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moved rsurface_ variables into rsurface struct as a minor cleanup
[xonotic/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "r_shadow.h"
24 #include "polygon.h"
25 #include "image.h"
26
27 mempool_t *r_main_mempool;
28 rtexturepool_t *r_main_texturepool;
29
30 //
31 // screen size info
32 //
33 r_refdef_t r_refdef;
34 r_view_t r_view;
35 r_viewcache_t r_viewcache;
36
37 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
40 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
47 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
48 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64
65 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
66 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
67 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
68 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
69 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
70 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
71 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
72
73 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
74
75 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
76 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
77 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
78 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
79 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
80
81 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
82 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
83 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
84
85 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
86 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
87 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
88 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
89 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
90 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
91 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
92
93 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
94 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
95 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
96 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
97
98 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
99
100 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
101
102 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
103
104 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
105 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
106
107 extern qboolean v_flipped_state;
108
109 typedef struct r_glsl_bloomshader_s
110 {
111         int program;
112         int loc_Texture_Bloom;
113 }
114 r_glsl_bloomshader_t;
115
116 static struct r_bloomstate_s
117 {
118         qboolean enabled;
119         qboolean hdr;
120
121         int bloomwidth, bloomheight;
122
123         int screentexturewidth, screentextureheight;
124         rtexture_t *texture_screen;
125
126         int bloomtexturewidth, bloomtextureheight;
127         rtexture_t *texture_bloom;
128
129         r_glsl_bloomshader_t *shader;
130
131         // arrays for rendering the screen passes
132         float screentexcoord2f[8];
133         float bloomtexcoord2f[8];
134         float offsettexcoord2f[8];
135 }
136 r_bloomstate;
137
138 // shadow volume bsp struct with automatically growing nodes buffer
139 svbsp_t r_svbsp;
140
141 rtexture_t *r_texture_blanknormalmap;
142 rtexture_t *r_texture_white;
143 rtexture_t *r_texture_black;
144 rtexture_t *r_texture_notexture;
145 rtexture_t *r_texture_whitecube;
146 rtexture_t *r_texture_normalizationcube;
147 rtexture_t *r_texture_fogattenuation;
148 //rtexture_t *r_texture_fogintensity;
149
150 // information about each possible shader permutation
151 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
152 // currently selected permutation
153 r_glsl_permutation_t *r_glsl_permutation;
154
155 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
156 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
157
158 // vertex coordinates for a quad that covers the screen exactly
159 const static float r_screenvertex3f[12] =
160 {
161         0, 0, 0,
162         1, 0, 0,
163         1, 1, 0,
164         0, 1, 0
165 };
166
167 extern void R_DrawModelShadows(void);
168
169 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
170 {
171         int i;
172         for (i = 0;i < verts;i++)
173         {
174                 out[0] = in[0] * r;
175                 out[1] = in[1] * g;
176                 out[2] = in[2] * b;
177                 out[3] = in[3];
178                 in += 4;
179                 out += 4;
180         }
181 }
182
183 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
184 {
185         int i;
186         for (i = 0;i < verts;i++)
187         {
188                 out[0] = r;
189                 out[1] = g;
190                 out[2] = b;
191                 out[3] = a;
192                 out += 4;
193         }
194 }
195
196 // FIXME: move this to client?
197 void FOG_clear(void)
198 {
199         if (gamemode == GAME_NEHAHRA)
200         {
201                 Cvar_Set("gl_fogenable", "0");
202                 Cvar_Set("gl_fogdensity", "0.2");
203                 Cvar_Set("gl_fogred", "0.3");
204                 Cvar_Set("gl_foggreen", "0.3");
205                 Cvar_Set("gl_fogblue", "0.3");
206         }
207         r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
208 }
209
210 float FogPoint_World(const vec3_t p)
211 {
212         int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
213         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
214 }
215
216 float FogPoint_Model(const vec3_t p)
217 {
218         int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
219         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
220 }
221
222 static void R_BuildBlankTextures(void)
223 {
224         unsigned char data[4];
225         data[0] = 128; // normal X
226         data[1] = 128; // normal Y
227         data[2] = 255; // normal Z
228         data[3] = 128; // height
229         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
230         data[0] = 255;
231         data[1] = 255;
232         data[2] = 255;
233         data[3] = 255;
234         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
235         data[0] = 0;
236         data[1] = 0;
237         data[2] = 0;
238         data[3] = 255;
239         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
240 }
241
242 static void R_BuildNoTexture(void)
243 {
244         int x, y;
245         unsigned char pix[16][16][4];
246         // this makes a light grey/dark grey checkerboard texture
247         for (y = 0;y < 16;y++)
248         {
249                 for (x = 0;x < 16;x++)
250                 {
251                         if ((y < 8) ^ (x < 8))
252                         {
253                                 pix[y][x][0] = 128;
254                                 pix[y][x][1] = 128;
255                                 pix[y][x][2] = 128;
256                                 pix[y][x][3] = 255;
257                         }
258                         else
259                         {
260                                 pix[y][x][0] = 64;
261                                 pix[y][x][1] = 64;
262                                 pix[y][x][2] = 64;
263                                 pix[y][x][3] = 255;
264                         }
265                 }
266         }
267         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
268 }
269
270 static void R_BuildWhiteCube(void)
271 {
272         unsigned char data[6*1*1*4];
273         data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
274         data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
275         data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
276         data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
277         data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
278         data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
279         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
280 }
281
282 static void R_BuildNormalizationCube(void)
283 {
284         int x, y, side;
285         vec3_t v;
286         vec_t s, t, intensity;
287 #define NORMSIZE 64
288         unsigned char data[6][NORMSIZE][NORMSIZE][4];
289         for (side = 0;side < 6;side++)
290         {
291                 for (y = 0;y < NORMSIZE;y++)
292                 {
293                         for (x = 0;x < NORMSIZE;x++)
294                         {
295                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
296                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
297                                 switch(side)
298                                 {
299                                 default:
300                                 case 0:
301                                         v[0] = 1;
302                                         v[1] = -t;
303                                         v[2] = -s;
304                                         break;
305                                 case 1:
306                                         v[0] = -1;
307                                         v[1] = -t;
308                                         v[2] = s;
309                                         break;
310                                 case 2:
311                                         v[0] = s;
312                                         v[1] = 1;
313                                         v[2] = t;
314                                         break;
315                                 case 3:
316                                         v[0] = s;
317                                         v[1] = -1;
318                                         v[2] = -t;
319                                         break;
320                                 case 4:
321                                         v[0] = s;
322                                         v[1] = -t;
323                                         v[2] = 1;
324                                         break;
325                                 case 5:
326                                         v[0] = -s;
327                                         v[1] = -t;
328                                         v[2] = -1;
329                                         break;
330                                 }
331                                 intensity = 127.0f / sqrt(DotProduct(v, v));
332                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
333                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
334                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
335                                 data[side][y][x][3] = 255;
336                         }
337                 }
338         }
339         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
340 }
341
342 static void R_BuildFogTexture(void)
343 {
344         int x, b;
345 #define FOGWIDTH 64
346         unsigned char data1[FOGWIDTH][4];
347         //unsigned char data2[FOGWIDTH][4];
348         for (x = 0;x < FOGWIDTH;x++)
349         {
350                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
351                 data1[x][0] = b;
352                 data1[x][1] = b;
353                 data1[x][2] = b;
354                 data1[x][3] = 255;
355                 //data2[x][0] = 255 - b;
356                 //data2[x][1] = 255 - b;
357                 //data2[x][2] = 255 - b;
358                 //data2[x][3] = 255;
359         }
360         r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
361         //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
362 }
363
364 static const char *builtinshaderstring =
365 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
366 "// written by Forest 'LordHavoc' Hale\n"
367 "\n"
368 "// common definitions between vertex shader and fragment shader:\n"
369 "\n"
370 "#ifdef __GLSL_CG_DATA_TYPES\n"
371 "#define myhalf half\n"
372 "#define myhvec2 hvec2\n"
373 "#define myhvec3 hvec3\n"
374 "#define myhvec4 hvec4\n"
375 "#else\n"
376 "#define myhalf float\n"
377 "#define myhvec2 vec2\n"
378 "#define myhvec3 vec3\n"
379 "#define myhvec4 vec4\n"
380 "#endif\n"
381 "\n"
382 "varying vec2 TexCoord;\n"
383 "varying vec2 TexCoordLightmap;\n"
384 "\n"
385 "varying vec3 CubeVector;\n"
386 "varying vec3 LightVector;\n"
387 "varying vec3 EyeVector;\n"
388 "#ifdef USEFOG\n"
389 "varying vec3 EyeVectorModelSpace;\n"
390 "#endif\n"
391 "\n"
392 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
393 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
394 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
395 "\n"
396 "\n"
397 "\n"
398 "\n"
399 "// vertex shader specific:\n"
400 "#ifdef VERTEX_SHADER\n"
401 "\n"
402 "uniform vec3 LightPosition;\n"
403 "uniform vec3 EyePosition;\n"
404 "uniform vec3 LightDir;\n"
405 "\n"
406 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
407 "\n"
408 "void main(void)\n"
409 "{\n"
410 "       gl_FrontColor = gl_Color;\n"
411 "       // copy the surface texcoord\n"
412 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
413 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
414 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
415 "#endif\n"
416 "\n"
417 "#ifdef MODE_LIGHTSOURCE\n"
418 "       // transform vertex position into light attenuation/cubemap space\n"
419 "       // (-1 to +1 across the light box)\n"
420 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
421 "\n"
422 "       // transform unnormalized light direction into tangent space\n"
423 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
424 "       //  normalize it per pixel)\n"
425 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
426 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
427 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
428 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
429 "#endif\n"
430 "\n"
431 "#ifdef MODE_LIGHTDIRECTION\n"
432 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
433 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
434 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
435 "#endif\n"
436 "\n"
437 "       // transform unnormalized eye direction into tangent space\n"
438 "#ifndef USEFOG\n"
439 "       vec3 EyeVectorModelSpace;\n"
440 "#endif\n"
441 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
442 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
443 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
444 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
445 "\n"
446 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
447 "       VectorS = gl_MultiTexCoord1.xyz;\n"
448 "       VectorT = gl_MultiTexCoord2.xyz;\n"
449 "       VectorR = gl_MultiTexCoord3.xyz;\n"
450 "#endif\n"
451 "\n"
452 "       // transform vertex to camera space, using ftransform to match non-VS\n"
453 "       // rendering\n"
454 "       gl_Position = ftransform();\n"
455 "}\n"
456 "\n"
457 "#endif // VERTEX_SHADER\n"
458 "\n"
459 "\n"
460 "\n"
461 "\n"
462 "// fragment shader specific:\n"
463 "#ifdef FRAGMENT_SHADER\n"
464 "\n"
465 "// 11 textures, we can only use up to 16 on DX9-class hardware\n"
466 "uniform sampler2D Texture_Normal;\n"
467 "uniform sampler2D Texture_Color;\n"
468 "uniform sampler2D Texture_Gloss;\n"
469 "uniform samplerCube Texture_Cube;\n"
470 "uniform sampler2D Texture_Attenuation;\n"
471 "uniform sampler2D Texture_FogMask;\n"
472 "uniform sampler2D Texture_Pants;\n"
473 "uniform sampler2D Texture_Shirt;\n"
474 "uniform sampler2D Texture_Lightmap;\n"
475 "uniform sampler2D Texture_Deluxemap;\n"
476 "uniform sampler2D Texture_Glow;\n"
477 "\n"
478 "uniform myhvec3 LightColor;\n"
479 "uniform myhvec3 AmbientColor;\n"
480 "uniform myhvec3 DiffuseColor;\n"
481 "uniform myhvec3 SpecularColor;\n"
482 "uniform myhvec3 Color_Pants;\n"
483 "uniform myhvec3 Color_Shirt;\n"
484 "uniform myhvec3 FogColor;\n"
485 "\n"
486 "uniform myhalf GlowScale;\n"
487 "uniform myhalf SceneBrightness;\n"
488 "\n"
489 "uniform float OffsetMapping_Scale;\n"
490 "uniform float OffsetMapping_Bias;\n"
491 "uniform float FogRangeRecip;\n"
492 "\n"
493 "uniform myhalf AmbientScale;\n"
494 "uniform myhalf DiffuseScale;\n"
495 "uniform myhalf SpecularScale;\n"
496 "uniform myhalf SpecularPower;\n"
497 "\n"
498 "#ifdef USEOFFSETMAPPING\n"
499 "vec2 OffsetMapping(vec2 TexCoord)\n"
500 "{\n"
501 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
502 "       // 14 sample relief mapping: linear search and then binary search\n"
503 "       // this basically steps forward a small amount repeatedly until it finds\n"
504 "       // itself inside solid, then jitters forward and back using decreasing\n"
505 "       // amounts to find the impact\n"
506 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
507 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
508 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
509 "       vec3 RT = vec3(TexCoord, 1);\n"
510 "       OffsetVector *= 0.1;\n"
511 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
512 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
513 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
514 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
515 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
516 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
517 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
518 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
519 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
520 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
521 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
522 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
523 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
524 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
525 "       return RT.xy;\n"
526 "#else\n"
527 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
528 "       // this basically moves forward the full distance, and then backs up based\n"
529 "       // on height of samples\n"
530 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
531 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
532 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
533 "       TexCoord += OffsetVector;\n"
534 "       OffsetVector *= 0.333;\n"
535 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
536 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
537 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
538 "       return TexCoord;\n"
539 "#endif\n"
540 "}\n"
541 "#endif\n"
542 "\n"
543 "void main(void)\n"
544 "{\n"
545 "#ifdef USEOFFSETMAPPING\n"
546 "       // apply offsetmapping\n"
547 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
548 "#define TexCoord TexCoordOffset\n"
549 "#endif\n"
550 "\n"
551 "       // combine the diffuse textures (base, pants, shirt)\n"
552 "       myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
553 "#ifdef USECOLORMAPPING\n"
554 "       color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
555 "#endif\n"
556 "\n"
557 "\n"
558 "\n"
559 "\n"
560 "#ifdef MODE_LIGHTSOURCE\n"
561 "       // light source\n"
562 "\n"
563 "       // calculate surface normal, light normal, and specular normal\n"
564 "       // compute color intensity for the two textures (colormap and glossmap)\n"
565 "       // scale by light color and attenuation as efficiently as possible\n"
566 "       // (do as much scalar math as possible rather than vector math)\n"
567 "#ifdef USESPECULAR\n"
568 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
569 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
570 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
571 "\n"
572 "       // calculate directional shading\n"
573 "       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"
574 "#else\n"
575 "#ifdef USEDIFFUSE\n"
576 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
577 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
578 "\n"
579 "       // calculate directional shading\n"
580 "       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"
581 "#else\n"
582 "       // calculate directionless shading\n"
583 "       color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
584 "#endif\n"
585 "#endif\n"
586 "\n"
587 "#ifdef USECUBEFILTER\n"
588 "       // apply light cubemap filter\n"
589 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
590 "       color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
591 "#endif\n"
592 "\n"
593 "\n"
594 "\n"
595 "\n"
596 "#elif defined(MODE_LIGHTDIRECTION)\n"
597 "       // directional model lighting\n"
598 "\n"
599 "       // get the surface normal and light normal\n"
600 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
601 "       myhvec3 diffusenormal = myhvec3(LightVector);\n"
602 "\n"
603 "       // calculate directional shading\n"
604 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
605 "#ifdef USESPECULAR\n"
606 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
607 "       color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
608 "#endif\n"
609 "\n"
610 "\n"
611 "\n"
612 "\n"
613 "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
614 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
615 "\n"
616 "       // get the surface normal and light normal\n"
617 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
618 "\n"
619 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
620 "       myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
621 "       myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
622 "#else\n"
623 "       myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
624 "#endif\n"
625 "       // calculate directional shading\n"
626 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
627 "#ifdef USESPECULAR\n"
628 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
629 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
630 "#endif\n"
631 "\n"
632 "       // apply lightmap color\n"
633 "       color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
634 "\n"
635 "\n"
636 "#else // MODE none (lightmap)\n"
637 "       // apply lightmap color\n"
638 "       color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
639 "#endif // MODE\n"
640 "\n"
641 "       color *= myhvec4(gl_Color);\n"
642 "\n"
643 "#ifdef USEGLOW\n"
644 "       color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
645 "#endif\n"
646 "\n"
647 "#ifdef USEFOG\n"
648 "       // apply fog\n"
649 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
650 "#endif\n"
651 "\n"
652 "       color.rgb *= SceneBrightness;\n"
653 "\n"
654 "       gl_FragColor = vec4(color);\n"
655 "}\n"
656 "\n"
657 "#endif // FRAGMENT_SHADER\n"
658 ;
659
660 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
661 const char *permutationinfo[][2] =
662 {
663         {"#define MODE_LIGHTSOURCE\n", " lightsource"},
664         {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
665         {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
666         {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
667         {"#define USEGLOW\n", " glow"},
668         {"#define USEFOG\n", " fog"},
669         {"#define USECOLORMAPPING\n", " colormapping"},
670         {"#define USEDIFFUSE\n", " diffuse"},
671         {"#define USESPECULAR\n", " specular"},
672         {"#define USECUBEFILTER\n", " cubefilter"},
673         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
674         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
675         {NULL, NULL}
676 };
677
678 void R_GLSL_CompilePermutation(const char *filename, int permutation)
679 {
680         int i;
681         qboolean shaderfound;
682         r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
683         int vertstrings_count;
684         int geomstrings_count;
685         int fragstrings_count;
686         char *shaderstring;
687         const char *vertstrings_list[32+1];
688         const char *geomstrings_list[32+1];
689         const char *fragstrings_list[32+1];
690         char permutationname[256];
691         if (p->compiled)
692                 return;
693         p->compiled = true;
694         p->program = 0;
695         vertstrings_list[0] = "#define VERTEX_SHADER\n";
696         geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
697         fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
698         vertstrings_count = 1;
699         geomstrings_count = 1;
700         fragstrings_count = 1;
701         permutationname[0] = 0;
702         for (i = 0;permutationinfo[i][0];i++)
703         {
704                 if (permutation & (1<<i))
705                 {
706                         vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
707                         geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
708                         fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
709                         strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
710                 }
711                 else
712                 {
713                         // keep line numbers correct
714                         vertstrings_list[vertstrings_count++] = "\n";
715                         geomstrings_list[geomstrings_count++] = "\n";
716                         fragstrings_list[fragstrings_count++] = "\n";
717                 }
718         }
719         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
720         shaderfound = false;
721         if (shaderstring)
722         {
723                 Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
724                 vertstrings_list[vertstrings_count++] = shaderstring;
725                 geomstrings_list[geomstrings_count++] = shaderstring;
726                 fragstrings_list[fragstrings_count++] = shaderstring;
727                 shaderfound = true;
728         }
729         else if (!strcmp(filename, "glsl/default.glsl"))
730         {
731                 Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
732                 vertstrings_list[vertstrings_count++] = builtinshaderstring;
733                 geomstrings_list[geomstrings_count++] = builtinshaderstring;
734                 fragstrings_list[fragstrings_count++] = builtinshaderstring;
735                 shaderfound = true;
736         }
737         // clear any lists that are not needed by this shader
738         if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
739                 vertstrings_count = 0;
740         if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
741                 geomstrings_count = 0;
742         if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
743                 fragstrings_count = 0;
744         // compile the shader program
745         if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
746                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
747         if (p->program)
748         {
749                 CHECKGLERROR
750                 qglUseProgramObjectARB(p->program);CHECKGLERROR
751                 // look up all the uniform variable names we care about, so we don't
752                 // have to look them up every time we set them
