(0, 0, 0, 1);
5860                         else
5861                                 GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
5862                 }
5863                 else
5864                 {
5865                         GL_ColorMask(0,0,0,0);
5866                         GL_Color(1,1,1,1);
5867                 }
5868                 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5869                 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5870                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5871                 GL_DepthTest(true);
5872                 GL_BlendFunc(GL_ONE, GL_ZERO);
5873                 GL_DepthMask(true);
5874                 GL_AlphaTest(false);
5875                 R_Mesh_ColorPointer(NULL, 0, 0);
5876                 R_Mesh_ResetTextureState();
5877                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5878                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5879                 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
5880         }
5881         else if (r_depthfirst.integer == 3)
5882                 return;
5883         else if (!r_view.showdebug && (r_showsurfaces.integer || gl_lightmaps.integer))
5884         {
5885                 GL_Color(0, 0, 0, 1);
5886                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5887         }
5888         else if (r_showsurfaces.integer)
5889         {
5890                 if (rsurface.mode != RSURFMODE_MULTIPASS)
5891                         rsurface.mode = RSURFMODE_MULTIPASS;
5892                 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5893                 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5894                 GL_DepthTest(true);
5895                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5896                 GL_BlendFunc(GL_ONE, GL_ZERO);
5897                 GL_DepthMask(writedepth);
5898                 GL_Color(1,1,1,1);
5899                 GL_AlphaTest(false);
5900                 R_Mesh_ColorPointer(NULL, 0, 0);
5901                 R_Mesh_ResetTextureState();
5902                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5903                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5904         }
5905         else if (gl_lightmaps.integer)
5906         {
5907                 rmeshstate_t m;
5908                 if (rsurface.mode != RSURFMODE_MULTIPASS)
5909                         rsurface.mode = RSURFMODE_MULTIPASS;
5910                 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5911                 GL_DepthTest(true);
5912                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5913                 GL_BlendFunc(GL_ONE, GL_ZERO);
5914                 GL_DepthMask(writedepth);
5915                 GL_Color(1,1,1,1);
5916                 GL_AlphaTest(false);
5917                 R_Mesh_ColorPointer(NULL, 0, 0);
5918                 memset(&m, 0, sizeof(m));
5919                 m.tex[0] = R_GetTexture(r_texture_white);
5920                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5921                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5922                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5923                 R_Mesh_TextureState(&m);
5924                 RSurf_PrepareVerticesForBatch(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, false, texturenumsurfaces, texturesurfacelist);
5925                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5926                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5927                 else if (rsurface.uselightmaptexture)
5928                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5929                 else
5930                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5931         }
5932         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
5933                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
5934         else if (rsurface.texture->currentnumlayers)
5935         {
5936                 // write depth for anything we skipped on the depth-only pass earlier
5937                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5938                         writedepth = true;
5939                 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5940                 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5941                 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5942                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5943                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5944                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5945                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5946                 if (r_glsl.integer && gl_support_fragment_shader)
5947                         R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
5948                 else if (gl_combine.integer && r_textureunits.integer >= 2)
5949                         R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
5950                 else
5951                         R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
5952         }
5953         CHECKGLERROR
5954         GL_LockArrays(0, 0);
5955 }
5956
5957 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5958 {
5959         int i, j;
5960         int texturenumsurfaces, endsurface;
5961         texture_t *texture;
5962         msurface_t *surface;
5963         msurface_t *texturesurfacelist[1024];
5964
5965         // if the model is static it doesn't matter what value we give for
5966         // wantnormals and wanttangents, so this logic uses only rules applicable
5967         // to a model, knowing that they are meaningless otherwise
5968         if (ent == r_refdef.worldentity)
5969                 RSurf_ActiveWorldEntity();
5970         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
5971                 RSurf_ActiveModelEntity(ent, false, false);
5972         else
5973                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
5974
5975         for (i = 0;i < numsurfaces;i = j)
5976         {
5977                 j = i + 1;
5978                 surface = rsurface.modelsurfaces + surfacelist[i];
5979                 texture = surface->texture;
5980                 R_UpdateTextureInfo(ent, texture);
5981                 rsurface.texture = texture->currentframe;
5982                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
5983                 // scan ahead until we find a different texture
5984                 endsurface = min(i + 1024, numsurfaces);
5985                 texturenumsurfaces = 0;
5986                 texturesurfacelist[texturenumsurfaces++] = surface;
