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implemented deferred rendering (r_shadow_deferred cvar) to accelerate
[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 "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
30
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
32
33 qboolean r_loadnormalmap;
34 qboolean r_loadgloss;
35 qboolean r_loadfog;
36
37 //
38 // screen size info
39 //
40 r_refdef_t r_refdef;
41
42 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
43 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
44 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
45 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
46 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
47 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
48 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
49 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
50
51 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
52 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
53 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
54 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
55 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
56
57 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
58 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
59 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
60 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
61 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
62 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
63 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)"};
64 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
65 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
66 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"};
67 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"};
68 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
69 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"};
70 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"};
71 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"};
72 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
73 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
74 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
75 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
76 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
77 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
78 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
79 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
80 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
81 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
82 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
83 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
84 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
85 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
86 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
87 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
88 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
89 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
90 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
91 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
92 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
93 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
94 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
95 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
96 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
97 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
98
99 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
100 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
101 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
102 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
103 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
104 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
105 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
106 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
107
108 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
109 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
110 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
111
112 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)"};
113 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
114 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
115 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
116 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
117 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
118 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
119 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
120 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
121
122 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
123 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
124 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
125 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
126 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
127
128 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
129 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
130 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
131 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
132
133 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
134 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
135 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
136 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
137 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
138 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
139 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
140
141 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
142 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
143 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
144 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)"};
145
146 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"};
147
148 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"};
149
150 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
151
152 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
153 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
154 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
155 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
156 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
157 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
158 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
159
160 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
161
162 extern cvar_t v_glslgamma;
163
164 extern qboolean v_flipped_state;
165
166 static struct r_bloomstate_s
167 {
168         qboolean enabled;
169         qboolean hdr;
170
171         int bloomwidth, bloomheight;
172
173         int screentexturewidth, screentextureheight;
174         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
175
176         int bloomtexturewidth, bloomtextureheight;
177         rtexture_t *texture_bloom;
178
179         // arrays for rendering the screen passes
180         float screentexcoord2f[8];
181         float bloomtexcoord2f[8];
182         float offsettexcoord2f[8];
183
184         r_viewport_t viewport;
185 }
186 r_bloomstate;
187
188 r_waterstate_t r_waterstate;
189
190 /// shadow volume bsp struct with automatically growing nodes buffer
191 svbsp_t r_svbsp;
192
193 rtexture_t *r_texture_blanknormalmap;
194 rtexture_t *r_texture_white;
195 rtexture_t *r_texture_grey128;
196 rtexture_t *r_texture_black;
197 rtexture_t *r_texture_notexture;
198 rtexture_t *r_texture_whitecube;
199 rtexture_t *r_texture_normalizationcube;
200 rtexture_t *r_texture_fogattenuation;
201 rtexture_t *r_texture_gammaramps;
202 unsigned int r_texture_gammaramps_serial;
203 //rtexture_t *r_texture_fogintensity;
204
205 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
206 unsigned int r_numqueries;
207 unsigned int r_maxqueries;
208
209 typedef struct r_qwskincache_s
210 {
211         char name[MAX_QPATH];
212         skinframe_t *skinframe;
213 }
214 r_qwskincache_t;
215
216 static r_qwskincache_t *r_qwskincache;
217 static int r_qwskincache_size;
218
219 /// vertex coordinates for a quad that covers the screen exactly
220 const float r_screenvertex3f[12] =
221 {
222         0, 0, 0,
223         1, 0, 0,
224         1, 1, 0,
225         0, 1, 0
226 };
227
228 extern void R_DrawModelShadows(void);
229
230 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
231 {
232         int i;
233         for (i = 0;i < verts;i++)
234         {
235                 out[0] = in[0] * r;
236                 out[1] = in[1] * g;
237                 out[2] = in[2] * b;
238                 out[3] = in[3];
239                 in += 4;
240                 out += 4;
241         }
242 }
243
244 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
245 {
246         int i;
247         for (i = 0;i < verts;i++)
248         {
249                 out[0] = r;
250                 out[1] = g;
251                 out[2] = b;
252                 out[3] = a;
253                 out += 4;
254         }
255 }
256
257 // FIXME: move this to client?