753                 p->loc_Texture_Normal      = qglGetUniformLocationARB(p->program, "Texture_Normal");
754                 p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
755                 p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
756                 p->loc_Texture_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
757                 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
758                 p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
759                 p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
760                 p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
761                 p->loc_Texture_Lightmap    = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
762                 p->loc_Texture_Deluxemap   = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
763                 p->loc_Texture_Glow        = qglGetUniformLocationARB(p->program, "Texture_Glow");
764                 p->loc_FogColor            = qglGetUniformLocationARB(p->program, "FogColor");
765                 p->loc_LightPosition       = qglGetUniformLocationARB(p->program, "LightPosition");
766                 p->loc_EyePosition         = qglGetUniformLocationARB(p->program, "EyePosition");
767                 p->loc_LightColor          = qglGetUniformLocationARB(p->program, "LightColor");
768                 p->loc_Color_Pants         = qglGetUniformLocationARB(p->program, "Color_Pants");
769                 p->loc_Color_Shirt         = qglGetUniformLocationARB(p->program, "Color_Shirt");
770                 p->loc_FogRangeRecip       = qglGetUniformLocationARB(p->program, "FogRangeRecip");
771                 p->loc_AmbientScale        = qglGetUniformLocationARB(p->program, "AmbientScale");
772                 p->loc_DiffuseScale        = qglGetUniformLocationARB(p->program, "DiffuseScale");
773                 p->loc_SpecularPower       = qglGetUniformLocationARB(p->program, "SpecularPower");
774                 p->loc_SpecularScale       = qglGetUniformLocationARB(p->program, "SpecularScale");
775                 p->loc_GlowScale           = qglGetUniformLocationARB(p->program, "GlowScale");
776                 p->loc_SceneBrightness     = qglGetUniformLocationARB(p->program, "SceneBrightness");
777                 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
778                 p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
779                 p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
780                 p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
781                 p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
782                 // initialize the samplers to refer to the texture units we use
783                 if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
784                 if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
785                 if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
786                 if (p->loc_Texture_Cube >= 0)      qglUniform1iARB(p->loc_Texture_Cube, 3);
787                 if (p->loc_Texture_FogMask >= 0)   qglUniform1iARB(p->loc_Texture_FogMask, 4);
788                 if (p->loc_Texture_Pants >= 0)     qglUniform1iARB(p->loc_Texture_Pants, 5);
789                 if (p->loc_Texture_Shirt >= 0)     qglUniform1iARB(p->loc_Texture_Shirt, 6);
790                 if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
791                 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
792                 if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
793                 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
794                 CHECKGLERROR
795                 qglUseProgramObjectARB(0);CHECKGLERROR
796         }
797         else
798                 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
799         if (shaderstring)
800                 Mem_Free(shaderstring);
801 }
802
803 void R_GLSL_Restart_f(void)
804 {
805         int i;
806         for (i = 0;i < SHADERPERMUTATION_MAX;i++)
807                 if (r_glsl_permutations[i].program)
808                         GL_Backend_FreeProgram(r_glsl_permutations[i].program);
809         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
810 }
811
812 extern rtexture_t *r_shadow_attenuationgradienttexture;
813 extern rtexture_t *r_shadow_attenuation2dtexture;
814 extern rtexture_t *r_shadow_attenuation3dtexture;
815 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
816 {
817         // select a permutation of the lighting shader appropriate to this
818         // combination of texture, entity, light source, and fogging, only use the
819         // minimum features necessary to avoid wasting rendering time in the
820         // fragment shader on features that are not being used
821         const char *shaderfilename = NULL;
822         unsigned int permutation = 0;
823         r_glsl_permutation = NULL;
824         // TODO: implement geometry-shader based shadow volumes someday
825         if (r_shadow_rtlight)
826         {
827                 // light source
828                 shaderfilename = "glsl/default.glsl";
829                 permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
830                 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
831                         permutation |= SHADERPERMUTATION_CUBEFILTER;
832                 if (diffusescale > 0)
833                         permutation |= SHADERPERMUTATION_DIFFUSE;
834                 if (specularscale > 0)
835                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
836                 if (r_refdef.fogenabled)
837                         permutation |= SHADERPERMUTATION_FOG;
838                 if (rsurface.texture->colormapping)
839                         permutation |= SHADERPERMUTATION_COLORMAPPING;
840                 if (r_glsl_offsetmapping.integer)
841                 {
842                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
843                         if (r_glsl_offsetmapping_reliefmapping.integer)
844                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
845                 }
846         }
847         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
848         {
849                 // bright unshaded geometry
850                 shaderfilename = "glsl/default.glsl";
851                 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
852                 if (rsurface.texture->currentskinframe->glow)
853                         permutation |= SHADERPERMUTATION_GLOW;
854                 if (r_refdef.fogenabled)
855                         permutation |= SHADERPERMUTATION_FOG;
856                 if (rsurface.texture->colormapping)
857                         permutation |= SHADERPERMUTATION_COLORMAPPING;
858                 if (r_glsl_offsetmapping.integer)
859                 {
860                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
861                         if (r_glsl_offsetmapping_reliefmapping.integer)
862                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
863                 }
864         }
865         else if (modellighting)
866         {
867                 // directional model lighting
868                 shaderfilename = "glsl/default.glsl";
869                 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
870                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
871                 if (rsurface.texture->currentskinframe->glow)
872                         permutation |= SHADERPERMUTATION_GLOW;
873                 if (specularscale > 0)
874                         permutation |= SHADERPERMUTATION_SPECULAR;
875                 if (r_refdef.fogenabled)
876                         permutation |= SHADERPERMUTATION_FOG;
877                 if (rsurface.texture->colormapping)
878                         permutation |= SHADERPERMUTATION_COLORMAPPING;
879                 if (r_glsl_offsetmapping.integer)
880                 {
881                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
882                         if (r_glsl_offsetmapping_reliefmapping.integer)
883                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
884                 }
885         }
886         else
887         {
888                 // lightmapped wall
889                 shaderfilename = "glsl/default.glsl";
890                 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
891                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
892                 {
893                         // deluxemapping (light direction texture)
894                         if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
895                                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
896                         else
897                                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
898                         if (specularscale > 0)
899                                 permutation |= SHADERPERMUTATION_SPECULAR;
900                 }
901                 else if (r_glsl_deluxemapping.integer >= 2)
902                 {
903                         // fake deluxemapping (uniform light direction in tangentspace)
904                         permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
905                         if (specularscale > 0)
906                                 permutation |= SHADERPERMUTATION_SPECULAR;
907                 }
908                 else
909                 {
910                         // ordinary lightmapping
911                         permutation |= 0;
912                 }
913                 if (rsurface.texture->currentskinframe->glow)
914                         permutation |= SHADERPERMUTATION_GLOW;
915                 if (r_refdef.fogenabled)
916                         permutation |= SHADERPERMUTATION_FOG;
917                 if (rsurface.texture->colormapping)
918                         permutation |= SHADERPERMUTATION_COLORMAPPING;
919                 if (r_glsl_offsetmapping.integer)
920                 {
921                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
922                         if (r_glsl_offsetmapping_reliefmapping.integer)
923                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
924                 }
925         }
926         if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
927         {
928                 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
929                         R_GLSL_CompilePermutation(shaderfilename, permutation);
930                 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
931                 {
932                         // remove features until we find a valid permutation
933                         unsigned int i;
934                         for (i = SHADERPERMUTATION_MASK;;i>>=1)
935                         {
936                                 if (!i)
937                                         return 0; // utterly failed
938                                 // reduce i more quickly whenever it would not remove any bits
939                                 if (permutation < i)
940                                         continue;
941                                 permutation &= i;
942                                 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
943                                         R_GLSL_CompilePermutation(shaderfilename, permutation);
944                                 if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
945                                         break;
946                         }
947                 }
948         }
949         r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
950         CHECKGLERROR
951         qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
952         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
953         if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
954         {
955                 if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
956                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);
957                 if (permutation & SHADERPERMUTATION_DIFFUSE)
958                 {
959                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
960                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
961                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
962                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
963                 }
964                 else
965                 {
966                         // ambient only is simpler
967                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
968                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
969                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
970                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
971                 }
972         }
973         else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
974         {
975                 if (r_glsl_permutation->loc_AmbientColor >= 0)
976                         qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
977                 if (r_glsl_permutation->loc_DiffuseColor >= 0)
978                         qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
979                 if (r_glsl_permutation->loc_SpecularColor >= 0)
980                         qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
981                 if (r_glsl_permutation->loc_LightDir >= 0)
982                         qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
983         }
984         else
985         {
986                 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
987                 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
988                 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
989         }
990         if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
991         if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
992         if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
993         //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
994         if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
995         if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
996         if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
997         if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
998         //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
999         //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
1000         if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
1001         if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1002         if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1003         if (r_glsl_permutation->loc_FogColor >= 0)
1004         {
1005                 // additive passes are only darkened by fog, not tinted
1006                 if (r_shadow_rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1007                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1008                 else
1009                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1010         }
1011         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1012         if (r_glsl_permutation->loc_Color_Pants >= 0)
1013         {
1014                 if (rsurface.texture->currentskinframe->pants)
1015                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1016                 else
1017                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1018         }
1019         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1020         {
1021                 if (rsurface.texture->currentskinframe->shirt)
1022                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1023                 else
1024                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1025         }
1026         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1027         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1028         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1029         CHECKGLERROR
1030         return permutation;
1031 }
1032
1033 void R_SwitchSurfaceShader(int permutation)
1034 {
1035         if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
1036         {
1037                 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
1038                 CHECKGLERROR
1039                 qglUseProgramObjectARB(r_glsl_permutation->program);
1040                 CHECKGLERROR
1041         }
1042 }
1043
1044 #define SKINFRAME_HASH 1024
1045
1046 struct
1047 {
1048         int loadsequence; // incremented each level change
1049         memexpandablearray_t array;
1050         skinframe_t *hash[SKINFRAME_HASH];
1051 }
1052 r_skinframe;
1053
1054 void R_SkinFrame_PrepareForPurge(void)
1055 {
1056         r_skinframe.loadsequence++;
1057         // wrap it without hitting zero
1058         if (r_skinframe.loadsequence >= 200)
1059                 r_skinframe.loadsequence = 1;
1060 }
1061
1062 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1063 {
1064         if (!skinframe)
1065                 return;
1066         // mark the skinframe as used for the purging code
1067         skinframe->loadsequence = r_skinframe.loadsequence;
1068 }
1069
1070 void R_SkinFrame_Purge(void)
1071 {
1072         int i;
1073         skinframe_t *s;
1074         for (i = 0;i < SKINFRAME_HASH;i++)
1075         {
1076                 for (s = r_skinframe.hash[i];s;s = s->next)
1077                 {
1078                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1079                         {
1080                                 if (s->base == r_texture_notexture)     s->base   = NULL;
1081                                 if (s->nmap == r_texture_blanknormalmap)s->nmap   = NULL;
1082                                 if (s->merged == s->base)               s->merged = NULL;
1083                                 if (s->stain ) R_FreeTexture(s->stain );s->stain  = NULL;
1084                                 if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
1085                                 if (s->base  ) R_FreeTexture(s->base  );s->base   = NULL;
1086                                 if (s->pants ) R_FreeTexture(s->pants );s->pants  = NULL;
1087                                 if (s->shirt ) R_FreeTexture(s->shirt );s->shirt  = NULL;
1088                                 if (s->nmap  ) R_FreeTexture(s->nmap  );s->nmap   = NULL;
1089                                 if (s->gloss ) R_FreeTexture(s->gloss );s->gloss  = NULL;
1090                                 if (s->glow  ) R_FreeTexture(s->glow  );s->glow   = NULL;
1091                                 if (s->fog   ) R_FreeTexture(s->fog   );s->fog    = NULL;
1092                                 s->loadsequence = 0;
1093                         }
1094                 }
1095         }
1096 }
1097
1098 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1099 {
1100         skinframe_t *item;
1101         int hashindex;
1102         char basename[MAX_QPATH];
1103
1104         Image_StripImageExtension(name, basename, sizeof(basename));
1105
1106         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1107         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1108                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1109                         break;
1110         if (!item)
1111         {
1112                 if (!add)
1113                         return NULL;
1114                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1115                 memset(item, 0, sizeof(*item));
1116                 strlcpy(item->basename, basename, sizeof(item->basename));
1117                 item->textureflags = textureflags;
1118                 item->comparewidth = comparewidth;
1119                 item->compareheight = compareheight;
1120                 item->comparecrc = comparecrc;
1121                 item->next = r_skinframe.hash[hashindex];
1122                 r_skinframe.hash[hashindex] = item;
1123         }
1124         R_SkinFrame_MarkUsed(item);
1125         return item;
1126 }
1127
1128 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1129 {
1130         // FIXME: it should be possible to disable loading various layers using
1131         // cvars, to prevent wasted loading time and memory usage if the user does
1132         // not want them
1133         qboolean loadnormalmap = true;
1134         qboolean loadgloss = true;
1135         qboolean loadpantsandshirt = true;
1136         qboolean loadglow = true;
1137         int j;
1138         unsigned char *pixels;
1139         unsigned char *bumppixels;
1140         unsigned char *basepixels = NULL;
1141         int basepixels_width;
1142         int basepixels_height;
1143         skinframe_t *skinframe;
1144
1145         if (cls.state == ca_dedicated)
1146                 return NULL;
1147
1148         // return an existing skinframe if already loaded
1149         // if loading of the first image fails, don't make a new skinframe as it
1150         // would cause all future lookups of this to be missing
1151         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1152         if (skinframe && skinframe->base)
1153                 return skinframe;
1154
1155         basepixels = loadimagepixels(name, complain, 0, 0);
1156         if (basepixels == NULL)
1157                 return NULL;
1158
1159         // we've got some pixels to store, so really allocate this new texture now
1160         if (!skinframe)
1161                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1162         skinframe->stain = NULL;
1163         skinframe->merged = NULL;
1164         skinframe->base = r_texture_notexture;
1165         skinframe->pants = NULL;
1166         skinframe->shirt = NULL;
1167         skinframe->nmap = r_texture_blanknormalmap;
1168         skinframe->gloss = NULL;
1169         skinframe->glow = NULL;
1170         skinframe->fog = NULL;
1171
1172         basepixels_width = image_width;
1173         basepixels_height = image_height;
1174         skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1175
1176         if (textureflags & TEXF_ALPHA)
1177         {
1178                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1179                         if (basepixels[j] < 255)
1180                                 break;
1181                 if (j < basepixels_width * basepixels_height * 4)
1182                 {
1183                         // has transparent pixels
1184                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1185                         for (j = 0;j < image_width * image_height * 4;j += 4)
1186                         {
1187                                 pixels[j+0] = 255;
1188                                 pixels[j+1] = 255;
1189                                 pixels[j+2] = 255;
1190                                 pixels[j+3] = basepixels[j+3];
1191                         }
1192                         skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1193                         Mem_Free(pixels);
1194                 }
1195         }
1196
1197         // _norm is the name used by tenebrae and has been adopted as standard
1198         if (loadnormalmap)
1199         {
1200                 if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
1201                 {
1202                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1203                         Mem_Free(pixels);
1204                         pixels = NULL;
1205                 }
1206                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
1207                 {
1208                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1209                         Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1210                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1211                         Mem_Free(pixels);
1212                         Mem_Free(bumppixels);
1213                 }
1214                 else if (r_shadow_bumpscale_basetexture.value > 0)
1215                 {
1216                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1217                         Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1218                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1219                         Mem_Free(pixels);
1220                 }
1221         }
1222         // _luma is supported for tenebrae compatibility
1223         // (I think it's a very stupid name, but oh well)
1224         // _glow is the preferred name
1225         if (loadglow          && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1226         if (loadgloss         && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1227         if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1228         if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1229
1230         if (basepixels)
1231                 Mem_Free(basepixels);
1232
1233         return skinframe;
1234 }
1235
1236 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)
1237 {
1238         int i;
1239         if (!force)
1240         {
1241                 for (i = 0;i < width*height;i++)
1242                         if (((unsigned char *)&palette[in[i]])[3] > 0)
1243                                 break;
1244                 if (i == width*height)
1245                         return NULL;
1246         }
1247         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1248 }
1249
1250 skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
1251 {
1252         int i;
1253         unsigned char *temp1, *temp2;
1254         skinframe_t *skinframe;
1255
1256         if (cls.state == ca_dedicated)
1257                 return NULL;
1258
1259         // if already loaded just return it, otherwise make a new skinframe
1260         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
1261         if (skinframe && skinframe->base)
1262                 return skinframe;
1263
1264         skinframe->stain = NULL;
1265         skinframe->merged = NULL;
1266         skinframe->base = r_texture_notexture;
1267         skinframe->pants = NULL;
1268         skinframe->shirt = NULL;
1269         skinframe->nmap = r_texture_blanknormalmap;
1270         skinframe->gloss = NULL;
1271         skinframe->glow = NULL;
1272         skinframe->fog = NULL;
1273
1274         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1275         if (!skindata)
1276                 return NULL;
1277
1278         if (bitsperpixel == 32)
1279         {
1280                 if (r_shadow_bumpscale_basetexture.value > 0)
1281                 {
1282                         temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1283                         temp2 = temp1 + width * height * 4;
1284                         Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1285                         skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1286                         Mem_Free(temp1);