5987                 for (;j < endsurface;j++)
5988                 {
5989                         surface = rsurface.modelsurfaces + surfacelist[j];
5990                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
5991                                 break;
5992                         texturesurfacelist[texturenumsurfaces++] = surface;
5993                 }
5994                 // render the range of surfaces
5995                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
5996         }
5997
5998         RSurf_CleanUp();
5999 }
6000
6001 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6002 {
6003         int i, j;
6004         vec3_t tempcenter, center;
6005         texture_t *texture;
6006         // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6007         if (addwaterplanes)
6008         {
6009                 for (i = 0;i < numsurfaces;i++)
6010                         if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6011                                 R_Water_AddWaterPlane(surfacelist[i]);
6012                 return;
6013         }
6014         // break the surface list down into batches by texture and use of lightmapping
6015         for (i = 0;i < numsurfaces;i = j)
6016         {
6017                 j = i + 1;
6018                 // texture is the base texture pointer, rsurface.texture is the
6019                 // current frame/skin the texture is directing us to use (for example
6020                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6021                 // use skin 1 instead)
6022                 texture = surfacelist[i]->texture;
6023                 rsurface.texture = texture->currentframe;
6024                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6025                 if (!(rsurface.texture->currentmaterialflags & flagsmask))
6026                 {
6027                         // if this texture is not the kind we want, skip ahead to the next one
6028                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6029                                 ;
6030                         continue;
6031                 }
6032                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6033                 {
6034                         // transparent surfaces get pushed off into the transparent queue
6035                         const msurface_t *surface = surfacelist[i];
6036                         if (depthonly)
6037                                 continue;
6038                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6039                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6040                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6041                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6042                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
6043                 }
6044                 else
6045                 {
6046                         // simply scan ahead until we find a different texture or lightmap state
6047                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6048                                 ;
6049                         // render the range of surfaces
6050                         R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
6051                 }
6052         }
6053 }
6054
6055 float locboxvertex3f[6*4*3] =
6056 {
6057         1,0,1, 1,0,0, 1,1,0, 1,1,1,
6058         0,1,1, 0,1,0, 0,0,0, 0,0,1,
6059         1,1,1, 1,1,0, 0,1,0, 0,1,1,
6060         0,0,1, 0,0,0, 1,0,0, 1,0,1,
6061         0,0,1, 1,0,1, 1,1,1, 0,1,1,
6062         1,0,0, 0,0,0, 0,1,0, 1,1,0
6063 };
6064
6065 int locboxelement3i[6*2*3] =
6066 {
6067          0, 1, 2, 0, 2, 3,
6068          4, 5, 6, 4, 6, 7,
6069          8, 9,10, 8,10,11,
6070         12,13,14, 12,14,15,
6071         16,17,18, 16,18,19,
6072         20,21,22, 20,22,23
6073 };
6074
6075 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6076 {
6077         int i, j;
6078         cl_locnode_t *loc = (cl_locnode_t *)ent;
6079         vec3_t mins, size;
6080         float vertex3f[6*4*3];
6081         CHECKGLERROR
6082         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6083         GL_DepthMask(false);
6084         GL_DepthRange(0, 1);
6085         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6086         GL_DepthTest(true);
6087         GL_CullFace(GL_NONE);
6088         R_Mesh_Matrix(&identitymatrix);
6089
6090         R_Mesh_VertexPointer(vertex3f, 0, 0);
6091         R_Mesh_ColorPointer(NULL, 0, 0);
6092         R_Mesh_ResetTextureState();
6093
6094         i = surfacelist[0];
6095         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
6096                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
6097                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
6098                         surfacelist[0] < 0 ? 0.5f : 0.125f);
6099
6100         if (VectorCompare(loc->mins, loc->maxs))
6101         {
6102                 VectorSet(size, 2, 2, 2);
6103                 VectorMA(loc->mins, -0.5f, size, mins);
6104         }
6105         else
6106         {
6107                 VectorCopy(loc->mins, mins);
6108                 VectorSubtract(loc->maxs, loc->mins, size);
6109         }
6110
6111         for (i = 0;i < 6*4*3;)
6112                 for (j = 0;j < 3;j++, i++)
6113                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6114
6115         R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6116 }
6117
6118 void R_DrawLocs(void)
6119 {
6120         int index;
6121         cl_locnode_t *loc, *nearestloc;
6122         vec3_t center;
6123         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6124         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6125         {
6126                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6127                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6128         }
6129 }
6130
6131 void R_DrawDebugModel(entity_render_t *ent)
6132 {
6133         int i, j, k, l, flagsmask;
6134         const int *elements;
6135         q3mbrush_t *brush;
6136         msurface_t *surface;
6137         model_t *model = ent->model;
6138         vec3_t v;
6139
6140         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
6141
6142         R_Mesh_ColorPointer(NULL, 0, 0);
6143         R_Mesh_ResetTextureState();
6144         GL_DepthRange(0, 1);
6145         GL_DepthTest(!r_showdisabledepthtest.integer);
6146         GL_DepthMask(false);
6147         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6148
6149         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6150         {
6151                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6152                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6153                 {