258 void FOG_clear(void)
259 {
260         if (gamemode == GAME_NEHAHRA)
261         {
262                 Cvar_Set("gl_fogenable", "0");
263                 Cvar_Set("gl_fogdensity", "0.2");
264                 Cvar_Set("gl_fogred", "0.3");
265                 Cvar_Set("gl_foggreen", "0.3");
266                 Cvar_Set("gl_fogblue", "0.3");
267         }
268         r_refdef.fog_density = 0;
269         r_refdef.fog_red = 0;
270         r_refdef.fog_green = 0;
271         r_refdef.fog_blue = 0;
272         r_refdef.fog_alpha = 1;
273         r_refdef.fog_start = 0;
274         r_refdef.fog_end = 16384;
275         r_refdef.fog_height = 1<<30;
276         r_refdef.fog_fadedepth = 128;
277 }
278
279 static void R_BuildBlankTextures(void)
280 {
281         unsigned char data[4];
282         data[2] = 128; // normal X
283         data[1] = 128; // normal Y
284         data[0] = 255; // normal Z
285         data[3] = 128; // height
286         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
287         data[0] = 255;
288         data[1] = 255;
289         data[2] = 255;
290         data[3] = 255;
291         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
292         data[0] = 128;
293         data[1] = 128;
294         data[2] = 128;
295         data[3] = 255;
296         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
297         data[0] = 0;
298         data[1] = 0;
299         data[2] = 0;
300         data[3] = 255;
301         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
302 }
303
304 static void R_BuildNoTexture(void)
305 {
306         int x, y;
307         unsigned char pix[16][16][4];
308         // this makes a light grey/dark grey checkerboard texture
309         for (y = 0;y < 16;y++)
310         {
311                 for (x = 0;x < 16;x++)
312                 {
313                         if ((y < 8) ^ (x < 8))
314                         {
315                                 pix[y][x][0] = 128;
316                                 pix[y][x][1] = 128;
317                                 pix[y][x][2] = 128;
318                                 pix[y][x][3] = 255;
319                         }
320                         else
321                         {
322                                 pix[y][x][0] = 64;
323                                 pix[y][x][1] = 64;
324                                 pix[y][x][2] = 64;
325                                 pix[y][x][3] = 255;
326                         }
327                 }
328         }
329         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
330 }
331
332 static void R_BuildWhiteCube(void)
333 {
334         unsigned char data[6*1*1*4];
335         memset(data, 255, sizeof(data));
336         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
337 }
338
339 static void R_BuildNormalizationCube(void)
340 {
341         int x, y, side;
342         vec3_t v;
343         vec_t s, t, intensity;
344 #define NORMSIZE 64
345         unsigned char data[6][NORMSIZE][NORMSIZE][4];
346         for (side = 0;side < 6;side++)
347         {
348                 for (y = 0;y < NORMSIZE;y++)
349                 {
350                         for (x = 0;x < NORMSIZE;x++)
351                         {
352                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
353                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
354                                 switch(side)
355                                 {
356                                 default:
357                                 case 0:
358                                         v[0] = 1;
359                                         v[1] = -t;
360                                         v[2] = -s;
361                                         break;
362                                 case 1:
363                                         v[0] = -1;
364                                         v[1] = -t;
365                                         v[2] = s;
366                                         break;
367                                 case 2:
368                                         v[0] = s;
369                                         v[1] = 1;
370                                         v[2] = t;
371                                         break;
372                                 case 3:
373                                         v[0] = s;
374                                         v[1] = -1;
375                                         v[2] = -t;
376                                         break;
377                                 case 4:
378                                         v[0] = s;
379                                         v[1] = -t;
380                                         v[2] = 1;
381                                         break;
382                                 case 5:
383                                         v[0] = -s;
384                                         v[1] = -t;
385                                         v[2] = -1;
386                                         break;
387                                 }
388                                 intensity = 127.0f / sqrt(DotProduct(v, v));
389                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
390                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
391                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
392                                 data[side][y][x][3] = 255;
393                         }
394                 }
395         }
396         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
397 }
398
399 static void R_BuildFogTexture(void)
400 {
401         int x, b;
402 #define FOGWIDTH 256
403         unsigned char data1[FOGWIDTH][4];
404         //unsigned char data2[FOGWIDTH][4];
405         double d, r, alpha;
406
407         r_refdef.fogmasktable_start = r_refdef.fog_start;
408         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
409         r_refdef.fogmasktable_range = r_refdef.fogrange;
410         r_refdef.fogmasktable_density = r_refdef.fog_density;
411
412         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
413         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