1287                 }
1288                 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
1289                 if (textureflags & TEXF_ALPHA)
1290                 {
1291                         for (i = 3;i < width * height * 4;i += 4)
1292                                 if (skindata[i] < 255)
1293                                         break;
1294                         if (i < width * height * 4)
1295                         {
1296                                 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1297                                 memcpy(fogpixels, skindata, width * height * 4);
1298                                 for (i = 0;i < width * height * 4;i += 4)
1299                                         fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1300                                 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
1301                                 Mem_Free(fogpixels);
1302                         }
1303                 }
1304         }
1305         else if (bitsperpixel == 8)
1306         {
1307                 if (r_shadow_bumpscale_basetexture.value > 0)
1308                 {
1309                         temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1310                         temp2 = temp1 + width * height * 4;
1311                         if (bitsperpixel == 32)
1312                                 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1313                         else
1314                         {
1315                                 // use either a custom palette or the quake palette
1316                                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1317                                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1318                         }
1319                         skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1320                         Mem_Free(temp1);
1321                 }
1322                 // use either a custom palette, or the quake palette
1323                 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags, true); // all
1324                 if (!palette && loadglowtexture)
1325                         skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, textureflags, false); // glow
1326                 if (!palette && loadpantsandshirt)
1327                 {
1328                         skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, textureflags, false); // pants
1329                         skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, textureflags, false); // shirt
1330                 }
1331                 if (skinframe->pants || skinframe->shirt)
1332                         skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
1333                 if (textureflags & TEXF_ALPHA)
1334                 {
1335                         // if not using a custom alphapalette, use the quake one
1336                         if (!alphapalette)
1337                                 alphapalette = palette_alpha;
1338                         for (i = 0;i < width * height;i++)
1339                                 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1340                                         break;
1341                         if (i < width * height)
1342                                 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, textureflags, true); // fog mask
1343                 }
1344         }
1345
1346         return skinframe;
1347 }
1348
1349 skinframe_t *R_SkinFrame_LoadMissing(void)
1350 {
1351         skinframe_t *skinframe;
1352
1353         if (cls.state == ca_dedicated)
1354                 return NULL;
1355
1356         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1357         skinframe->stain = NULL;
1358         skinframe->merged = NULL;
1359         skinframe->base = r_texture_notexture;
1360         skinframe->pants = NULL;
1361         skinframe->shirt = NULL;
1362         skinframe->nmap = r_texture_blanknormalmap;
1363         skinframe->gloss = NULL;
1364         skinframe->glow = NULL;
1365         skinframe->fog = NULL;
1366
1367         return skinframe;
1368 }
1369
1370 void gl_main_start(void)
1371 {
1372         int x;
1373         double r, alpha;
1374
1375         r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1376         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1377         {
1378                 alpha = 1 - exp(r / ((double)x*(double)x));
1379                 if (x == FOGMASKTABLEWIDTH - 1)
1380                         alpha = 0;
1381                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1382         }
1383
1384         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1385         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1386
1387         // set up r_skinframe loading system for textures
1388         memset(&r_skinframe, 0, sizeof(r_skinframe));
1389         r_skinframe.loadsequence = 1;
1390         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1391
1392         r_main_texturepool = R_AllocTexturePool();
1393         R_BuildBlankTextures();
1394         R_BuildNoTexture();
1395         if (gl_texturecubemap)
1396         {
1397                 R_BuildWhiteCube();
1398                 R_BuildNormalizationCube();
1399         }
1400         R_BuildFogTexture();
1401         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1402         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1403         memset(&r_svbsp, 0, sizeof (r_svbsp));
1404 }
1405
1406 void gl_main_shutdown(void)
1407 {
1408         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1409         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1410
1411         // clear out the r_skinframe state
1412         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1413         memset(&r_skinframe, 0, sizeof(r_skinframe));
1414
1415         if (r_svbsp.nodes)
1416                 Mem_Free(r_svbsp.nodes);
1417         memset(&r_svbsp, 0, sizeof (r_svbsp));
1418         R_FreeTexturePool(&r_main_texturepool);
1419         r_texture_blanknormalmap = NULL;
1420         r_texture_white = NULL;
1421         r_texture_black = NULL;
1422         r_texture_whitecube = NULL;
1423         r_texture_normalizationcube = NULL;
1424         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1425         R_GLSL_Restart_f();
1426 }
1427
1428 extern void CL_ParseEntityLump(char *entitystring);
1429 void gl_main_newmap(void)
1430 {
1431         // FIXME: move this code to client
1432         int l;
1433         char *entities, entname[MAX_QPATH];
1434         if (cl.worldmodel)
1435         {
1436                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1437                 l = (int)strlen(entname) - 4;
1438                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1439                 {
1440                         memcpy(entname + l, ".ent", 5);
1441                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1442                         {
1443                                 CL_ParseEntityLump(entities);
1444                                 Mem_Free(entities);
1445                                 return;
1446                         }
1447                 }
1448                 if (cl.worldmodel->brush.entities)
1449                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
1450         }
1451 }
1452
1453 void GL_Main_Init(void)
1454 {
1455         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1456
1457         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1458         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1459         if (gamemode == GAME_NEHAHRA)
1460         {
1461                 Cvar_RegisterVariable (&gl_fogenable);
1462                 Cvar_RegisterVariable (&gl_fogdensity);
1463                 Cvar_RegisterVariable (&gl_fogred);
1464                 Cvar_RegisterVariable (&gl_foggreen);
1465                 Cvar_RegisterVariable (&gl_fogblue);
1466                 Cvar_RegisterVariable (&gl_fogstart);
1467                 Cvar_RegisterVariable (&gl_fogend);
1468         }
1469         Cvar_RegisterVariable(&r_depthfirst);
1470         Cvar_RegisterVariable(&r_nearclip);
1471         Cvar_RegisterVariable(&r_showbboxes);
1472         Cvar_RegisterVariable(&r_showsurfaces);
1473         Cvar_RegisterVariable(&r_showtris);
1474         Cvar_RegisterVariable(&r_shownormals);
1475         Cvar_RegisterVariable(&r_showlighting);
1476         Cvar_RegisterVariable(&r_showshadowvolumes);
1477         Cvar_RegisterVariable(&r_showcollisionbrushes);
1478         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1479         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1480         Cvar_RegisterVariable(&r_showdisabledepthtest);
1481         Cvar_RegisterVariable(&r_drawportals);
1482         Cvar_RegisterVariable(&r_drawentities);
1483         Cvar_RegisterVariable(&r_cullentities_trace);
1484         Cvar_RegisterVariable(&r_cullentities_trace_samples);
1485         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1486         Cvar_RegisterVariable(&r_cullentities_trace_delay);
1487         Cvar_RegisterVariable(&r_drawviewmodel);
1488         Cvar_RegisterVariable(&r_speeds);
1489         Cvar_RegisterVariable(&r_fullbrights);
1490         Cvar_RegisterVariable(&r_wateralpha);
1491         Cvar_RegisterVariable(&r_dynamic);
1492         Cvar_RegisterVariable(&r_fullbright);
1493         Cvar_RegisterVariable(&r_shadows);
1494         Cvar_RegisterVariable(&r_shadows_throwdistance);
1495         Cvar_RegisterVariable(&r_q1bsp_skymasking);
1496         Cvar_RegisterVariable(&r_textureunits);
1497         Cvar_RegisterVariable(&r_glsl);
1498         Cvar_RegisterVariable(&r_glsl_offsetmapping);
1499         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1500         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1501         Cvar_RegisterVariable(&r_glsl_deluxemapping);
1502         Cvar_RegisterVariable(&r_lerpsprites);
1503         Cvar_RegisterVariable(&r_lerpmodels);
1504         Cvar_RegisterVariable(&r_waterscroll);
1505         Cvar_RegisterVariable(&r_bloom);
1506         Cvar_RegisterVariable(&r_bloom_colorscale);
1507         Cvar_RegisterVariable(&r_bloom_brighten);
1508         Cvar_RegisterVariable(&r_bloom_blur);
1509         Cvar_RegisterVariable(&r_bloom_resolution);
1510         Cvar_RegisterVariable(&r_bloom_colorexponent);
1511         Cvar_RegisterVariable(&r_bloom_colorsubtract);
1512         Cvar_RegisterVariable(&r_hdr);
1513         Cvar_RegisterVariable(&r_hdr_scenebrightness);
1514         Cvar_RegisterVariable(&r_hdr_glowintensity);
1515         Cvar_RegisterVariable(&r_hdr_range);
1516         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1517         Cvar_RegisterVariable(&developer_texturelogging);
1518         Cvar_RegisterVariable(&gl_lightmaps);
1519         Cvar_RegisterVariable(&r_test);
1520         Cvar_RegisterVariable(&r_batchmode);
1521         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1522                 Cvar_SetValue("r_fullbrights", 0);
1523         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1524 }
1525
1526 extern void R_Textures_Init(void);
1527 extern void GL_Draw_Init(void);
1528 extern void GL_Main_Init(void);
1529 extern void R_Shadow_Init(void);
1530 extern void R_Sky_Init(void);
1531 extern void GL_Surf_Init(void);
1532 extern void R_Light_Init(void);
1533 extern void R_Particles_Init(void);
1534 extern void R_Explosion_Init(void);
1535 extern void gl_backend_init(void);
1536 extern void Sbar_Init(void);
1537 extern void R_LightningBeams_Init(void);
1538 extern void Mod_RenderInit(void);
1539
1540 void Render_Init(void)
1541 {
1542         gl_backend_init();
1543         R_Textures_Init();
1544         GL_Main_Init();
1545         GL_Draw_Init();
1546         R_Shadow_Init();
1547         R_Sky_Init();
1548         GL_Surf_Init();
1549         Sbar_Init();
1550         R_Light_Init();
1551         R_Particles_Init();
1552         R_Explosion_Init();
1553         R_LightningBeams_Init();
1554         Mod_RenderInit();
1555 }
1556
1557 /*
1558 ===============
1559 GL_Init
1560 ===============
1561 */
1562 extern char *ENGINE_EXTENSIONS;
1563 void GL_Init (void)
1564 {
1565         VID_CheckExtensions();
1566
1567         // LordHavoc: report supported extensions
1568         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
1569
1570         // clear to black (loading plaque will be seen over this)
1571         CHECKGLERROR
1572         qglClearColor(0,0,0,1);CHECKGLERROR
1573         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1574 }
1575
1576 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1577 {
1578         int i;
1579         mplane_t *p;
1580         for (i = 0;i < 4;i++)
1581         {
1582                 p = r_view.frustum + i;
1583                 switch(p->signbits)
1584                 {
1585                 default:
1586                 case 0:
1587                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1588                                 return true;
1589                         break;
1590                 case 1:
1591                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1592                                 return true;
1593                         break;
1594                 case 2:
1595                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1596                                 return true;
1597                         break;
1598                 case 3:
1599                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1600                                 return true;
1601                         break;
1602                 case 4:
1603                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1604                                 return true;
1605                         break;
1606                 case 5:
1607                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1608                                 return true;
1609                         break;
1610                 case 6:
1611                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1612                                 return true;
1613                         break;
1614                 case 7:
1615                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1616                                 return true;
1617                         break;
1618                 }
1619         }
1620         return false;
1621 }
1622
1623 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
1624 {
1625         int i;
1626         const mplane_t *p;
1627         for (i = 0;i < numplanes;i++)
1628         {
1629                 p = planes + i;
1630                 switch(p->signbits)
1631                 {
1632                 default:
1633                 case 0:
1634                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1635                                 return true;
1636                         break;
1637                 case 1:
1638                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1639                                 return true;
1640                         break;
1641                 case 2:
1642                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1643                                 return true;
1644                         break;
1645                 case 3:
1646                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1647                                 return true;
1648                         break;
1649                 case 4:
1650                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1651                                 return true;
1652                         break;
1653                 case 5:
1654                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1655                                 return true;
1656                         break;
1657                 case 6:
1658                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1659                                 return true;
1660                         break;
1661                 case 7:
1662                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1663                                 return true;
1664                         break;
1665                 }
1666         }
1667         return false;
1668 }
1669
1670 //==================================================================================
1671
1672 static void R_UpdateEntityLighting(entity_render_t *ent)
1673 {
1674         vec3_t tempdiffusenormal;
1675
1676         // fetch the lighting from the worldmodel data
1677         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));
1678         VectorClear(ent->modellight_diffuse);
1679         VectorClear(tempdiffusenormal);
1680         if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1681         {
1682                 vec3_t org;
1683                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
1684                 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1685         }
1686         else // highly rare
1687                 VectorSet(ent->modellight_ambient, 1, 1, 1);
1688
1689         // move the light direction into modelspace coordinates for lighting code
1690         Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1691         if(VectorLength2(ent->modellight_lightdir) > 0)
1692         {
1693                 VectorNormalize(ent->modellight_lightdir);
1694         }
1695         else
1696         {
1697                 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
1698         }
1699
1700         // scale ambient and directional light contributions according to rendering variables
1701         ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1702         ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1703         ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1704         ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1705         ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1706         ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1707 }
1708
1709 static void R_View_UpdateEntityVisible (void)
1710 {
1711         int i, renderimask;
1712         entity_render_t *ent;
1713
1714         if (!r_drawentities.integer)
1715                 return;
1716
1717         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
1718         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1719         {
1720                 // worldmodel can check visibility
1721                 for (i = 0;i < r_refdef.numentities;i++)
1722                 {
1723                         ent = r_refdef.entities[i];
1724                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
1725                 }
1726                 if(r_cullentities_trace.integer)
1727                 {
1728                         for (i = 0;i < r_refdef.numentities;i++)
1729                         {
1730                                 ent = r_refdef.entities[i];
1731                                 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
1732                                 {
1733                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
1734                                                 ent->last_trace_visibility = realtime;
1735                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
1736                                                 r_viewcache.entityvisible[i] = 0;
1737                                 }
1738                         }
1739                 }
1740         }
1741         else
1742         {
1743                 // no worldmodel or it can't check visibility
1744                 for (i = 0;i < r_refdef.numentities;i++)
1745                 {
1746                         ent = r_refdef.entities[i];
1747                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
1748                 }
1749         }
1750
1751         // update entity lighting (even on hidden entities for r_shadows)
1752         for (i = 0;i < r_refdef.numentities;i++)
1753                 R_UpdateEntityLighting(r_refdef.entities[i]);
1754 }
1755
1756 // only used if skyrendermasked, and normally returns false
1757 int R_DrawBrushModelsSky (void)
1758 {
1759         int i, sky;
1760         entity_render_t *ent;
1761
1762         if (!r_drawentities.integer)
1763                 return false;
1764
1765         sky = false;
1766         for (i = 0;i < r_refdef.numentities;i++)
1767         {
1768                 if (!r_viewcache.entityvisible[i])
1769                         continue;
1770                 ent = r_refdef.entities[i];
1771                 if (!ent->model || !ent->model->DrawSky)
1772                         continue;
1773                 ent->model->DrawSky(ent);
1774                 sky = true;
1775         }
1776         return sky;
1777 }
1778
1779 void R_DrawNoModel(entity_render_t *ent);
1780 void R_DrawModels(void)
1781 {
1782         int i;
1783         entity_render_t *ent;
1784
1785         if (!r_drawentities.integer)
1786                 return;
1787
1788         for (i = 0;i < r_refdef.numentities;i++)
1789         {
1790                 if (!r_viewcache.entityvisible[i])
1791                         continue;
1792                 ent = r_refdef.entities[i];
1793                 r_refdef.stats.entities++;
1794                 if (ent->model && ent->model->Draw != NULL)
1795                         ent->model->Draw(ent);
1796                 else
1797                         R_DrawNoModel(ent);
1798         }
1799 }
1800
1801 void R_DrawModelsDepth(void)
1802 {
1803         int i;
1804         entity_render_t *ent;
1805
1806         if (!r_drawentities.integer)
1807                 return;
1808
1809         for (i = 0;i < r_refdef.numentities;i++)
1810         {
1811                 if (!r_viewcache.entityvisible[i])
1812                         continue;
1813                 ent = r_refdef.entities[i];
1814                 r_refdef.stats.entities++;
1815                 if (ent->model && ent->model->DrawDepth != NULL)
1816                         ent->model->DrawDepth(ent);
1817         }
1818 }
1819
1820 static void R_View_SetFrustum(void)
1821 {
1822         double slopex, slopey;
1823
1824         // break apart the view matrix into vectors for various purposes
1825         Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
1826         VectorNegate(r_view.left, r_view.right);
1827
1828 #if 0
1829         r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
1830         r_view.frustum[0].normal[1] = 0 - 0;
1831         r_view.frustum[0].normal[2] = -1 - 0;
1832         r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
1833         r_view.frustum[1].normal[1] = 0 + 0;
1834         r_view.frustum[1].normal[2] = -1 + 0;
1835         r_view.frustum[2].normal[0] = 0 - 0;
1836         r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
1837         r_view.frustum[2].normal[2] = -1 - 0;
1838         r_view.frustum[3].normal[0] = 0 + 0;
1839         r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
1840         r_view.frustum[3].normal[2] = -1 + 0;
1841 #endif
1842
1843 #if 0
1844         zNear = r_refdef.nearclip;
1845         nudge = 1.0 - 1.0 / (1<<23);
1846         r_view.frustum[4].normal[0] = 0 - 0;
1847         r_view.frustum[4].normal[1] = 0 - 0;
1848         r_view.frustum[4].normal[2] = -1 - -nudge;
1849         r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
1850         r_view.frustum[5].normal[0] = 0 + 0;
1851         r_view.frustum[5].normal[1] = 0 + 0;
1852         r_view.frustum[5].normal[2] = -1 + -nudge;
1853         r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
1854 #endif
1855
1856
1857
1858 #if 0
1859         r_view.frustum[0].normal[0] = m[3] - m[0];
1860         r_view.frustum[0].normal[1] = m[7] - m[4];
1861         r_view.frustum[0].normal[2] = m[11] - m[8];
1862         r_view.frustum[0].dist = m[15] - m[12];
1863
1864         r_view.frustum[1].normal[0] = m[3] + m[0];
1865         r_view.frustum[1].normal[1] = m[7] + m[4];
1866         r_view.frustum[1].normal[2] = m[11] + m[8];
1867         r_view.frustum[1].dist = m[15] + m[12];
1868
1869         r_view.frustum[2].normal[0] = m[3] - m[1];
1870         r_view.frustum[2].normal[1] = m[7] - m[5];
1871         r_view.frustum[2].normal[2] = m[11] - m[9];
1872         r_view.frustum[2].dist = m[15] - m[13];
1873
1874         r_view.frustum[3].normal[0] = m[3] + m[1];
1875         r_view.frustum[3].normal[1] = m[7] + m[5];
1876         r_view.frustum[3].normal[2] = m[11] + m[9];
1877         r_view.frustum[3].dist = m[15] + m[13];
1878
1879         r_view.frustum[4].normal[0] = m[3] - m[2];
1880         r_view.frustum[4].normal[1] = m[7] - m[6];
1881         r_view.frustum[4].normal[2] = m[11] - m[10];
1882         r_view.frustum[4].dist = m[15] - m[14];
1883
1884         r_view.frustum[5].normal[0] = m[3] + m[2];
1885         r_view.frustum[5].normal[1] = m[7] + m[6];
1886         r_view.frustum[5].normal[2] = m[11] + m[10];
1887         r_view.frustum[5].dist = m[15] + m[14];
1888 #endif
1889
1890
1891
1892         slopex = 1.0 / r_view.frustum_x;
1893         slopey = 1.0 / r_view.frustum_y;
1894         VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
1895         VectorMA(r_view.forward,  slopex, r_view.left, r_view.frustum[1].normal);
1896         VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
1897         VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
1898         VectorCopy(r_view.forward, r_view.frustum[4].normal);
1899         VectorNormalize(r_view.frustum[0].normal);
1900         VectorNormalize(r_view.frustum[1].normal);
1901         VectorNormalize(r_view.frustum[2].normal);
1902         VectorNormalize(r_view.frustum[3].normal);
1903         r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
1904         r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
1905         r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
1906         r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
1907         r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1908         PlaneClassify(&r_view.frustum[0]);
1909         PlaneClassify(&r_view.frustum[1]);
1910         PlaneClassify(&r_view.frustum[2]);
1911         PlaneClassify(&r_view.frustum[3]);
1912         PlaneClassify(&r_view.frustum[4]);
1913
1914         // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
1915         VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
1916         VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
1917         VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[2]);
1918         VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[3]);
1919
1920         // LordHavoc: note to all quake engine coders, Quake had a special case
1921         // for 90 degrees which assumed a square view (wrong), so I removed it,
1922         // Quake2 has it disabled as well.