6154                         if (brush->colbrushf && brush->colbrushf->numtriangles)
6155                         {
6156                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6157                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value);
6158                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6159                         }
6160                 }
6161                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6162                 {
6163                         if (surface->num_collisiontriangles)
6164                         {
6165                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6166                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value);
6167                                 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6168                         }
6169                 }
6170         }
6171
6172         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6173
6174         if (r_showtris.integer || r_shownormals.integer)
6175         {
6176                 if (r_showdisabledepthtest.integer)
6177                 {
6178                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6179                         GL_DepthMask(false);
6180                 }
6181                 else
6182                 {
6183                         GL_BlendFunc(GL_ONE, GL_ZERO);
6184                         GL_DepthMask(true);
6185                 }
6186                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6187                 {
6188                         if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
6189                                 continue;
6190                         rsurface.texture = surface->texture->currentframe;
6191                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6192                         {
6193                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6194                                 if (r_showtris.value > 0)
6195                                 {
6196                                         if (!rsurface.texture->currentlayers->depthmask)
6197                                                 GL_Color(r_view.colorscale, 0, 0, r_showtris.value);
6198                                         else if (ent == r_refdef.worldentity)
6199                                                 GL_Color(r_view.colorscale, r_view.colorscale, r_view.colorscale, r_showtris.value);
6200                                         else
6201                                                 GL_Color(0, r_view.colorscale, 0, r_showtris.value);
6202                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6203                                         CHECKGLERROR
6204                                         qglBegin(GL_LINES);
6205                                         for (k = 0;k < surface->num_triangles;k++, elements += 3)
6206                                         {
6207 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6208                                                 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6209                                                 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6210                                                 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6211                                         }
6212                                         qglEnd();
6213                                         CHECKGLERROR
6214                                 }
6215                                 if (r_shownormals.value > 0)
6216                                 {
6217                                         GL_Color(r_view.colorscale, 0, 0, r_shownormals.value);
6218                                         qglBegin(GL_LINES);
6219                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6220                                         {
6221                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6222                                                 qglVertex3f(v[0], v[1], v[2]);
6223                                                 VectorMA(v, 8, rsurface.svector3f + l * 3, v);
6224                                                 qglVertex3f(v[0], v[1], v[2]);
6225                                         }
6226                                         qglEnd();
6227                                         CHECKGLERROR
6228                                         GL_Color(0, 0, r_view.colorscale, r_shownormals.value);
6229                                         qglBegin(GL_LINES);
6230                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6231                                         {
6232                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6233                                                 qglVertex3f(v[0], v[1], v[2]);
6234                                                 VectorMA(v, 8, rsurface.tvector3f + l * 3, v);
6235                                                 qglVertex3f(v[0], v[1], v[2]);
6236                                         }
6237                                         qglEnd();
6238                                         CHECKGLERROR
6239                                         GL_Color(0, r_view.colorscale, 0, r_shownormals.value);
6240                                         qglBegin(GL_LINES);
6241                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6242                                         {
6243                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6244                                                 qglVertex3f(v[0], v[1], v[2]);
6245                                                 VectorMA(v, 8, rsurface.normal3f + l * 3, v);
6246                                                 qglVertex3f(v[0], v[1], v[2]);
6247                                         }
6248                                         qglEnd();
6249                                         CHECKGLERROR
6250                                 }
6251                         }
6252                 }
6253                 rsurface.texture = NULL;
6254         }
6255 }
6256
6257 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6258 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6259 {
6260         int i, j, endj, f, flagsmask;
6261         msurface_t *surface;
6262         texture_t *t;
6263         model_t *model = r_refdef.worldmodel;
6264         const int maxsurfacelist = 1024;
6265         int numsurfacelist = 0;
6266         msurface_t *surfacelist[1024];
6267         if (model == NULL)
6268                 return;
6269
6270         RSurf_ActiveWorldEntity();
6271
6272         // update light styles on this submodel
6273         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles)