1923
1924         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
1925         //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
1926         //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
1927         //PlaneClassify(&frustum[0]);
1928
1929         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
1930         //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
1931         //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
1932         //PlaneClassify(&frustum[1]);
1933
1934         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
1935         //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
1936         //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
1937         //PlaneClassify(&frustum[2]);
1938
1939         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
1940         //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
1941         //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
1942         //PlaneClassify(&frustum[3]);
1943
1944         // nearclip plane
1945         //VectorCopy(r_view.forward, r_view.frustum[4].normal);
1946         //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
1947         //PlaneClassify(&frustum[4]);
1948 }
1949
1950 void R_View_Update(void)
1951 {
1952         R_View_SetFrustum();
1953         R_View_WorldVisibility();
1954         R_View_UpdateEntityVisible();
1955 }
1956
1957 void R_SetupView(const matrix4x4_t *matrix)
1958 {
1959         if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
1960                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
1961         else
1962                 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
1963
1964         GL_SetupView_Orientation_FromEntity(matrix);
1965 }
1966
1967 void R_ResetViewRendering2D(void)
1968 {
1969         if (gl_support_fragment_shader)
1970         {
1971                 qglUseProgramObjectARB(0);CHECKGLERROR
1972         }
1973
1974         DrawQ_Finish();
1975
1976         // GL is weird because it's bottom to top, r_view.y is top to bottom
1977         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1978         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
1979         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1980         GL_Color(1, 1, 1, 1);
1981         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1982         GL_BlendFunc(GL_ONE, GL_ZERO);
1983         GL_AlphaTest(false);
1984         GL_ScissorTest(false);
1985         GL_DepthMask(false);
1986         GL_DepthRange(0, 1);
1987         GL_DepthTest(false);
1988         R_Mesh_Matrix(&identitymatrix);
1989         R_Mesh_ResetTextureState();
1990         qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1991         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1992         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1993         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1994         qglStencilMask(~0);CHECKGLERROR
1995         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1996         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1997         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
1998 }
1999
2000 void R_ResetViewRendering3D(void)
2001 {
2002         if (gl_support_fragment_shader)
2003         {
2004                 qglUseProgramObjectARB(0);CHECKGLERROR
2005         }
2006
2007         DrawQ_Finish();
2008
2009         // GL is weird because it's bottom to top, r_view.y is top to bottom
2010         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2011         R_SetupView(&r_view.matrix);
2012         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2013         GL_Color(1, 1, 1, 1);
2014         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2015         GL_BlendFunc(GL_ONE, GL_ZERO);
2016         GL_AlphaTest(false);
2017         GL_ScissorTest(true);
2018         GL_DepthMask(true);
2019         GL_DepthRange(0, 1);
2020         GL_DepthTest(true);
2021         R_Mesh_Matrix(&identitymatrix);
2022         R_Mesh_ResetTextureState();
2023         qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2024         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2025         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2026         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2027         qglStencilMask(~0);CHECKGLERROR
2028         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2029         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2030         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2031 }
2032
2033 /*
2034         R_Bloom_SetupShader(
2035 "// bloom shader\n"
2036 "// written by Forest 'LordHavoc' Hale\n"
2037 "\n"
2038 "// common definitions between vertex shader and fragment shader:\n"
2039 "\n"
2040 "#ifdef __GLSL_CG_DATA_TYPES\n"
2041 "#define myhalf half\n"
2042 "#define myhvec2 hvec2\n"
2043 "#define myhvec3 hvec3\n"
2044 "#define myhvec4 hvec4\n"
2045 "#else\n"
2046 "#define myhalf float\n"
2047 "#define myhvec2 vec2\n"
2048 "#define myhvec3 vec3\n"
2049 "#define myhvec4 vec4\n"
2050 "#endif\n"
2051 "\n"
2052 "varying vec2 ScreenTexCoord;\n"
2053 "varying vec2 BloomTexCoord;\n"
2054 "\n"
2055 "\n"
2056 "\n"
2057 "\n"
2058 "// vertex shader specific:\n"
2059 "#ifdef VERTEX_SHADER\n"
2060 "\n"
2061 "void main(void)\n"
2062 "{\n"
2063 "       ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2064 "       BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2065 "       // transform vertex to camera space, using ftransform to match non-VS\n"
2066 "       // rendering\n"
2067 "       gl_Position = ftransform();\n"
2068 "}\n"
2069 "\n"
2070 "#endif // VERTEX_SHADER\n"
2071 "\n"
2072 "\n"
2073 "\n"
2074 "\n"
2075 "// fragment shader specific:\n"
2076 "#ifdef FRAGMENT_SHADER\n"
2077 "\n"
2078 "void main(void)\n"
2079 "{\n"
2080 "       int x, y;
2081 "       myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2082 "       for (x = -BLUR_X;x <= BLUR_X;x++)
2083 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2084 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2085 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2086 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2087
2088 "       gl_FragColor = vec4(color);\n"
2089 "}\n"
2090 "\n"
2091 "#endif // FRAGMENT_SHADER\n"
2092 */
2093
2094 void R_RenderScene(void);
2095
2096 void R_Bloom_StartFrame(void)
2097 {
2098         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2099
2100         // set bloomwidth and bloomheight to the bloom resolution that will be
2101         // used (often less than the screen resolution for faster rendering)
2102         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2103         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2104         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2105
2106         // calculate desired texture sizes
2107         if (gl_support_arb_texture_non_power_of_two)
2108         {
2109                 screentexturewidth = r_view.width;
2110                 screentextureheight = r_view.height;
2111                 bloomtexturewidth = r_bloomstate.bloomwidth;
2112                 bloomtextureheight = r_bloomstate.bloomheight;
2113         }
2114         else
2115         {
2116                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
2117                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
2118                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
2119                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
2120         }
2121
2122         if (r_hdr.integer)
2123         {
2124                 screentexturewidth = screentextureheight = 0;
2125         }
2126         else if (r_bloom.integer)
2127         {
2128         }
2129         else
2130         {
2131                 screentexturewidth = screentextureheight = 0;
2132                 bloomtexturewidth = bloomtextureheight = 0;
2133         }
2134
2135         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)
2136         {
2137                 // can't use bloom if the parameters are too weird
2138                 // can't use bloom if the card does not support the texture size
2139                 if (r_bloomstate.texture_screen)
2140                         R_FreeTexture(r_bloomstate.texture_screen);
2141                 if (r_bloomstate.texture_bloom)
2142                         R_FreeTexture(r_bloomstate.texture_bloom);
2143                 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2144                 return;
2145         }
2146
2147         r_bloomstate.enabled = true;
2148         r_bloomstate.hdr = r_hdr.integer != 0;
2149
2150         // allocate textures as needed
2151         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2152         {
2153                 if (r_bloomstate.texture_screen)
2154                         R_FreeTexture(r_bloomstate.texture_screen);
2155                 r_bloomstate.texture_screen = NULL;
2156                 r_bloomstate.screentexturewidth = screentexturewidth;
2157                 r_bloomstate.screentextureheight = screentextureheight;
2158                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2159                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2160         }
2161         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2162         {
2163                 if (r_bloomstate.texture_bloom)
2164                         R_FreeTexture(r_bloomstate.texture_bloom);
2165                 r_bloomstate.texture_bloom = NULL;
2166                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2167                 r_bloomstate.bloomtextureheight = bloomtextureheight;
2168                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2169                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2170         }
2171
2172         // set up a texcoord array for the full resolution screen image
2173         // (we have to keep this around to copy back during final render)
2174         r_bloomstate.screentexcoord2f[0] = 0;
2175         r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2176         r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2177         r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2178         r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2179         r_bloomstate.screentexcoord2f[5] = 0;
2180         r_bloomstate.screentexcoord2f[6] = 0;
2181         r_bloomstate.screentexcoord2f[7] = 0;
2182
2183         // set up a texcoord array for the reduced resolution bloom image
2184         // (which will be additive blended over the screen image)
2185         r_bloomstate.bloomtexcoord2f[0] = 0;
2186         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2187         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2188         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2189         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2190         r_bloomstate.bloomtexcoord2f[5] = 0;
2191         r_bloomstate.bloomtexcoord2f[6] = 0;
2192         r_bloomstate.bloomtexcoord2f[7] = 0;
2193 }
2194
2195 void R_Bloom_CopyScreenTexture(float colorscale)
2196 {
2197         r_refdef.stats.bloom++;
2198
2199         R_ResetViewRendering2D();
2200         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2201         R_Mesh_ColorPointer(NULL, 0, 0);
2202         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2203         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2204
2205         // copy view into the screen texture
2206         GL_ActiveTexture(0);
2207         CHECKGLERROR
2208         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
2209         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2210
2211         // now scale it down to the bloom texture size
2212         CHECKGLERROR
2213         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2214         GL_BlendFunc(GL_ONE, GL_ZERO);
2215         GL_Color(colorscale, colorscale, colorscale, 1);
2216         // TODO: optimize with multitexture or GLSL
2217         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2218         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2219
2220         // we now have a bloom image in the framebuffer
2221         // copy it into the bloom image texture for later processing
2222         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2223         GL_ActiveTexture(0);
2224         CHECKGLERROR
2225         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
2226         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2227 }
2228
2229 void R_Bloom_CopyHDRTexture(void)
2230 {
2231         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2232         GL_ActiveTexture(0);
2233         CHECKGLERROR
2234         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
2235         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2236 }
2237
2238 void R_Bloom_MakeTexture(void)
2239 {
2240         int x, range, dir;
2241         float xoffset, yoffset, r, brighten;
2242
2243         r_refdef.stats.bloom++;
2244
2245         R_ResetViewRendering2D();
2246         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2247         R_Mesh_ColorPointer(NULL, 0, 0);
2248
2249         // we have a bloom image in the framebuffer
2250         CHECKGLERROR
2251         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2252
2253         for (x = 1;x < r_bloom_colorexponent.value;)
2254         {
2255                 x *= 2;
2256                 r = bound(0, r_bloom_colorexponent.value / x, 1);
2257                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2258                 GL_Color(r, r, r, 1);
2259                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2260                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2261                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2262                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2263
2264                 // copy the vertically blurred bloom view to a texture
2265                 GL_ActiveTexture(0);
2266                 CHECKGLERROR
2267                 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
2268                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2269         }
2270
2271         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
2272         brighten = r_bloom_brighten.value;
2273         if (r_hdr.integer)
2274                 brighten *= r_hdr_range.value;
2275         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2276         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
2277
2278         for (dir = 0;dir < 2;dir++)
2279         {
2280                 // blend on at multiple vertical offsets to achieve a vertical blur
2281                 // TODO: do offset blends using GLSL
2282                 GL_BlendFunc(GL_ONE, GL_ZERO);
2283                 for (x = -range;x <= range;x++)
2284                 {
2285                         if (!dir){xoffset = 0;yoffset = x;}
2286                         else {xoffset = x;yoffset = 0;}
2287                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
2288                         yoffset /= (float)r_bloomstate.bloomtextureheight;
2289                         // compute a texcoord array with the specified x and y offset
2290                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
2291                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2292                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2293                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2294                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2295                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
2296                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
2297                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
2298                         // this r value looks like a 'dot' particle, fading sharply to
2299                         // black at the edges
2300                         // (probably not realistic but looks good enough)
2301                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
2302                         //r = (dir ? 1.0f : brighten)/(range*2+1);
2303                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
2304                         GL_Color(r, r, r, 1);
2305                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2306                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2307                         GL_BlendFunc(GL_ONE, GL_ONE);
2308                 }
2309
2310                 // copy the vertically blurred bloom view to a texture
2311                 GL_ActiveTexture(0);
2312                 CHECKGLERROR
2313                 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
2314                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2315         }
2316
2317         // apply subtract last
2318         // (just like it would be in a GLSL shader)
2319         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
2320         {
2321                 GL_BlendFunc(GL_ONE, GL_ZERO);
2322                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2323                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2324                 GL_Color(1, 1, 1, 1);
2325                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2326                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2327
2328                 GL_BlendFunc(GL_ONE, GL_ONE);
2329                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2330                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
2331                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2332                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
2333                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2334                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2335                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2336
2337                 // copy the darkened bloom view to a texture
2338                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2339                 GL_ActiveTexture(0);
2340                 CHECKGLERROR
2341                 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
2342                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2343         }
2344 }
2345
2346 void R_HDR_RenderBloomTexture(void)
2347 {
2348         int oldwidth, oldheight;
2349
2350         oldwidth = r_view.width;
2351         oldheight = r_view.height;
2352         r_view.width = r_bloomstate.bloomwidth;
2353         r_view.height = r_bloomstate.bloomheight;
2354
2355         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
2356         // TODO: add exposure compensation features
2357         // TODO: add fp16 framebuffer support
2358
2359         r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
2360         if (r_hdr.integer)
2361                 r_view.colorscale /= r_hdr_range.value;
2362         R_RenderScene();
2363
2364         R_ResetViewRendering2D();
2365
2366         R_Bloom_CopyHDRTexture();
2367         R_Bloom_MakeTexture();
2368
2369         R_ResetViewRendering3D();
2370
2371         R_ClearScreen();
2372         if (r_timereport_active)
2373                 R_TimeReport("clear");
2374
2375
2376         // restore the view settings
2377         r_view.width = oldwidth;
2378         r_view.height = oldheight;
2379 }
2380
2381 static void R_BlendView(void)
2382 {
2383         if (r_bloomstate.enabled && r_bloomstate.hdr)
2384         {
2385                 // render high dynamic range bloom effect
2386                 // the bloom texture was made earlier this render, so we just need to
2387                 // blend it onto the screen...
2388                 R_ResetViewRendering2D();
2389                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2390                 R_Mesh_ColorPointer(NULL, 0, 0);
2391                 GL_Color(1, 1, 1, 1);
2392                 GL_BlendFunc(GL_ONE, GL_ONE);
2393                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2394                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2395                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2396                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2397         }
2398         else if (r_bloomstate.enabled)
2399         {
2400                 // render simple bloom effect
2401                 // copy the screen and shrink it and darken it for the bloom process
2402                 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
2403                 // make the bloom texture
2404                 R_Bloom_MakeTexture();
2405                 // put the original screen image back in place and blend the bloom
2406                 // texture on it
2407                 R_ResetViewRendering2D();
2408                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2409                 R_Mesh_ColorPointer(NULL, 0, 0);
2410                 GL_Color(1, 1, 1, 1);
2411                 GL_BlendFunc(GL_ONE, GL_ZERO);
2412                 // do both in one pass if possible
2413                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2414                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2415                 if (r_textureunits.integer >= 2 && gl_combine.integer)
2416                 {
2417                         R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
2418                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
2419                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
2420                 }
2421                 else
2422                 {
2423                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2424                         r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2425                         // now blend on the bloom texture
2426                         GL_BlendFunc(GL_ONE, GL_ONE);
2427                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2428                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2429                 }
2430                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2431                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2432         }
2433         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
2434         {
2435                 // apply a color tint to the whole view
2436                 R_ResetViewRendering2D();
2437                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2438                 R_Mesh_ColorPointer(NULL, 0, 0);
2439                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2440                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
2441                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2442         }
2443 }
2444
2445 void R_RenderScene(void);
2446
2447 matrix4x4_t r_waterscrollmatrix;
2448
2449 void R_UpdateVariables(void)
2450 {
2451         R_Textures_Frame();
2452
2453         r_refdef.farclip = 4096;
2454         if (r_refdef.worldmodel)
2455                 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
2456         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
2457
2458         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
2459                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
2460         r_refdef.polygonfactor = 0;
2461         r_refdef.polygonoffset = 0;
2462         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
2463         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
2464
2465         r_refdef.rtworld = r_shadow_realtime_world.integer;
2466         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
2467         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
2468         r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
2469         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
2470         if (r_showsurfaces.integer)
2471         {
2472                 r_refdef.rtworld = false;
2473                 r_refdef.rtworldshadows = false;
2474                 r_refdef.rtdlight = false;
2475                 r_refdef.rtdlightshadows = false;
2476                 r_refdef.lightmapintensity = 0;
2477         }
2478
2479         if (gamemode == GAME_NEHAHRA)
2480         {
2481                 if (gl_fogenable.integer)
2482                 {
2483                         r_refdef.oldgl_fogenable = true;
2484                         r_refdef.fog_density = gl_fogdensity.value;
2485                         r_refdef.fog_red = gl_fogred.value;
2486                         r_refdef.fog_green = gl_foggreen.value;
2487                         r_refdef.fog_blue = gl_fogblue.value;
2488                 }
2489                 else if (r_refdef.oldgl_fogenable)
2490                 {
2491                         r_refdef.oldgl_fogenable = false;
2492                         r_refdef.fog_density = 0;
2493                         r_refdef.fog_red = 0;
2494                         r_refdef.fog_green = 0;
2495                         r_refdef.fog_blue = 0;
2496                 }
2497         }
2498         if (r_refdef.fog_density)
2499         {
2500                 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red  , 1.0f);
2501                 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
2502                 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
2503         }
2504         if (r_refdef.fog_density)
2505         {
2506                 r_refdef.fogenabled = true;
2507                 // this is the point where the fog reaches 0.9986 alpha, which we
2508                 // consider a good enough cutoff point for the texture
2509                 // (0.9986 * 256 == 255.6)
2510                 r_refdef.fogrange = 400 / r_refdef.fog_density;
2511                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
2512                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
2513                 // fog color was already set
2514         }
2515         else
2516                 r_refdef.fogenabled = false;
2517 }
2518
2519 /*
2520 ================
2521 R_RenderView
2522 ================
2523 */
2524 void R_RenderView(void)
2525 {
2526         if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
2527                 return; //Host_Error ("R_RenderView: NULL worldmodel");
2528
2529         R_Shadow_UpdateWorldLightSelection();
2530
2531         CHECKGLERROR
2532         if (r_timereport_active)
2533                 R_TimeReport("setup");
2534
2535         R_View_Update();
2536         if (r_timereport_active)
2537                 R_TimeReport("visibility");
2538
2539         R_ResetViewRendering3D();
2540
2541         R_ClearScreen();
2542         if (r_timereport_active)
2543                 R_TimeReport("clear");
2544
2545         R_Bloom_StartFrame();
2546
2547         // this produces a bloom texture to be used in R_BlendView() later
2548         if (r_hdr.integer)
2549                 R_HDR_RenderBloomTexture();
2550
2551         r_view.colorscale = r_hdr_scenebrightness.value;
2552         R_RenderScene();
2553
2554         R_BlendView();
2555         if (r_timereport_active)
2556                 R_TimeReport("blendview");
2557
2558         GL_Scissor(0, 0, vid.width, vid.height);
2559         GL_ScissorTest(false);
2560         CHECKGLERROR
2561 }
2562
2563 extern void R_DrawLightningBeams (void);
2564 extern void VM_CL_AddPolygonsToMeshQueue (void);
2565 extern void R_DrawPortals (void);
2566 extern cvar_t cl_locs_show;
2567 static void R_DrawLocs(void);
2568 static void R_DrawEntityBBoxes(void);
2569 void R_RenderScene(void)
2570 {
2571         // don't let sound skip if going slow
2572         if (r_refdef.extraupdate)
2573                 S_ExtraUpdate ();
2574
2575         R_ResetViewRendering3D();
2576
2577         R_MeshQueue_BeginScene();
2578
2579         R_SkyStartFrame();
2580
2581         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);
2582
2583         if (cl.csqc_vidvars.drawworld)
2584         {
2585                 // don't let sound skip if going slow
2586                 if (r_refdef.extraupdate)
2587                         S_ExtraUpdate ();
2588
2589                 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
2590                 {
2591                         r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
2592                         if (r_timereport_active)
2593                                 R_TimeReport("worldsky");
2594                 }
2595
2596                 if (R_DrawBrushModelsSky() && r_timereport_active)
2597                         R_TimeReport("bmodelsky");
2598         }
2599
2600         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
2601         {
2602                 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
2603                 if (r_timereport_active)
2604                         R_TimeReport("worlddepth");
2605         }
2606         if (r_depthfirst.integer >= 2)
2607         {
2608                 R_DrawModelsDepth();
2609                 if (r_timereport_active)
2610                         R_TimeReport("modeldepth");
2611         }
2612
2613         if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
2614         {
2615                 r_refdef.worldmodel->Draw(r_refdef.worldentity);
2616                 if (r_timereport_active)
2617                         R_TimeReport("world");
2618         }
2619
2620         // don't let sound skip if going slow
2621         if (r_refdef.extraupdate)
2622                 S_ExtraUpdate ();
2623
2624         R_DrawModels();
2625         if (r_timereport_active)
2626                 R_TimeReport("models");
2627
2628         // don't let sound skip if going slow
2629         if (r_refdef.extraupdate)
2630                 S_ExtraUpdate ();
2631
2632         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
2633         {
2634                 R_DrawModelShadows();
2635
2636                 R_ResetViewRendering3D();
2637
2638                 // don't let sound skip if going slow
2639                 if (r_refdef.extraupdate)
2640                         S_ExtraUpdate ();
2641         }
2642
2643         R_ShadowVolumeLighting(false);
2644         if (r_timereport_active)
2645                 R_TimeReport("rtlights");
2646
2647         // don't let sound skip if going slow
2648         if (r_refdef.extraupdate)
2649                 S_ExtraUpdate ();
2650
2651         if (cl.csqc_vidvars.drawworld)
2652         {
2653                 R_DrawLightningBeams();
2654                 if (r_timereport_active)
2655                         R_TimeReport("lightning");
2656
2657                 R_DrawParticles();
2658                 if (r_timereport_active)
2659                         R_TimeReport("particles");
2660
2661                 R_DrawExplosions();
2662                 if (r_timereport_active)
2663                         R_TimeReport("explosions");
2664         }
2665
2666         if (gl_support_fragment_shader)
2667         {
2668                 qglUseProgramObjectARB(0);CHECKGLERROR
2669         }
2670         VM_CL_AddPolygonsToMeshQueue();
2671
2672         if (cl_locs_show.integer)
2673         {
2674                 R_DrawLocs();
2675                 if (r_timereport_active)
2676                         R_TimeReport("showlocs");
2677         }
2678
2679         if (r_drawportals.integer)
2680         {
2681                 R_DrawPortals();
2682                 if (r_timereport_active)
2683                         R_TimeReport("portals");
2684         }
2685
2686         if (r_showbboxes.value > 0)
2687         {
2688                 R_DrawEntityBBoxes();
2689                 if (r_timereport_active)
2690                         R_TimeReport("bboxes");
2691         }
2692
2693         if (gl_support_fragment_shader)
2694         {
2695                 qglUseProgramObjectARB(0);CHECKGLERROR
2696         }
2697         R_MeshQueue_RenderTransparent();
2698         if (r_timereport_active)
2699                 R_TimeReport("drawtrans");
2700
2701         if (gl_support_fragment_shader)
2702         {
2703                 qglUseProgramObjectARB(0);CHECKGLERROR
2704         }
2705
2706         if (cl.csqc_vidvars.drawworld)
2707         {
2708                 R_DrawCoronas();
2709                 if (r_timereport_active)
2710                         R_TimeReport("coronas");
2711         }
2712
2713         // don't let sound skip if going slow
2714         if (r_refdef.extraupdate)
2715                 S_ExtraUpdate ();
2716
2717         R_ResetViewRendering2D();
2718 }
2719
2720 static const int bboxelements[36] =
2721 {
2722         5, 1, 3, 5, 3, 7,
2723         6, 2, 0, 6, 0, 4,
2724         7, 3, 2, 7, 2, 6,
2725         4, 0, 1, 4, 1, 5,
2726         4, 5, 7, 4, 7, 6,
2727         1, 0, 2, 1, 2, 3,
2728 };
2729
2730 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
2731 {
2732         int i;
2733         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
2734         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2735         GL_DepthMask(false);
2736         GL_DepthRange(0, 1);
2737         R_Mesh_Matrix(&identitymatrix);
2738         R_Mesh_ResetTextureState();
2739
2740         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
2741         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
2742         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
2743         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
2744         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
2745         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
2746         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
2747         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
2748         R_FillColors(color4f, 8, cr, cg, cb, ca);
2749         if (r_refdef.fogenabled)
2750         {
2751                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
2752                 {
2753                         f1 = FogPoint_World(v);
2754                         f2 = 1 - f1;
2755                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
2756                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
2757                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
2758                 }
2759         }
2760         R_Mesh_VertexPointer(vertex3f, 0, 0);
2761         R_Mesh_ColorPointer(color4f, 0, 0);
2762         R_Mesh_ResetTextureState();
2763         R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
2764 }
2765
2766 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2767 {
2768         int i;
2769         float color[4];
2770         prvm_edict_t *edict;
2771         // this function draws bounding boxes of server entities
2772         if (!sv.active)
2773                 return;
2774         SV_VM_Begin();
2775         for (i = 0;i < numsurfaces;i++)
2776         {
2777                 edict = PRVM_EDICT_NUM(surfacelist[i]);
2778                 switch ((int)edict->fields.server->solid)
2779                 {
2780                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
2781                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
2782                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
2783                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
2784                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
2785                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
2786                 }
2787                 color[3] *= r_showbboxes.value;
2788                 color[3] = bound(0, color[3], 1);
2789                 GL_DepthTest(!r_showdisabledepthtest.integer);
2790                 GL_CullFace(GL_BACK);
2791                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
2792         }
2793         SV_VM_End();
2794 }
2795
2796 static void R_DrawEntityBBoxes(void)
2797 {
2798         int i;
2799         prvm_edict_t *edict;
2800         vec3_t center;
2801         // this function draws bounding boxes of server entities
2802         if (!sv.active)
2803                 return;
2804         SV_VM_Begin();
2805         for (i = 0;i < prog->num_edicts;i++)
2806         {
2807                 edict = PRVM_EDICT_NUM(i);
2808                 if (edict->priv.server->free)
2809                         continue;
2810                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
2811                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
2812         }
2813         SV_VM_End();
2814 }
2815
2816 int nomodelelements[24] =
2817 {
2818         5, 2, 0,
2819         5, 1, 2,
2820         5, 0, 3,
2821         5, 3, 1,
2822         0, 2, 4,
2823         2, 1, 4,
2824         3, 0, 4,
2825         1, 3, 4
2826 };
2827
2828 float nomodelvertex3f[6*3] =
2829 {
2830         -16,   0,   0,
2831          16,   0,   0,
2832           0, -16,   0,
2833           0,  16,   0,
2834           0,   0, -16,
2835           0,   0,  16
2836 };
2837
2838 float nomodelcolor4f[6*4] =
2839 {
2840         0.0f, 0.0f, 0.5f, 1.0f,
2841         0.0f, 0.0f, 0.5f, 1.0f,
2842         0.0f, 0.5f, 0.0f, 1.0f,
2843         0.0f, 0.5f, 0.0f, 1.0f,
2844         0.5f, 0.0f, 0.0f, 1.0f,
2845         0.5f, 0.0f, 0.0f, 1.0f
2846 };
2847
2848 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2849 {
2850         int i;
2851         float f1, f2, *c;
2852         float color4f[6*4];
2853         // this is only called once per entity so numsurfaces is always 1, and
2854         // surfacelist is always {0}, so this code does not handle batches
2855         R_Mesh_Matrix(&ent->matrix);
2856
2857         if (ent->flags & EF_ADDITIVE)
2858         {
2859                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2860                 GL_DepthMask(false);
2861         }
2862         else if (ent->alpha < 1)
2863         {
2864                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2865                 GL_DepthMask(false);
2866         }
2867         else
2868         {
2869                 GL_BlendFunc(GL_ONE, GL_ZERO);
2870                 GL_DepthMask(true);
2871         }
2872         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
2873         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2874         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
2875         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
2876         if (r_refdef.fogenabled)
2877         {
2878                 vec3_t org;
2879                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2880                 R_Mesh_ColorPointer(color4f, 0, 0);
2881                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2882                 f1 = FogPoint_World(org);
2883                 f2 = 1 - f1;
2884                 for (i = 0, c = color4f;i < 6;i++, c += 4)
2885                 {
2886                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
2887                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
2888                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
2889                         c[3] *= ent->alpha;
2890                 }
2891         }
2892         else if (ent->alpha != 1)
2893         {
2894                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2895                 R_Mesh_ColorPointer(color4f, 0, 0);
2896                 for (i = 0, c = color4f;i < 6;i++, c += 4)
2897                         c[3] *= ent->alpha;
2898         }
2899         else
2900                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
2901         R_Mesh_ResetTextureState();
2902         R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
2903 }
2904
2905 void R_DrawNoModel(entity_render_t *ent)
2906 {
2907         vec3_t org;
2908         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2909         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
2910                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
2911         //else
2912         //      R_DrawNoModelCallback(ent, 0);
2913 }
2914
2915 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
2916 {
2917         vec3_t right1, right2, diff, normal;
2918
2919         VectorSubtract (org2, org1, normal);
2920
2921         // calculate 'right' vector for start
2922         VectorSubtract (r_view.origin, org1, diff);
2923         CrossProduct (normal, diff, right1);
2924         VectorNormalize (right1);
2925
2926         // calculate 'right' vector for end
2927         VectorSubtract (r_view.origin, org2, diff);
2928         CrossProduct (normal, diff, right2);
2929         VectorNormalize (right2);
2930
2931         vert[ 0] = org1[0] + width * right1[0];
2932         vert[ 1] = org1[1] + width * right1[1];
2933         vert[ 2] = org1[2] + width * right1[2];
2934         vert[ 3] = org1[0] - width * right1[0];
2935         vert[ 4] = org1[1] - width * right1[1];
2936         vert[ 5] = org1[2] - width * right1[2];
2937         vert[ 6] = org2[0] - width * right2[0];
2938         vert[ 7] = org2[1] - width * right2[1];
2939         vert[ 8] = org2[2] - width * right2[2];
2940         vert[ 9] = org2[0] + width * right2[0];
2941         vert[10] = org2[1] + width * right2[1];
2942         vert[11] = org2[2] + width * right2[2];
2943 }
2944
2945 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
2946
2947 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)
2948 {
2949         float fog = 1.0f;
2950         float vertex3f[12];
2951
2952         if (r_refdef.fogenabled)
2953                 fog = FogPoint_World(origin);
2954
2955         R_Mesh_Matrix(&identitymatrix);
2956         GL_BlendFunc(blendfunc1, blendfunc2);
2957
2958         if(v_flipped_state)
2959         {
2960                 scalex1 = -scalex1;
2961                 scalex2 = -scalex2;
2962                 GL_CullFace(GL_BACK);
2963         }
2964         else
2965                 GL_CullFace(GL_FRONT);
2966
2967         GL_DepthMask(false);
2968         GL_DepthRange(0, depthshort ? 0.0625 : 1);
2969         GL_DepthTest(!depthdisable);
2970
2971         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
2972         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
2973         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
2974         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
2975         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
2976         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
2977         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
2978         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
2979         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
2980         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
2981         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
2982         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
2983
2984         R_Mesh_VertexPointer(vertex3f, 0, 0);
2985         R_Mesh_ColorPointer(NULL, 0, 0);
2986         R_Mesh_ResetTextureState();
2987         R_Mesh_TexBind(0, R_GetTexture(texture));
2988         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
2989         // FIXME: fixed function path can't properly handle r_view.colorscale > 1
2990         GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
2991         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2992
2993         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
2994         {
2995                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
2996                 GL_BlendFunc(blendfunc1, GL_ONE);
2997                 fog = 1 - fog;
2998                 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);
2999                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3000         }
3001 }
3002
3003 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3004 {
3005         int i;
3006         float *vertex3f;
3007         float v[3];
3008         VectorSet(v, x, y, z);
3009         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3010                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3011                         break;
3012         if (i == mesh->numvertices)
3013         {
3014                 if (mesh->numvertices < mesh->maxvertices)
3015                 {
3016                         VectorCopy(v, vertex3f);
3017                         mesh->numvertices++;
3018                 }
3019                 return mesh->numvertices;
3020         }
3021         else
3022                 return i;
3023 }
3024
3025 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3026 {
3027         int i;
3028         int *e, element[3];
3029         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3030         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3031         e = mesh->element3i + mesh->numtriangles * 3;
3032         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3033         {
3034                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3035                 if (mesh->numtriangles < mesh->maxtriangles)
3036                 {
3037                         *e++ = element[0];
3038                         *e++ = element[1];
3039                         *e++ = element[2];
3040                         mesh->numtriangles++;
3041                 }
3042                 element[1] = element[2];
3043         }
3044 }
3045
3046 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3047 {
3048         int i;
3049         int *e, element[3];
3050         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3051         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3052         e = mesh->element3i + mesh->numtriangles * 3;
3053         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3054         {
3055                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3056                 if (mesh->numtriangles < mesh->maxtriangles)
3057                 {
3058                         *e++ = element[0];
3059                         *e++ = element[1];
3060                         *e++ = element[2];
3061                         mesh->numtriangles++;
3062                 }
3063                 element[1] = element[2];
3064         }
3065 }
3066
3067 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3068 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3069 {
3070         int planenum, planenum2;
3071         int w;
3072         int tempnumpoints;
3073         mplane_t *plane, *plane2;
3074         double maxdist;
3075         double temppoints[2][256*3];
3076         // figure out how large a bounding box we need to properly compute this brush
3077         maxdist = 0;
3078         for (w = 0;w < numplanes;w++)
3079                 maxdist = max(maxdist, planes[w].dist);
3080         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3081         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3082         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3083         {
3084                 w = 0;
3085                 tempnumpoints = 4;
3086                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3087                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3088                 {
3089                         if (planenum2 == planenum)
3090                                 continue;
3091                         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);
3092                         w = !w;
3093                 }
3094                 if (tempnumpoints < 3)
3095                         continue;
3096                 // generate elements forming a triangle fan for this polygon
3097                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3098         }
3099 }
3100
3101 static void R_DrawCollisionBrush(const colbrushf_t *brush)
3102 {
3103         int i;
3104         R_Mesh_VertexPointer(brush->points->v, 0, 0);
3105         i = (int)(((size_t)brush) / sizeof(colbrushf_t));
3106         GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
3107         GL_LockArrays(0, brush->numpoints);
3108         R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0);
3109         GL_LockArrays(0, 0);
3110 }
3111
3112 static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
3113 {
3114         int i;
3115         if (!surface->num_collisiontriangles)
3116                 return;
3117         R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
3118         i = (int)(((size_t)surface) / sizeof(msurface_t));
3119         GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
3120         GL_LockArrays(0, surface->num_collisionvertices);
3121         R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
3122         GL_LockArrays(0, 0);
3123 }
3124
3125 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)
3126 {
3127         texturelayer_t *layer;
3128         layer = t->currentlayers + t->currentnumlayers++;
3129         layer->type = type;
3130         layer->depthmask = depthmask;
3131         layer->blendfunc1 = blendfunc1;
3132         layer->blendfunc2 = blendfunc2;
3133         layer->texture = texture;
3134         layer->texmatrix = *matrix;
3135         layer->color[0] = r * r_view.colorscale;
3136         layer->color[1] = g * r_view.colorscale;
3137         layer->color[2] = b * r_view.colorscale;
3138         layer->color[3] = a;
3139 }
3140
3141 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
3142 {
3143         int i;
3144         model_t *model = ent->model;
3145
3146         // switch to an alternate material if this is a q1bsp animated material
3147         {
3148                 texture_t *texture = t;
3149                 int s = ent->skinnum;
3150                 if ((unsigned int)s >= (unsigned int)model->numskins)
3151                         s = 0;
3152                 if (model->skinscenes)
3153                 {
3154                         if (model->skinscenes[s].framecount > 1)
3155                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
3156                         else
3157                                 s = model->skinscenes[s].firstframe;
3158                 }
3159                 if (s > 0)
3160                         t = t + s * model->num_surfaces;
3161                 if (t->animated)
3162                 {
3163                         // use an alternate animation if the entity's frame is not 0,
3164                         // and only if the texture has an alternate animation
3165                         if (ent->frame != 0 && t->anim_total[1])
3166                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
3167                         else
3168                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
3169                 }
3170                 texture->currentframe = t;
3171         }
3172
3173         // update currentskinframe to be a qw skin or animation frame
3174         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
3175         {
3176                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
3177                 {
3178                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
3179                         Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
3180                         r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, developer.integer > 0);
3181                 }
3182                 t->currentskinframe = r_qwskincache_skinframe[i];
3183                 if (t->currentskinframe == NULL)
3184                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3185         }
3186         else if (t->numskinframes >= 2)
3187                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3188         if (t->backgroundnumskinframes >= 2)
3189                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
3190
3191         t->currentmaterialflags = t->basematerialflags;
3192         t->currentalpha = ent->alpha;
3193         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
3194                 t->currentalpha *= r_wateralpha.value;
3195         if (!(ent->flags & RENDER_LIGHT))
3196                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
3197         if (ent->effects & EF_ADDITIVE)
3198                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3199         else if (t->currentalpha < 1)
3200                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3201         if (ent->effects & EF_DOUBLESIDED)
3202                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
3203         if (ent->effects & EF_NODEPTHTEST)
3204                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3205         if (ent->flags & RENDER_VIEWMODEL)
3206                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3207         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
3208                 t->currenttexmatrix = r_waterscrollmatrix;
3209         else
3210                 t->currenttexmatrix = identitymatrix;
3211         if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
3212                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
3213
3214         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
3215         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3216         t->glosstexture = r_texture_white;
3217         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
3218         t->backgroundglosstexture = r_texture_white;
3219         t->specularpower = r_shadow_glossexponent.value;
3220         // TODO: store reference values for these in the texture?
3221         t->specularscale = 0;
3222         if (r_shadow_gloss.integer > 0)
3223         {
3224                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
3225                 {
3226                         if (r_shadow_glossintensity.value > 0)
3227                         {
3228                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black;
3229                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black;
3230                                 t->specularscale = r_shadow_glossintensity.value;
3231                         }
3232                 }
3233                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
3234                         t->specularscale = r_shadow_gloss2intensity.value;
3235         }
3236
3237         t->currentnumlayers = 0;
3238         if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
3239         {
3240                 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
3241                 {
3242                         int blendfunc1, blendfunc2, depthmask;
3243                         if (t->currentmaterialflags & MATERIALFLAG_ADD)
3244                         {
3245                                 blendfunc1 = GL_SRC_ALPHA;
3246                                 blendfunc2 = GL_ONE;
3247                         }
3248                         else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
3249                         {
3250                                 blendfunc1 = GL_SRC_ALPHA;
3251                                 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
3252                         }
3253                         else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
3254                         {
3255                                 blendfunc1 = t->customblendfunc[0];
3256                                 blendfunc2 = t->customblendfunc[1];
3257                         }
3258                         else
3259                         {
3260                                 blendfunc1 = GL_ONE;
3261                                 blendfunc2 = GL_ZERO;
3262                         }
3263                         depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
3264                         if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
3265                         {
3266                                 rtexture_t *currentbasetexture;
3267                                 int layerflags = 0;
3268                                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
3269                                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
3270                                 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3271                                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3272                                 {
3273                                         // fullbright is not affected by r_refdef.lightmapintensity
3274                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
3275                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3276                                                 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);
3277                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3278                                                 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);
3279                                 }
3280                                 else
3281                                 {
3282                                         float colorscale;
3283                                         colorscale = 2;
3284                                         // q3bsp has no lightmap updates, so the lightstylevalue that
3285                                         // would normally be baked into the lightmap must be
3286                                         // applied to the color
3287                                         if (ent->model->type == mod_brushq3)
3288                                                 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
3289                                         colorscale *= r_refdef.lightmapintensity;
3290                                         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);
3291                                         if (r_ambient.value >= (1.0f/64.0f))
3292                                                 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);
3293                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3294                                         {
3295                                                 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);
3296                                                 if (r_ambient.value >= (1.0f/64.0f))
3297                                                         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);
3298                                         }
3299                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3300                                         {
3301                                                 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);
3302                                                 if (r_ambient.value >= (1.0f/64.0f))
3303                                                         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);
3304                                         }
3305                                 }
3306                                 if (t->currentskinframe->glow != NULL)
3307                                         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);
3308                                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
3309                                 {
3310                                         // if this is opaque use alpha blend which will darken the earlier
3311                                         // passes cheaply.