6274         {
6275                 model_brush_lightstyleinfo_t *style;
6276                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6277                 {
6278                         if (style->value != r_refdef.lightstylevalue[style->style])
6279                         {
6280                                 msurface_t *surfaces = model->data_surfaces;
6281                                 int *list = style->surfacelist;
6282                                 style->value = r_refdef.lightstylevalue[style->style];
6283                                 for (j = 0;j < style->numsurfaces;j++)
6284                                         surfaces[list[j]].cached_dlight = true;
6285                         }
6286                 }
6287         }
6288
6289         R_UpdateAllTextureInfo(r_refdef.worldentity);
6290         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6291
6292         if (debug)
6293         {
6294                 R_DrawDebugModel(r_refdef.worldentity);
6295                 return;
6296         }
6297
6298         f = 0;
6299         t = NULL;
6300         rsurface.uselightmaptexture = false;
6301         rsurface.texture = NULL;
6302         numsurfacelist = 0;
6303         j = model->firstmodelsurface;
6304         endj = j + model->nummodelsurfaces;
6305         while (j < endj)
6306         {
6307                 // quickly skip over non-visible surfaces
6308                 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
6309                         ;
6310                 // quickly iterate over visible surfaces
6311                 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
6312                 {
6313                         // process this surface
6314                         surface = model->data_surfaces + j;
6315                         // if this surface fits the criteria, add it to the list
6316                         if (surface->num_triangles)
6317                         {
6318                                 // if lightmap parameters changed, rebuild lightmap texture
6319                                 if (surface->cached_dlight)
6320                                         R_BuildLightMap(r_refdef.worldentity, surface);
6321                                 // add face to draw list
6322                                 surfacelist[numsurfacelist++] = surface;
6323                                 r_refdef.stats.world_triangles += surface->num_triangles;
6324                                 if (numsurfacelist >= maxsurfacelist)
6325                                 {
6326                                         r_refdef.stats.world_surfaces += numsurfacelist;
6327                                         R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6328                                         numsurfacelist = 0;
6329                                 }
6330                         }
6331                 }
6332         }
6333         r_refdef.stats.world_surfaces += numsurfacelist;
6334         if (numsurfacelist)
6335                 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6336         RSurf_CleanUp();
6337 }
6338
6339 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6340 {
6341         int i, j, f, flagsmask;
6342         msurface_t *surface, *endsurface;
6343         texture_t *t;
6344         model_t *model = ent->model;
6345         const int maxsurfacelist = 1024;
6346         int numsurfacelist = 0;
6347         msurface_t *surfacelist[1024];
6348         if (model == NULL)
6349                 return;
6350
6351         // if the model is static it doesn't matter what value we give for
6352         // wantnormals and wanttangents, so this logic uses only rules applicable
6353         // to a model, knowing that they are meaningless otherwise
6354         if (ent == r_refdef.worldentity)
6355                 RSurf_ActiveWorldEntity();
6356         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6357                 RSurf_ActiveModelEntity(ent, false, false);
6358         else
6359                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6360
6361         // update light styles
6362         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles)
6363         {
6364                 model_brush_lightstyleinfo_t *style;
6365                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6366                 {
6367                         if (style->value != r_refdef.lightstylevalue[style->style])
6368                         {
6369                                 msurface_t *surfaces = model->data_surfaces;
6370                                 int *list = style->surfacelist;
6371                                 style->value = r_refdef.lightstylevalue[style->style];
6372                                 for (j = 0;j < style->numsurfaces;j++)
6373                                         surfaces[list[j]].cached_dlight = true;
6374                         }
6375                 }
6376         }
6377
6378         R_UpdateAllTextureInfo(ent);
6379         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6380
6381         if (debug)
6382         {
6383                 R_DrawDebugModel(ent);
6384                 return;
6385         }
6386
6387         f = 0;
6388         t = NULL;
6389         rsurface.uselightmaptexture = false;
6390         rsurface.texture = NULL;
6391         numsurfacelist = 0;
6392         surface = model->data_surfaces + model->firstmodelsurface;
6393         endsurface = surface + model->nummodelsurfaces;
6394         for (;surface < endsurface;surface++)
6395         {
6396                 // if this surface fits the criteria, add it to the list
6397                 if (surface->num_triangles)
6398                 {
6399                         // if lightmap parameters changed, rebuild lightmap texture
6400                         if (surface->cached_dlight)
6401                                 R_BuildLightMap(ent, surface);
6402                         // add face to draw list
6403                         surfacelist[numsurfacelist++] = surface;
6404                         r_refdef.stats.entities_triangles += surface->num_triangles;
6405                         if (numsurfacelist >= maxsurfacelist)
6406                         {
6407                                 r_refdef.stats.entities_surfaces += numsurfacelist;
6408                                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6409                                 numsurfacelist = 0;
6410                         }
6411                 }
6412         }
6413         r_refdef.stats.entities_surfaces += numsurfacelist;
6414         if (numsurfacelist)
6415                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6416         RSurf_CleanUp();
6417 }