3312                                         //
3313                                         // if this is an alpha blended material, all the earlier passes
3314                                         // were darkened by fog already, so we only need to add the fog
3315                                         // color ontop through the fog mask texture
3316                                         //
3317                                         // if this is an additive blended material, all the earlier passes
3318                                         // were darkened by fog already, and we should not add fog color
3319                                         // (because the background was not darkened, there is no fog color
3320                                         // that was lost behind it).
3321                                         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);
3322                                 }
3323                         }
3324                 }
3325         }
3326 }
3327
3328 void R_UpdateAllTextureInfo(entity_render_t *ent)
3329 {
3330         int i;
3331         if (ent->model)
3332                 for (i = 0;i < ent->model->num_texturesperskin;i++)
3333                         R_UpdateTextureInfo(ent, ent->model->data_textures + i);
3334 }
3335
3336 rsurfacestate_t rsurface;
3337
3338 void R_Mesh_ResizeArrays(int newvertices)
3339 {
3340         float *base;
3341         if (rsurface.array_size >= newvertices)
3342                 return;
3343         if (rsurface.array_modelvertex3f)
3344                 Mem_Free(rsurface.array_modelvertex3f);
3345         rsurface.array_size = (newvertices + 1023) & ~1023;
3346         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[31]));
3347         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
3348         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
3349         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
3350         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
3351         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
3352         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
3353         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
3354         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
3355         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
3356         rsurface.array_color4f           = base + rsurface.array_size * 27;
3357 }
3358
3359 void RSurf_CleanUp(void)
3360 {
3361         CHECKGLERROR
3362         if (rsurface.mode == RSURFMODE_GLSL)
3363         {
3364                 qglUseProgramObjectARB(0);CHECKGLERROR
3365         }
3366         GL_AlphaTest(false);
3367         rsurface.mode = RSURFMODE_NONE;
3368         rsurface.uselightmaptexture = false;
3369         rsurface.texture = NULL;
3370 }
3371
3372 void RSurf_ActiveWorldEntity(void)
3373 {
3374         RSurf_CleanUp();
3375         rsurface.model = r_refdef.worldmodel;
3376         if (rsurface.array_size < rsurface.model->surfmesh.num_vertices)
3377                 R_Mesh_ResizeArrays(rsurface.model->surfmesh.num_vertices);
3378         rsurface.matrix = identitymatrix;
3379         rsurface.inversematrix = identitymatrix;
3380         R_Mesh_Matrix(&identitymatrix);
3381         VectorCopy(r_view.origin, rsurface.modelorg);
3382         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
3383         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
3384         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
3385         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
3386         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
3387         rsurface.frameblend[0].frame = 0;
3388         rsurface.frameblend[0].lerp = 1;
3389         rsurface.frameblend[1].frame = 0;
3390         rsurface.frameblend[1].lerp = 0;
3391         rsurface.frameblend[2].frame = 0;
3392         rsurface.frameblend[2].lerp = 0;
3393         rsurface.frameblend[3].frame = 0;
3394         rsurface.frameblend[3].lerp = 0;
3395         rsurface.modelvertex3f  = rsurface.model->surfmesh.data_vertex3f;
3396         rsurface.modelvertex3f_bufferobject = rsurface.model->surfmesh.vbo;
3397         rsurface.modelvertex3f_bufferoffset = rsurface.model->surfmesh.vbooffset_vertex3f;
3398         rsurface.modelsvector3f = rsurface.model->surfmesh.data_svector3f;
3399         rsurface.modelsvector3f_bufferobject = rsurface.model->surfmesh.vbo;
3400         rsurface.modelsvector3f_bufferoffset = rsurface.model->surfmesh.vbooffset_svector3f;
3401         rsurface.modeltvector3f = rsurface.model->surfmesh.data_tvector3f;
3402         rsurface.modeltvector3f_bufferobject = rsurface.model->surfmesh.vbo;
3403         rsurface.modeltvector3f_bufferoffset = rsurface.model->surfmesh.vbooffset_tvector3f;
3404         rsurface.modelnormal3f  = rsurface.model->surfmesh.data_normal3f;
3405         rsurface.modelnormal3f_bufferobject = rsurface.model->surfmesh.vbo;
3406         rsurface.modelnormal3f_bufferoffset = rsurface.model->surfmesh.vbooffset_normal3f;
3407         rsurface.generatedvertex = false;
3408         rsurface.vertex3f  = rsurface.modelvertex3f;
3409         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3410         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3411         rsurface.svector3f = rsurface.modelsvector3f;
3412         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3413         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3414         rsurface.tvector3f = rsurface.modeltvector3f;
3415         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3416         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3417         rsurface.normal3f  = rsurface.modelnormal3f;
3418         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3419         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3420 }
3421
3422 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3423 {
3424         RSurf_CleanUp();
3425         rsurface.model = ent->model;
3426         if (rsurface.array_size < rsurface.model->surfmesh.num_vertices)
3427                 R_Mesh_ResizeArrays(rsurface.model->surfmesh.num_vertices);
3428         rsurface.matrix = ent->matrix;
3429         rsurface.inversematrix = ent->inversematrix;
3430         R_Mesh_Matrix(&rsurface.matrix);
3431         Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
3432         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
3433         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
3434         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
3435         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
3436         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
3437         rsurface.frameblend[0] = ent->frameblend[0];
3438         rsurface.frameblend[1] = ent->frameblend[1];
3439         rsurface.frameblend[2] = ent->frameblend[2];
3440         rsurface.frameblend[3] = ent->frameblend[3];
3441         if (rsurface.model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
3442         {
3443                 if (wanttangents)
3444                 {
3445                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3446                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
3447                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
3448                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3449                         Mod_Alias_GetMesh_Vertices(rsurface.model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
3450                 }
3451                 else if (wantnormals)
3452                 {
3453                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3454                         rsurface.modelsvector3f = NULL;
3455                         rsurface.modeltvector3f = NULL;
3456                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3457                         Mod_Alias_GetMesh_Vertices(rsurface.model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
3458                 }
3459                 else
3460                 {
3461                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3462                         rsurface.modelsvector3f = NULL;
3463                         rsurface.modeltvector3f = NULL;
3464                         rsurface.modelnormal3f = NULL;
3465                         Mod_Alias_GetMesh_Vertices(rsurface.model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
3466                 }
3467                 rsurface.modelvertex3f_bufferobject = 0;
3468                 rsurface.modelvertex3f_bufferoffset = 0;
3469                 rsurface.modelsvector3f_bufferobject = 0;
3470                 rsurface.modelsvector3f_bufferoffset = 0;
3471                 rsurface.modeltvector3f_bufferobject = 0;
3472                 rsurface.modeltvector3f_bufferoffset = 0;
3473                 rsurface.modelnormal3f_bufferobject = 0;
3474                 rsurface.modelnormal3f_bufferoffset = 0;
3475                 rsurface.generatedvertex = true;
3476         }
3477         else
3478         {
3479                 rsurface.modelvertex3f  = rsurface.model->surfmesh.data_vertex3f;
3480                 rsurface.modelvertex3f_bufferobject = rsurface.model->surfmesh.vbo;
3481                 rsurface.modelvertex3f_bufferoffset = rsurface.model->surfmesh.vbooffset_vertex3f;
3482                 rsurface.modelsvector3f = rsurface.model->surfmesh.data_svector3f;
3483                 rsurface.modelsvector3f_bufferobject = rsurface.model->surfmesh.vbo;
3484                 rsurface.modelsvector3f_bufferoffset = rsurface.model->surfmesh.vbooffset_svector3f;
3485                 rsurface.modeltvector3f = rsurface.model->surfmesh.data_tvector3f;
3486                 rsurface.modeltvector3f_bufferobject = rsurface.model->surfmesh.vbo;
3487                 rsurface.modeltvector3f_bufferoffset = rsurface.model->surfmesh.vbooffset_tvector3f;
3488                 rsurface.modelnormal3f  = rsurface.model->surfmesh.data_normal3f;
3489                 rsurface.modelnormal3f_bufferobject = rsurface.model->surfmesh.vbo;
3490                 rsurface.modelnormal3f_bufferoffset = rsurface.model->surfmesh.vbooffset_normal3f;
3491                 rsurface.generatedvertex = false;
3492         }
3493         rsurface.vertex3f  = rsurface.modelvertex3f;
3494         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3495         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3496         rsurface.svector3f = rsurface.modelsvector3f;
3497         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3498         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3499         rsurface.tvector3f = rsurface.modeltvector3f;
3500         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3501         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3502         rsurface.normal3f  = rsurface.modelnormal3f;
3503         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3504         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3505 }
3506
3507 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
3508 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
3509 {
3510         // 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
3511         if (rsurface.generatedvertex)
3512         {
3513                 if (rsurface.texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
3514                         generatetangents = true;
3515                 if (generatetangents)
3516                         generatenormals = true;
3517                 if (generatenormals && !rsurface.modelnormal3f)
3518                 {
3519                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3520                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
3521                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
3522                         Mod_BuildNormals(0, rsurface.model->surfmesh.num_vertices, rsurface.model->surfmesh.num_triangles, rsurface.modelvertex3f, rsurface.model->surfmesh.data_element3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
3523                 }
3524                 if (generatetangents && !rsurface.modelsvector3f)
3525                 {
3526                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
3527                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
3528                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
3529                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
3530                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
3531                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
3532                         Mod_BuildTextureVectorsFromNormals(0, rsurface.model->surfmesh.num_vertices, rsurface.model->surfmesh.num_triangles, rsurface.modelvertex3f, rsurface.model->surfmesh.data_texcoordtexture2f, rsurface.modelnormal3f, rsurface.model->surfmesh.data_element3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer);
3533                 }
3534         }
3535         // if vertices are deformed (sprite flares and things in maps, possibly water waves, bulges and other deformations), generate them into rsurface.deform* arrays from whatever the rsurface.model* array pointers point to (may be static model data or generated data for an animated model)
3536         if (rsurface.texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
3537         {
3538                 int texturesurfaceindex;
3539                 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
3540                 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
3541                 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
3542                 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
3543                 VectorNormalize(newforward);
3544                 VectorNormalize(newright);
3545                 VectorNormalize(newup);
3546                 // make deformed versions of only the model vertices used by the specified surfaces
3547                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3548                 {
3549                         int i, j;
3550                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3551                         // a single autosprite surface can contain multiple sprites...
3552                         for (j = 0;j < surface->num_vertices - 3;j += 4)
3553                         {
3554                                 VectorClear(center);
3555                                 for (i = 0;i < 4;i++)
3556                                         VectorAdd(center, (rsurface.modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
3557                                 VectorScale(center, 0.25f, center);
3558                                 if (rsurface.texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
3559                                 {
3560                                         const float *v1, *v2;
3561                                         float f, l;
3562                                         struct
3563                                         {
3564                                                 float length2;
3565                                                 int quadedge;
3566                                         }
3567                                         shortest[2];
3568                                         shortest[0].quadedge = shortest[1].quadedge = 0;
3569                                         shortest[0].length2 = shortest[1].length2 = 0;
3570                                         // find the two shortest edges, then use them to define the
3571                                         // axis vectors for rotating around the central axis
3572                                         for (i = 0;i < 6;i++)
3573                                         {
3574                                                 v1 = rsurface.modelvertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
3575                                                 v2 = rsurface.modelvertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
3576                                                 l = VectorDistance2(v1, v2);
3577                                                 if (shortest[0].length2 > l || i == 0)
3578                                                 {
3579                                                         shortest[1] = shortest[0];
3580                                                         shortest[0].length2 = l;
3581                                                         shortest[0].quadedge = i;
3582                                                 }
3583                                                 else if (shortest[1].length2 > l || i == 1)
3584                                                 {
3585                                                         shortest[1].length2 = l;
3586                                                         shortest[1].quadedge = i;
3587                                                 }
3588                                         }
3589                                         // this calculates the midpoints *2 (not bothering to average) of the two shortest edges, and subtracts one from the other to get the up vector
3590                                         for (i = 0;i < 3;i++)
3591                                         {
3592                                                 right[i] = rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i]
3593                                                          + rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i];
3594                                                 up[i] = rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i]
3595                                                       + rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i]
3596                                                       - rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][0]) + i]
3597                                                       - rsurface.modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][1]) + i];
3598                                         }
3599                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
3600                                         VectorSubtract(rsurface.modelorg, center, forward);
3601                                         CrossProduct(up, forward, newright);
3602                                         // normalize the vectors involved
3603                                         VectorNormalize(right);
3604                                         VectorNormalize(newright);
3605                                         // rotate the quad around the up axis vector, this is made
3606                                         // especially easy by the fact we know the quad is flat,
3607                                         // so we only have to subtract the center position and
3608                                         // measure distance along the right vector, and then
3609                                         // multiply that by the newright vector and add back the
3610                                         // center position
3611                                         // we also need to subtract the old position to undo the
3612                                         // displacement from the center, which we do with a
3613                                         // DotProduct, the subtraction/addition of center is also
3614                                         // optimized into DotProducts here
3615                                         l = DotProduct(newright, center) - DotProduct(right, center);
3616                                         for (i = 0;i < 4;i++)
3617                                         {
3618                                                 v1 = rsurface.modelvertex3f + 3 * (surface->num_firstvertex + j + i);
3619                                                 f = DotProduct(right, v1) - DotProduct(newright, v1) + l;
3620                                                 VectorMA(v1, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3621                                         }
3622                                 }
3623                                 else
3624                                 {
3625                                         VectorCopy((rsurface.modelnormal3f  + 3 * surface->num_firstvertex) + j*3, forward);
3626                                         VectorCopy((rsurface.modelsvector3f + 3 * surface->num_firstvertex) + j*3, right);
3627                                         VectorCopy((rsurface.modeltvector3f + 3 * surface->num_firstvertex) + j*3, up);
3628                                         for (i = 0;i < 4;i++)
3629                                         {
3630                                                 VectorSubtract((rsurface.modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
3631                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3632                                         }
3633                                 }
3634                         }
3635                         Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.modelvertex3f, rsurface.model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
3636                         Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.modelvertex3f, rsurface.model->surfmesh.data_texcoordtexture2f, rsurface.array_deformednormal3f, rsurface.model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
3637                 }
3638                 rsurface.vertex3f = rsurface.array_deformedvertex3f;
3639                 rsurface.vertex3f_bufferobject = 0;
3640                 rsurface.vertex3f_bufferoffset = 0;
3641                 rsurface.svector3f = rsurface.array_deformedsvector3f;
3642                 rsurface.svector3f_bufferobject = 0;
3643                 rsurface.svector3f_bufferoffset = 0;
3644                 rsurface.tvector3f = rsurface.array_deformedtvector3f;
3645                 rsurface.tvector3f_bufferobject = 0;
3646                 rsurface.tvector3f_bufferoffset = 0;
3647                 rsurface.normal3f = rsurface.array_deformednormal3f;
3648                 rsurface.normal3f_bufferobject = 0;
3649                 rsurface.normal3f_bufferoffset = 0;
3650         }
3651         else
3652         {
3653                 rsurface.vertex3f  = rsurface.modelvertex3f;
3654                 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3655                 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3656                 rsurface.svector3f = rsurface.modelsvector3f;
3657                 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3658                 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3659                 rsurface.tvector3f = rsurface.modeltvector3f;
3660                 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3661                 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3662                 rsurface.normal3f  = rsurface.modelnormal3f;
3663                 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3664                 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3665         }
3666         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
3667 }
3668
3669 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
3670 {
3671         int i, j;
3672         const msurface_t *surface = texturesurfacelist[0];
3673         const msurface_t *surface2;
3674         int firstvertex;
3675         int endvertex;
3676         int numvertices;
3677         int numtriangles;
3678         // TODO: lock all array ranges before render, rather than on each surface
3679         if (texturenumsurfaces == 1)
3680         {
3681                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3682                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface.model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3683         }
3684         else if (r_batchmode.integer == 2)
3685         {
3686                 #define MAXBATCHTRIANGLES 4096
3687                 int batchtriangles = 0;
3688                 int batchelements[MAXBATCHTRIANGLES*3];
3689                 for (i = 0;i < texturenumsurfaces;i = j)
3690                 {
3691                         surface = texturesurfacelist[i];
3692                         j = i + 1;
3693                         if (surface->num_triangles > MAXBATCHTRIANGLES)
3694                         {
3695                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface.model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3696                                 continue;
3697                         }
3698                         memcpy(batchelements, rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
3699                         batchtriangles = surface->num_triangles;
3700                         firstvertex = surface->num_firstvertex;
3701                         endvertex = surface->num_firstvertex + surface->num_vertices;
3702                         for (;j < texturenumsurfaces;j++)
3703                         {
3704                                 surface2 = texturesurfacelist[j];
3705                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
3706                                         break;
3707                                 memcpy(batchelements + batchtriangles * 3, rsurface.model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
3708                                 batchtriangles += surface2->num_triangles;
3709                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
3710                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
3711                         }
3712                         surface2 = texturesurfacelist[j-1];
3713                         numvertices = endvertex - firstvertex;
3714                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
3715                 }
3716         }
3717         else if (r_batchmode.integer == 1)
3718         {
3719                 for (i = 0;i < texturenumsurfaces;i = j)
3720                 {
3721                         surface = texturesurfacelist[i];
3722                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
3723                                 if (texturesurfacelist[j] != surface2)
3724                                         break;
3725                         surface2 = texturesurfacelist[j-1];
3726                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
3727                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
3728                         GL_LockArrays(surface->num_firstvertex, numvertices);
3729                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface.model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3730                 }
3731         }
3732         else
3733         {
3734                 for (i = 0;i < texturenumsurfaces;i++)
3735                 {
3736                         surface = texturesurfacelist[i];
3737                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3738                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface.model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3739                 }
3740         }
3741 }
3742
3743 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
3744 {
3745         int i;
3746         int j;
3747         const msurface_t *surface = texturesurfacelist[0];
3748         const msurface_t *surface2;
3749         int firstvertex;
3750         int endvertex;
3751         int numvertices;
3752         int numtriangles;
3753         // TODO: lock all array ranges before render, rather than on each surface
3754         if (texturenumsurfaces == 1)
3755         {
3756                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3757                 if (deluxemaptexunit >= 0)
3758                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3759                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3760                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface.model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3761         }
3762         else if (r_batchmode.integer == 2)
3763         {
3764                 #define MAXBATCHTRIANGLES 4096
3765                 int batchtriangles = 0;
3766                 int batchelements[MAXBATCHTRIANGLES*3];
3767                 for (i = 0;i < texturenumsurfaces;i = j)
3768                 {
3769                         surface = texturesurfacelist[i];
3770                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3771                         if (deluxemaptexunit >= 0)
3772                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3773                         j = i + 1;
3774                         if (surface->num_triangles > MAXBATCHTRIANGLES)
3775                         {
3776                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface.model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3777                                 continue;
3778                         }
3779                         memcpy(batchelements, rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
3780                         batchtriangles = surface->num_triangles;
3781                         firstvertex = surface->num_firstvertex;
3782                         endvertex = surface->num_firstvertex + surface->num_vertices;
3783                         for (;j < texturenumsurfaces;j++)
3784                         {
3785                                 surface2 = texturesurfacelist[j];
3786                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
3787                                         break;
3788                                 memcpy(batchelements + batchtriangles * 3, rsurface.model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
3789                                 batchtriangles += surface2->num_triangles;
3790                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
3791                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
3792                         }
3793                         surface2 = texturesurfacelist[j-1];
3794                         numvertices = endvertex - firstvertex;
3795                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
3796                 }
3797         }
3798         else if (r_batchmode.integer == 1)
3799         {
3800 #if 0
3801                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
3802                 for (i = 0;i < texturenumsurfaces;i = j)
3803                 {
3804                         surface = texturesurfacelist[i];
3805                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
3806                                 if (texturesurfacelist[j] != surface2)
3807                                         break;
3808                         Con_Printf(" %i", j - i);
3809                 }
3810                 Con_Printf("\n");
3811                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
3812 #endif
3813                 for (i = 0;i < texturenumsurfaces;i = j)
3814                 {
3815                         surface = texturesurfacelist[i];
3816                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3817                         if (deluxemaptexunit >= 0)
3818                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3819                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
3820                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
3821                                         break;
3822 #if 0
3823                         Con_Printf(" %i", j - i);
3824 #endif
3825                         surface2 = texturesurfacelist[j-1];
3826                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
3827                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
3828                         GL_LockArrays(surface->num_firstvertex, numvertices);
3829                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface.model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3830                 }
3831 #if 0
3832                 Con_Printf("\n");
3833 #endif
3834         }
3835         else
3836         {
3837                 for (i = 0;i < texturenumsurfaces;i++)
3838                 {
3839                         surface = texturesurfacelist[i];
3840                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
3841                         if (deluxemaptexunit >= 0)
3842                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
3843                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3844                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface.model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3845                 }
3846         }
3847 }
3848
3849 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
3850 {
3851         int j;
3852         int texturesurfaceindex;
3853         if (r_showsurfaces.integer == 2)
3854         {
3855                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3856                 {
3857                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3858                         for (j = 0;j < surface->num_triangles;j++)
3859                         {
3860                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
3861                                 GL_Color(f, f, f, 1);
3862                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.model->surfmesh.data_element3i + 3 * (j + surface->num_firsttriangle)), rsurface.model->surfmesh.ebo, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
3863                         }
3864                 }
3865         }
3866         else
3867         {
3868                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3869                 {
3870                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3871                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
3872                         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);
3873                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3874                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface.model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3875                 }
3876         }
3877 }
3878
3879 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
3880 {
3881         int texturesurfaceindex;
3882         int i;
3883         float f;
3884         float *v, *c, *c2;
3885         if (rsurface.lightmapcolor4f)
3886         {
3887                 // generate color arrays for the surfaces in this list
3888                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3889                 {
3890                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3891                         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)
3892                         {
3893                                 f = FogPoint_Model(v);
3894                                 c2[0] = c[0] * f;
3895                                 c2[1] = c[1] * f;
3896                                 c2[2] = c[2] * f;
3897                                 c2[3] = c[3];
3898                         }
3899                 }
3900         }
3901         else
3902         {
3903                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3904                 {
3905                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3906                         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)
3907                         {
3908                                 f = FogPoint_Model(v);
3909                                 c2[0] = f;
3910                                 c2[1] = f;
3911                                 c2[2] = f;
3912                                 c2[3] = 1;
3913                         }
3914                 }
3915         }
3916         rsurface.lightmapcolor4f = rsurface.array_color4f;
3917         rsurface.lightmapcolor4f_bufferobject = 0;
3918         rsurface.lightmapcolor4f_bufferoffset = 0;
3919 }
3920
3921 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
3922 {
3923         int texturesurfaceindex;
3924         int i;
3925         float *c, *c2;
3926         if (!rsurface.lightmapcolor4f)
3927                 return;
3928         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3929         {
3930                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3931                 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)
3932                 {
3933                         c2[0] = c[0] * r;
3934                         c2[1] = c[1] * g;
3935                         c2[2] = c[2] * b;
3936                         c2[3] = c[3] * a;
3937                 }
3938         }
3939         rsurface.lightmapcolor4f = rsurface.array_color4f;
3940         rsurface.lightmapcolor4f_bufferobject = 0;
3941         rsurface.lightmapcolor4f_bufferoffset = 0;
3942 }
3943
3944 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3945 {
3946         // TODO: optimize
3947         rsurface.lightmapcolor4f = NULL;
3948         rsurface.lightmapcolor4f_bufferobject = 0;
3949         rsurface.lightmapcolor4f_bufferoffset = 0;
3950         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3951         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3952         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
3953         GL_Color(r, g, b, a);
3954         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
3955 }
3956
3957 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3958 {
3959         // TODO: optimize applyfog && applycolor case
3960         // just apply fog if necessary, and tint the fog color array if necessary
3961         rsurface.lightmapcolor4f = NULL;
3962         rsurface.lightmapcolor4f_bufferobject = 0;
3963         rsurface.lightmapcolor4f_bufferoffset = 0;
3964         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3965         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3966         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
3967         GL_Color(r, g, b, a);
3968         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3969 }
3970
3971 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3972 {
3973         int texturesurfaceindex;
3974         int i;
3975         float *c;
3976         // TODO: optimize
3977         if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
3978         {
3979                 // generate color arrays for the surfaces in this list
3980                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3981                 {
3982                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3983                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
3984                         {
3985                                 if (surface->lightmapinfo->samples)
3986                                 {
3987                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
3988                                         float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
3989                                         VectorScale(lm, scale, c);
3990                                         if (surface->lightmapinfo->styles[1] != 255)
3991                                         {
3992                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
3993                                                 lm += size3;
3994                                                 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
3995                                                 VectorMA(c, scale, lm, c);
3996                                                 if (surface->lightmapinfo->styles[2] != 255)
3997                                                 {
3998                                                         lm += size3;
3999                                                         scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
4000                                                         VectorMA(c, scale, lm, c);
4001                                                         if (surface->lightmapinfo->styles[3] != 255)
4002                                                         {
4003                                                                 lm += size3;
4004                                                                 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
4005                                                                 VectorMA(c, scale, lm, c);
4006                                                         }
4007                                                 }
4008                                         }
4009                                 }
4010                                 else
4011                                         VectorClear(c);
4012                                 c[3] = 1;
4013                         }
4014                 }
4015                 rsurface.lightmapcolor4f = rsurface.array_color4f;
4016                 rsurface.lightmapcolor4f_bufferobject = 0;
4017                 rsurface.lightmapcolor4f_bufferoffset = 0;
4018         }
4019         else
4020         {
4021                 rsurface.lightmapcolor4f = rsurface.model->surfmesh.data_lightmapcolor4f;
4022                 rsurface.lightmapcolor4f_bufferobject = rsurface.model->surfmesh.vbo;
4023                 rsurface.lightmapcolor4f_bufferoffset = rsurface.model->surfmesh.vbooffset_lightmapcolor4f;
4024         }
4025         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4026         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4027         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4028         GL_Color(r, g, b, a);
4029         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4030 }
4031
4032 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4033 {
4034         int texturesurfaceindex;
4035         int i;
4036         float f;
4037         float *v, *c, *c2;
4038         vec3_t ambientcolor;
4039         vec3_t diffusecolor;
4040         vec3_t lightdir;
4041         // TODO: optimize
4042         // model lighting
4043         VectorCopy(rsurface.modellight_lightdir, lightdir);
4044         ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f;
4045         ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f;
4046         ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f;
4047         diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f;
4048         diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f;
4049         diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f;
4050         if (VectorLength2(diffusecolor) > 0)
4051         {
4052                 // generate color arrays for the surfaces in this list
4053                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4054                 {
4055                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4056                         int numverts = surface->num_vertices;
4057                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
4058                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
4059                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
4060                         // q3-style directional shading
4061                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
4062                         {
4063                                 if ((f = DotProduct(c2, lightdir)) > 0)
4064                                         VectorMA(ambientcolor, f, diffusecolor, c);
4065                                 else
4066                                         VectorCopy(ambientcolor, c);
4067                                 c[3] = a;
4068                         }
4069                 }
4070                 r = 1;
4071                 g = 1;
4072                 b = 1;
4073                 a = 1;
4074                 applycolor = false;
4075                 rsurface.lightmapcolor4f = rsurface.array_color4f;
4076                 rsurface.lightmapcolor4f_bufferobject = 0;
4077                 rsurface.lightmapcolor4f_bufferoffset = 0;
4078         }
4079         else
4080         {
4081                 r = ambientcolor[0];
4082                 g = ambientcolor[1];
4083                 b = ambientcolor[2];
4084                 rsurface.lightmapcolor4f = NULL;
4085                 rsurface.lightmapcolor4f_bufferobject = 0;
4086                 rsurface.lightmapcolor4f_bufferoffset = 0;
4087         }
4088         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4089         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4090         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4091         GL_Color(r, g, b, a);
4092         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4093 }
4094
4095 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
4096 {
4097         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4098         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4099         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4100         if (rsurface.mode != RSURFMODE_SHOWSURFACES)
4101         {
4102                 rsurface.mode = RSURFMODE_SHOWSURFACES;
4103                 GL_DepthMask(true);
4104                 GL_BlendFunc(GL_ONE, GL_ZERO);
4105                 R_Mesh_ColorPointer(NULL, 0, 0);
4106                 R_Mesh_ResetTextureState();
4107         }
4108         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4109         RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
4110 }
4111
4112 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
4113 {
4114         // transparent sky would be ridiculous
4115         if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4116                 return;
4117         if (rsurface.mode != RSURFMODE_SKY)
4118         {
4119                 if (rsurface.mode == RSURFMODE_GLSL)
4120                 {
4121                         qglUseProgramObjectARB(0);CHECKGLERROR
4122                 }
4123                 rsurface.mode = RSURFMODE_SKY;
4124         }
4125         if (skyrendernow)
4126         {
4127                 skyrendernow = false;
4128                 R_Sky();
4129                 // restore entity matrix
4130                 R_Mesh_Matrix(&rsurface.matrix);
4131         }
4132         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4133         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4134         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4135         GL_DepthMask(true);
4136         // LordHavoc: HalfLife maps have freaky skypolys so don't use
4137         // skymasking on them, and Quake3 never did sky masking (unlike
4138         // software Quake and software Quake2), so disable the sky masking
4139         // in Quake3 maps as it causes problems with q3map2 sky tricks,
4140         // and skymasking also looks very bad when noclipping outside the
4141         // level, so don't use it then either.
4142         if (rsurface.model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
4143         {
4144                 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
4145                 R_Mesh_ColorPointer(NULL, 0, 0);
4146                 R_Mesh_ResetTextureState();
4147                 if (skyrendermasked)
4148                 {
4149                         // depth-only (masking)
4150                         GL_ColorMask(0,0,0,0);
4151                         // just to make sure that braindead drivers don't draw
4152                         // anything despite that colormask...
4153                         GL_BlendFunc(GL_ZERO, GL_ONE);
4154                 }
4155                 else
4156                 {
4157                         // fog sky
4158                         GL_BlendFunc(GL_ONE, GL_ZERO);
4159                 }
4160                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4161                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4162                 if (skyrendermasked)
4163                         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
4164         }
4165 }
4166
4167 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
4168 {
4169         if (rsurface.mode != RSURFMODE_GLSL)
4170         {
4171                 rsurface.mode = RSURFMODE_GLSL;
4172                 R_Mesh_ResetTextureState();
4173         }
4174
4175         R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale);
4176         if (!r_glsl_permutation)
4177                 return;
4178
4179         if (rsurface.lightmode == 2)
4180                 RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
4181         else
4182                 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
4183         R_Mesh_TexCoordPointer(0, 2, rsurface.model->surfmesh.data_texcoordtexture2f, rsurface.model->surfmesh.vbo, rsurface.model->surfmesh.vbooffset_texcoordtexture2f);
4184         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4185         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4186         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4187         R_Mesh_TexCoordPointer(4, 2, rsurface.model->surfmesh.data_texcoordlightmap2f, rsurface.model->surfmesh.vbo, rsurface.model->surfmesh.vbooffset_texcoordlightmap2f);
4188
4189         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]);
4190         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4191         {
4192                 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
4193                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4194                         R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
4195                 R_Mesh_ColorPointer(NULL, 0, 0);
4196         }
4197         else if (rsurface.uselightmaptexture)
4198         {
4199                 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
4200                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4201                         R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
4202                 R_Mesh_ColorPointer(NULL, 0, 0);
4203         }
4204         else
4205         {
4206                 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
4207                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4208                         R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
4209                 R_Mesh_ColorPointer(rsurface.model->surfmesh.data_lightmapcolor4f, rsurface.model->surfmesh.vbo, rsurface.model->surfmesh.vbooffset_lightmapcolor4f);
4210         }
4211
4212         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
4213                 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
4214         else
4215                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4216         if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4217         {
4218         }
4219 }
4220
4221 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
4222 {
4223         // OpenGL 1.3 path - anything not completely ancient
4224         int texturesurfaceindex;
4225         qboolean applycolor;
4226         qboolean applyfog;
4227         rmeshstate_t m;
4228         int layerindex;
4229         const texturelayer_t *layer;
4230         if (rsurface.mode != RSURFMODE_MULTIPASS)
4231                 rsurface.mode = RSURFMODE_MULTIPASS;
4232         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
4233         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
4234         {
4235                 vec4_t layercolor;
4236                 int layertexrgbscale;
4237                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4238                 {
4239                         if (layerindex == 0)
4240                                 GL_AlphaTest(true);
4241                         else
4242                         {
4243                                 GL_AlphaTest(false);
4244                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
4245                         }
4246                 }
4247                 GL_DepthMask(layer->depthmask);
4248                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
4249                 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
4250                 {
4251                         layertexrgbscale = 4;
4252                         VectorScale(layer->color, 0.25f, layercolor);
4253                 }
4254                 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
4255                 {
4256                         layertexrgbscale = 2;
4257                         VectorScale(layer->color, 0.5f, layercolor);
4258                 }
4259                 else
4260                 {
4261                         layertexrgbscale = 1;
4262                         VectorScale(layer->color, 1.0f, layercolor);
4263                 }
4264                 layercolor[3] = layer->color[3];
4265                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
4266                 R_Mesh_ColorPointer(NULL, 0, 0);
4267                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
4268                 switch (layer->type)
4269                 {
4270                 case TEXTURELAYERTYPE_LITTEXTURE:
4271                         memset(&m, 0, sizeof(m));
4272                         m.tex[0] = R_GetTexture(r_texture_white);
4273                         m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordlightmap2f;
4274                         m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
4275                         m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordlightmap2f;
4276                         m.tex[1] = R_GetTexture(layer->texture);
4277                         m.texmatrix[1] = layer->texmatrix;
4278                         m.texrgbscale[1] = layertexrgbscale;
4279                         m.pointer_texcoord[1] = rsurface.model->surfmesh.data_texcoordtexture2f;
4280                         m.pointer_texcoord_bufferobject[1] = rsurface.model->surfmesh.vbo;
4281                         m.pointer_texcoord_bufferoffset[1] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
4282                         R_Mesh_TextureState(&m);
4283                         if (rsurface.lightmode == 2)
4284                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4285                         else if (rsurface.uselightmaptexture)
4286                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4287                         else
4288                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4289                         break;
4290                 case TEXTURELAYERTYPE_TEXTURE:
4291                         memset(&m, 0, sizeof(m));
4292                         m.tex[0] = R_GetTexture(layer->texture);
4293                         m.texmatrix[0] = layer->texmatrix;
4294                         m.texrgbscale[0] = layertexrgbscale;
4295                         m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
4296                         m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
4297                         m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
4298                         R_Mesh_TextureState(&m);
4299                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4300                         break;
4301                 case TEXTURELAYERTYPE_FOG:
4302                         memset(&m, 0, sizeof(m));
4303                         m.texrgbscale[0] = layertexrgbscale;
4304                         if (layer->texture)
4305                         {
4306                                 m.tex[0] = R_GetTexture(layer->texture);
4307                                 m.texmatrix[0] = layer->texmatrix;
4308                                 m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
4309                                 m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
4310                                 m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
4311                         }
4312                         R_Mesh_TextureState(&m);
4313                         // generate a color array for the fog pass
4314                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
4315                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4316                         {
4317                                 int i;
4318                                 float f, *v, *c;
4319                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4320                                 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)
4321                                 {
4322                                         f = 1 - FogPoint_Model(v);
4323                                         c[0] = layercolor[0];
4324                                         c[1] = layercolor[1];
4325                                         c[2] = layercolor[2];
4326                                         c[3] = f * layercolor[3];
4327                                 }
4328                         }
4329                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4330                         break;
4331                 default:
4332                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
4333                 }
4334                 GL_LockArrays(0, 0);
4335         }
4336         CHECKGLERROR
4337         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4338         {
4339                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4340                 GL_AlphaTest(false);
4341         }
4342 }
4343
4344 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
4345 {
4346         // OpenGL 1.1 - crusty old voodoo path
4347         int texturesurfaceindex;
4348         qboolean applyfog;
4349         rmeshstate_t m;
4350         int layerindex;
4351         const texturelayer_t *layer;
4352         if (rsurface.mode != RSURFMODE_MULTIPASS)
4353                 rsurface.mode = RSURFMODE_MULTIPASS;
4354         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
4355         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
4356         {
4357                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4358                 {
4359                         if (layerindex == 0)
4360                                 GL_AlphaTest(true);
4361                         else
4362                         {
4363                                 GL_AlphaTest(false);
4364                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
4365                         }
4366                 }
4367                 GL_DepthMask(layer->depthmask);
4368                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
4369                 R_Mesh_ColorPointer(NULL, 0, 0);
4370                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
4371                 switch (layer->type)
4372                 {
4373                 case TEXTURELAYERTYPE_LITTEXTURE:
4374                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
4375                         {
4376                                 // two-pass lit texture with 2x rgbscale
4377                                 // first the lightmap pass
4378                                 memset(&m, 0, sizeof(m));
4379                                 m.tex[0] = R_GetTexture(r_texture_white);
4380                                 m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordlightmap2f;
4381                                 m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
4382                                 m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordlightmap2f;
4383                                 R_Mesh_TextureState(&m);
4384                                 if (rsurface.lightmode == 2)
4385                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4386                                 else if (rsurface.uselightmaptexture)
4387                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4388                                 else
4389                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4390                                 GL_LockArrays(0, 0);
4391                                 // then apply the texture to it
4392                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4393                                 memset(&m, 0, sizeof(m));
4394                                 m.tex[0] = R_GetTexture(layer->texture);
4395                                 m.texmatrix[0] = layer->texmatrix;
4396                                 m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
4397                                 m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
4398                                 m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
4399                                 R_Mesh_TextureState(&m);
4400                                 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);
4401                         }
4402                         else
4403                         {
4404                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
4405                                 memset(&m, 0, sizeof(m));
4406                                 m.tex[0] = R_GetTexture(layer->texture);
4407                                 m.texmatrix[0] = layer->texmatrix;
4408                                 m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
4409                                 m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
4410                                 m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
4411                                 R_Mesh_TextureState(&m);
4412                                 if (rsurface.lightmode == 2)
4413                                         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);
4414                                 else
4415                                         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);
4416                         }
4417                         break;
4418                 case TEXTURELAYERTYPE_TEXTURE:
4419                         // singletexture unlit texture with transparency support
4420                         memset(&m, 0, sizeof(m));
4421                         m.tex[0] = R_GetTexture(layer->texture);
4422                         m.texmatrix[0] = layer->texmatrix;
4423                         m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
4424                         m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
4425                         m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
4426                         R_Mesh_TextureState(&m);
4427                         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);
4428                         break;
4429                 case TEXTURELAYERTYPE_FOG:
4430                         // singletexture fogging
4431                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
4432                         if (layer->texture)
4433                         {
4434                                 memset(&m, 0, sizeof(m));
4435                                 m.tex[0] = R_GetTexture(layer->texture);
4436                                 m.texmatrix[0] = layer->texmatrix;
4437                                 m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordtexture2f;
4438                                 m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
4439                                 m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordtexture2f;
4440                                 R_Mesh_TextureState(&m);
4441                         }
4442                         else
4443                                 R_Mesh_ResetTextureState();
4444                         // generate a color array for the fog pass
4445                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4446                         {
4447                                 int i;
4448                                 float f, *v, *c;
4449                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4450                                 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)
4451                                 {
4452                                         f = 1 - FogPoint_Model(v);
4453                                         c[0] = layer->color[0];
4454                                         c[1] = layer->color[1];
4455                                         c[2] = layer->color[2];
4456                                         c[3] = f * layer->color[3];
4457                                 }
4458                         }
4459                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4460                         break;
4461                 default:
4462                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
4463                 }
4464                 GL_LockArrays(0, 0);
4465         }
4466         CHECKGLERROR
4467         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4468         {
4469                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4470                 GL_AlphaTest(false);
4471         }
4472 }
4473
4474 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
4475 {
4476         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
4477                 return;
4478         r_shadow_rtlight = NULL;
4479         CHECKGLERROR
4480         if (depthonly)
4481         {
4482                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
4483                         return;
4484                 if (rsurface.mode != RSURFMODE_MULTIPASS)
4485                         rsurface.mode = RSURFMODE_MULTIPASS;
4486                 if (r_depthfirst.integer == 3)
4487                 {
4488                         int i = (int)(texturesurfacelist[0] - rsurface.model->data_surfaces);
4489                         GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
4490                 }
4491                 else
4492                 {
4493                         GL_ColorMask(0,0,0,0);
4494                         GL_Color(1,1,1,1);
4495                 }
4496                 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4497                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4498                 GL_DepthTest(true);
4499                 GL_BlendFunc(GL_ONE, GL_ZERO);
4500                 GL_DepthMask(true);
4501                 GL_AlphaTest(false);
4502                 R_Mesh_ColorPointer(NULL, 0, 0);
4503                 R_Mesh_ResetTextureState();
4504                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4505                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4506                 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
4507                 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4508         }
4509         else if (r_depthfirst.integer == 3)
4510                 return;
4511         else if (r_showsurfaces.integer)
4512         {
4513                 if (rsurface.mode != RSURFMODE_MULTIPASS)
4514                         rsurface.mode = RSURFMODE_MULTIPASS;
4515                 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4516                 GL_DepthTest(true);
4517                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4518                 GL_BlendFunc(GL_ONE, GL_ZERO);
4519                 GL_DepthMask(writedepth);
4520                 GL_Color(1,1,1,1);
4521                 GL_AlphaTest(false);
4522                 R_Mesh_ColorPointer(NULL, 0, 0);
4523                 R_Mesh_ResetTextureState();
4524                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4525                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
4526                 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4527         }
4528         else if (gl_lightmaps.integer)
4529         {
4530                 rmeshstate_t m;
4531                 if (rsurface.mode != RSURFMODE_MULTIPASS)
4532                         rsurface.mode = RSURFMODE_MULTIPASS;
4533                 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4534                 GL_DepthTest(true);
4535                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4536                 GL_BlendFunc(GL_ONE, GL_ZERO);
4537                 GL_DepthMask(writedepth);
4538                 GL_Color(1,1,1,1);
4539                 GL_AlphaTest(false);
4540                 R_Mesh_ColorPointer(NULL, 0, 0);
4541                 memset(&m, 0, sizeof(m));
4542                 m.tex[0] = R_GetTexture(r_texture_white);
4543                 m.pointer_texcoord[0] = rsurface.model->surfmesh.data_texcoordlightmap2f;
4544                 m.pointer_texcoord_bufferobject[0] = rsurface.model->surfmesh.vbo;
4545                 m.pointer_texcoord_bufferoffset[0] = rsurface.model->surfmesh.vbooffset_texcoordlightmap2f;
4546                 R_Mesh_TextureState(&m);
4547                 RSurf_PrepareVerticesForBatch(rsurface.lightmode == 2, false, texturenumsurfaces, texturesurfacelist);
4548                 if (rsurface.lightmode == 2)
4549                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4550                 else if (rsurface.uselightmaptexture)
4551                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4552                 else
4553                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4554                 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4555         }
4556         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
4557         {
4558                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
4559                 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4560         }
4561         else if (rsurface.texture->currentnumlayers)
4562         {
4563                 // write depth for anything we skipped on the depth-only pass earlier
4564                 if (!writedepth && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
4565                         writedepth = true;
4566                 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4567                 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4568                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4569                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4570                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
4571                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4572                 // FIXME: identify models using a better check than rsurface.model->brush.shadowmesh
4573                 rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.model->brush.shadowmesh) ? 0 : 2;
4574                 if (r_glsl.integer && gl_support_fragment_shader)
4575                         R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
4576                 else if (gl_combine.integer && r_textureunits.integer >= 2)
4577                         R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
4578                 else
4579                         R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
4580                 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4581         }
4582         CHECKGLERROR
4583         GL_LockArrays(0, 0);
4584 }
4585
4586 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4587 {
4588         int i, j;
4589         int texturenumsurfaces, endsurface;
4590         texture_t *texture;
4591         msurface_t *surface;
4592         msurface_t *texturesurfacelist[1024];
4593
4594         // if the model is static it doesn't matter what value we give for
4595         // wantnormals and wanttangents, so this logic uses only rules applicable
4596         // to a model, knowing that they are meaningless otherwise
4597         if (ent == r_refdef.worldentity)
4598                 RSurf_ActiveWorldEntity();
4599         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
4600                 RSurf_ActiveModelEntity(ent, false, false);
4601         else
4602                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
4603
4604         for (i = 0;i < numsurfaces;i = j)
4605         {
4606                 j = i + 1;
4607                 surface = rsurface.model->data_surfaces + surfacelist[i];
4608                 texture = surface->texture;
4609                 R_UpdateTextureInfo(ent, texture);
4610                 rsurface.texture = texture->currentframe;
4611                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
4612                 // scan ahead until we find a different texture
4613                 endsurface = min(i + 1024, numsurfaces);
4614                 texturenumsurfaces = 0;
4615                 texturesurfacelist[texturenumsurfaces++] = surface;
4616                 for (;j < endsurface;j++)
4617                 {
4618                         surface = rsurface.model->data_surfaces + surfacelist[j];
4619                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
4620                                 break;
4621                         texturesurfacelist[texturenumsurfaces++] = surface;
4622                 }
4623                 // render the range of surfaces
4624                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
4625         }
4626
4627         RSurf_CleanUp();
4628 }
4629
4630 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
4631 {
4632         int i, j;
4633         vec3_t tempcenter, center;
4634         texture_t *texture;
4635         // break the surface list down into batches by texture and use of lightmapping
4636         for (i = 0;i < numsurfaces;i = j)
4637         {
4638                 j = i + 1;
4639                 // texture is the base texture pointer, rsurface.texture is the
4640                 // current frame/skin the texture is directing us to use (for example
4641                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
4642                 // use skin 1 instead)
4643                 texture = surfacelist[i]->texture;
4644                 rsurface.texture = texture->currentframe;
4645                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
4646                 if (!(rsurface.texture->currentmaterialflags & flagsmask))
4647                 {
4648                         // if this texture is not the kind we want, skip ahead to the next one
4649                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
4650                                 ;
4651                         continue;
4652                 }
4653                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
4654                 {
4655                         // transparent surfaces get pushed off into the transparent queue
4656                         const msurface_t *surface = surfacelist[i];
4657                         if (depthonly)
4658                                 continue;
4659                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
4660                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
4661                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
4662                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
4663                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.model->data_surfaces, r_shadow_rtlight);
4664                 }
4665                 else
4666                 {
4667                         // simply scan ahead until we find a different texture or lightmap state
4668                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
4669                                 ;
4670                         // render the range of surfaces
4671                         R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
4672                 }
4673         }
4674 }
4675
4676 float locboxvertex3f[6*4*3] =
4677 {
4678         1,0,1, 1,0,0, 1,1,0, 1,1,1,
4679         0,1,1, 0,1,0, 0,0,0, 0,0,1,
4680         1,1,1, 1,1,0, 0,1,0, 0,1,1,
4681         0,0,1, 0,0,0, 1,0,0, 1,0,1,
4682         0,0,1, 1,0,1, 1,1,1, 0,1,1,
4683         1,0,0, 0,0,0, 0,1,0, 1,1,0
4684 };
4685
4686 int locboxelement3i[6*2*3] =
4687 {
4688          0, 1, 2, 0, 2, 3,
4689          4, 5, 6, 4, 6, 7,
4690          8, 9,10, 8,10,11,
4691         12,13,14, 12,14,15,
4692         16,17,18, 16,18,19,
4693         20,21,22, 20,22,23
4694 };
4695
4696 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4697 {
4698         int i, j;
4699         cl_locnode_t *loc = (cl_locnode_t *)ent;
4700         vec3_t mins, size;
4701         float vertex3f[6*4*3];
4702         CHECKGLERROR
4703         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4704         GL_DepthMask(false);
4705         GL_DepthRange(0, 1);
4706         GL_DepthTest(true);
4707         GL_CullFace(GL_NONE);
4708         R_Mesh_Matrix(&identitymatrix);
4709
4710         R_Mesh_VertexPointer(vertex3f, 0, 0);
4711         R_Mesh_ColorPointer(NULL, 0, 0);
4712         R_Mesh_ResetTextureState();
4713
4714         i = surfacelist[0];
4715         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
4716                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
4717                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
4718                         surfacelist[0] < 0 ? 0.5f : 0.125f);
4719
4720         if (VectorCompare(loc->mins, loc->maxs))
4721         {
4722                 VectorSet(size, 2, 2, 2);
4723                 VectorMA(loc->mins, -0.5f, size, mins);
4724         }
4725         else
4726         {
4727                 VectorCopy(loc->mins, mins);
4728                 VectorSubtract(loc->maxs, loc->mins, size);
4729         }
4730
4731         for (i = 0;i < 6*4*3;)
4732                 for (j = 0;j < 3;j++, i++)
4733                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
4734
4735         R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
4736 }
4737
4738 void R_DrawLocs(void)
4739 {
4740         int index;
4741         cl_locnode_t *loc, *nearestloc;
4742         vec3_t center;
4743         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
4744         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
4745         {
4746                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
4747                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
4748         }
4749 }
4750
4751 void R_DrawCollisionBrushes(entity_render_t *ent)
4752 {
4753         int i;
4754         q3mbrush_t *brush;
4755         msurface_t *surface;
4756         model_t *model = ent->model;
4757         if (!model->brush.num_brushes)
4758                 return;
4759         CHECKGLERROR
4760         R_Mesh_ColorPointer(NULL, 0, 0);
4761         R_Mesh_ResetTextureState();
4762         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4763         GL_DepthMask(false);
4764         GL_DepthRange(0, 1);
4765         GL_DepthTest(!r_showdisabledepthtest.integer);
4766         qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
4767         for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
4768                 if (brush->colbrushf && brush->colbrushf->numtriangles)
4769                         R_DrawCollisionBrush(brush->colbrushf);
4770         for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
4771                 if (surface->num_collisiontriangles)
4772                         R_DrawCollisionSurface(ent, surface);
4773         qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
4774 }
4775
4776 void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean drawnormals, int flagsmask)
4777 {
4778         int i, j, k, l;
4779         const int *elements;
4780         msurface_t *surface;
4781         model_t *model = ent->model;
4782         vec3_t v;
4783         CHECKGLERROR
4784         GL_DepthRange(0, 1);
4785         GL_DepthTest(!r_showdisabledepthtest.integer);
4786         GL_DepthMask(true);
4787         GL_BlendFunc(GL_ONE, GL_ZERO);
4788         R_Mesh_ColorPointer(NULL, 0, 0);
4789         R_Mesh_ResetTextureState();
4790         for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
4791         {
4792                 if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
4793                         continue;
4794                 rsurface.texture = surface->texture->currentframe;
4795                 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
4796                 {
4797                         RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
4798                         if (drawtris)
4799                         {
4800                                 if (!rsurface.texture->currentlayers->depthmask)
4801                                         GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
4802                                 else if (ent == r_refdef.worldentity)
4803                                         GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
4804                                 else
4805                                         GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
4806                                 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
4807                                 CHECKGLERROR
4808                                 qglBegin(GL_LINES);
4809                                 for (k = 0;k < surface->num_triangles;k++, elements += 3)
4810                                 {
4811 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
4812                                         GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
4813                                         GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
4814                                         GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
4815                                 }
4816                                 qglEnd();
4817                                 CHECKGLERROR
4818                         }
4819                         if (drawnormals)
4820                         {
4821                                 GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
4822                                 qglBegin(GL_LINES);
4823                                 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
4824                                 {
4825                                         VectorCopy(rsurface.vertex3f + l * 3, v);
4826                                         qglVertex3f(v[0], v[1], v[2]);
4827                                         VectorMA(v, 8, rsurface.svector3f + l * 3, v);
4828                                         qglVertex3f(v[0], v[1], v[2]);
4829                                 }
4830                                 qglEnd();
4831                                 CHECKGLERROR
4832                                 GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
4833                                 qglBegin(GL_LINES);
4834                                 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
4835                                 {
4836                                         VectorCopy(rsurface.vertex3f + l * 3, v);
4837                                         qglVertex3f(v[0], v[1], v[2]);
4838                                         VectorMA(v, 8, rsurface.tvector3f + l * 3, v);
4839                                         qglVertex3f(v[0], v[1], v[2]);
4840                                 }
4841                                 qglEnd();
4842                                 CHECKGLERROR
4843                                 GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
4844                                 qglBegin(GL_LINES);
4845                                 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
4846                                 {
4847                                         VectorCopy(rsurface.vertex3f + l * 3, v);
4848                                         qglVertex3f(v[0], v[1], v[2]);
4849                                         VectorMA(v, 8, rsurface.normal3f + l * 3, v);
4850                                         qglVertex3f(v[0], v[1], v[2]);
4851                                 }
4852                                 qglEnd();
4853                                 CHECKGLERROR
4854                         }
4855                 }
4856         }
4857         rsurface.texture = NULL;
4858 }
4859
4860 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
4861 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
4862 {
4863         int i, j, endj, f, flagsmask;
4864         int counttriangles = 0;
4865         msurface_t *surface, **surfacechain;
4866         texture_t *t;
4867         model_t *model = r_refdef.worldmodel;
4868         const int maxsurfacelist = 1024;
4869         int numsurfacelist = 0;
4870         msurface_t *surfacelist[1024];
4871         if (model == NULL)
4872                 return;
4873
4874         RSurf_ActiveWorldEntity();
4875
4876         // update light styles
4877         if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
4878         {
4879                 for (i = 0;i < model->brushq1.light_styles;i++)
4880                 {
4881                         if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
4882                         {
4883                                 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
4884                                 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
4885                                         for (;(surface = *surfacechain);surfacechain++)
4886                                                 surface->cached_dlight = true;
4887                         }
4888                 }
4889         }
4890
4891         R_UpdateAllTextureInfo(r_refdef.worldentity);
4892         flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
4893         f = 0;
4894         t = NULL;
4895         rsurface.uselightmaptexture = false;
4896         rsurface.texture = NULL;
4897         numsurfacelist = 0;
4898         j = model->firstmodelsurface;
4899         endj = j + model->nummodelsurfaces;
4900         while (j < endj)
4901         {
4902                 // quickly skip over non-visible surfaces
4903                 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
4904                         ;
4905                 // quickly iterate over visible surfaces
4906                 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
4907                 {
4908                         // process this surface
4909                         surface = model->data_surfaces + j;
4910                         // if this surface fits the criteria, add it to the list
4911                         if (surface->num_triangles)
4912                         {
4913                                 // if lightmap parameters changed, rebuild lightmap texture
4914                                 if (surface->cached_dlight)
4915                                         R_BuildLightMap(r_refdef.worldentity, surface);
4916                                 // add face to draw list
4917                                 surfacelist[numsurfacelist++] = surface;
4918                                 counttriangles += surface->num_triangles;
4919                                 if (numsurfacelist >= maxsurfacelist)
4920                                 {
4921                                         R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
4922                                         numsurfacelist = 0;
4923                                 }
4924                         }
4925                 }
4926         }
4927         if (numsurfacelist)
4928                 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
4929         r_refdef.stats.entities_triangles += counttriangles;
4930         RSurf_CleanUp();
4931
4932         if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
4933                 R_DrawCollisionBrushes(r_refdef.worldentity);
4934
4935         if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
4936                 R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask);
4937 }
4938
4939 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
4940 {
4941         int i, f, flagsmask;
4942         int counttriangles = 0;
4943         msurface_t *surface, *endsurface, **surfacechain;
4944         texture_t *t;
4945         model_t *model = ent->model;
4946         const int maxsurfacelist = 1024;
4947         int numsurfacelist = 0;
4948         msurface_t *surfacelist[1024];
4949         if (model == NULL)
4950                 return;
4951
4952         // if the model is static it doesn't matter what value we give for
4953         // wantnormals and wanttangents, so this logic uses only rules applicable
4954         // to a model, knowing that they are meaningless otherwise
4955         if (ent == r_refdef.worldentity)
4956                 RSurf_ActiveWorldEntity();
4957         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
4958                 RSurf_ActiveModelEntity(ent, false, false);
4959         else
4960                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
4961
4962         // update light styles
4963         if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
4964         {
4965                 for (i = 0;i < model->brushq1.light_styles;i++)
4966                 {
4967                         if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
4968                         {
4969                                 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
4970                                 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
4971                                         for (;(surface = *surfacechain);surfacechain++)
4972                                                 surface->cached_dlight = true;
4973                         }
4974                 }
4975         }
4976
4977         R_UpdateAllTextureInfo(ent);
4978         flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
4979         f = 0;
4980         t = NULL;
4981         rsurface.uselightmaptexture = false;
4982         rsurface.texture = NULL;
4983         numsurfacelist = 0;
4984         surface = model->data_surfaces + model->firstmodelsurface;
4985         endsurface = surface + model->nummodelsurfaces;
4986         for (;surface < endsurface;surface++)
4987         {
4988                 // if this surface fits the criteria, add it to the list
4989                 if (surface->num_triangles)
4990                 {
4991                         // if lightmap parameters changed, rebuild lightmap texture
4992                         if (surface->cached_dlight)
4993                                 R_BuildLightMap(ent, surface);
4994                         // add face to draw list
4995                         surfacelist[numsurfacelist++] = surface;
4996                         counttriangles += surface->num_triangles;
4997                         if (numsurfacelist >= maxsurfacelist)
4998                         {
4999                                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5000                                 numsurfacelist = 0;
5001                         }
5002                 }
5003         }
5004         if (numsurfacelist)
5005                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5006         r_refdef.stats.entities_triangles += counttriangles;
5007         RSurf_CleanUp();
5008
5009         if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
5010                 R_DrawCollisionBrushes(ent);
5011
5012         if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
5013                 R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask);
5014 }