414         {
415                 d = (x * r - r_refdef.fogmasktable_start);
416                 if(developer.integer >= 100)
417                         Con_Printf("%f ", d);
418                 d = max(0, d);
419                 if (r_fog_exp2.integer)
420                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
421                 else
422                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
423                 if(developer.integer >= 100)
424                         Con_Printf(" : %f ", alpha);
425                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
426                 if(developer.integer >= 100)
427                         Con_Printf(" = %f\n", alpha);
428                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
429         }
430
431         for (x = 0;x < FOGWIDTH;x++)
432         {
433                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
434                 data1[x][0] = b;
435                 data1[x][1] = b;
436                 data1[x][2] = b;
437                 data1[x][3] = 255;
438                 //data2[x][0] = 255 - b;
439                 //data2[x][1] = 255 - b;
440                 //data2[x][2] = 255 - b;
441                 //data2[x][3] = 255;
442         }
443         if (r_texture_fogattenuation)
444         {
445                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
446                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
447         }
448         else
449         {
450                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
451                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
452         }
453 }
454
455 static const char *builtinshaderstring =
456 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
457 "// written by Forest 'LordHavoc' Hale\n"
458 "\n"
459 "// enable various extensions depending on permutation:\n"
460 "\n"
461 "#ifdef MODE_DEPTH_OR_SHADOW\n"
462 "#ifdef VERTEX_SHADER\n"
463 "void main(void)\n"
464 "{\n"
465 "       gl_Position = ftransform();\n"
466 "}\n"
467 "#endif\n"
468 "#else // !MODE_DEPTH_ORSHADOW\n"
469 "#ifdef MODE_SHOWDEPTH\n"
470 "#ifdef VERTEX_SHADER\n"
471 "void main(void)\n"
472 "{\n"
473 "       gl_Position = ftransform();\n"
474 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
475 "}\n"
476 "#endif\n"
477 "\n"
478 "#ifdef FRAGMENT_SHADER\n"
479 "void main(void)\n"
480 "{\n"
481 "       gl_FragColor = gl_Color;\n"
482 "}\n"
483 "#endif\n"
484 "#else // !MODE_SHOWDEPTH\n"
485 "#ifdef MODE_POSTPROCESS\n"
486 "#ifdef VERTEX_SHADER\n"
487 "void main(void)\n"
488 "{\n"
489 "       gl_Position = ftransform();\n"
490 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
491 "#ifdef USEBLOOM\n"
492 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
493 "#endif\n"
494 "}\n"
495 "#endif\n"
496 "\n"
497 "#ifdef FRAGMENT_SHADER\n"
498 "uniform sampler2D Texture_First;\n"
499 "#ifdef USEBLOOM\n"
500 "uniform sampler2D Texture_Second;\n"
501 "#endif\n"
502 "#ifdef USEGAMMARAMPS\n"
503 "uniform sampler2D Texture_GammaRamps;\n"
504 "#endif\n"
505 "#ifdef USESATURATION\n"
506 "uniform float Saturation;\n"
507 "#endif\n"
508 "#ifdef USEVIEWTINT\n"
509 "uniform vec4 TintColor;\n"
510 "#endif\n"
511 "//uncomment these if you want to use them:\n"
512 "uniform vec4 UserVec1;\n"
513 "// uniform vec4 UserVec2;\n"
514 "// uniform vec4 UserVec3;\n"
515 "// uniform vec4 UserVec4;\n"
516 "// uniform float ClientTime;\n"
517 "uniform vec2 PixelSize;\n"
518 "void main(void)\n"
519 "{\n"
520 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
521 "#ifdef USEBLOOM\n"
522 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
523 "#endif\n"
524 "#ifdef USEVIEWTINT\n"
525 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
526 "#endif\n"
527 "\n"
528 "#ifdef USEPOSTPROCESSING\n"
529 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
530 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
531 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
532 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
533 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
534 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
535 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
536 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
537 "#endif\n"
538 "\n"
539 "#ifdef USESATURATION\n"
540 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
541 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
542 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
543 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
544 "#endif\n"
545 "\n"
546 "#ifdef USEGAMMARAMPS\n"
547 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
548 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
549 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
550 "#endif\n"
551 "}\n"
552 "#endif\n"
553 "#else // !MODE_POSTPROCESS\n"
554 "#ifdef MODE_GENERIC\n"
555 "#ifdef VERTEX_SHADER\n"
556 "void main(void)\n"
557 "{\n"
558 "       gl_FrontColor = gl_Color;\n"
559 "#ifdef USEDIFFUSE\n"
560 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
561 "#endif\n"
562 "#ifdef USESPECULAR\n"
563 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
564 "#endif\n"
565 "       gl_Position = ftransform();\n"
566 "}\n"
567 "#endif\n"
568 "\n"
569 "#ifdef FRAGMENT_SHADER\n"
570 "#ifdef USEDIFFUSE\n"
571 "uniform sampler2D Texture_First;\n"
572 "#endif\n"
573 "#ifdef USESPECULAR\n"
574 "uniform sampler2D Texture_Second;\n"
575 "#endif\n"
576 "\n"
577 "void main(void)\n"
578 "{\n"
579 "       gl_FragColor = gl_Color;\n"
580 "#ifdef USEDIFFUSE\n"
581 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
582 "#endif\n"
583 "\n"
584 "#ifdef USESPECULAR\n"
585 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
586 "#endif\n"
587 "#ifdef USECOLORMAPPING\n"
588 "       gl_FragColor *= tex2;\n"
589 "#endif\n"
590 "#ifdef USEGLOW\n"
591 "       gl_FragColor += tex2;\n"
592 "#endif\n"
593 "#ifdef USEVERTEXTEXTUREBLEND\n"
594 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
595 "#endif\n"
596 "}\n"
597 "#endif\n"
598 "#else // !MODE_GENERIC\n"
599 "#ifdef MODE_BLOOMBLUR\n"
600 "#ifdef VERTEX_SHADER\n"
601 "void main(void)\n"
602 "{\n"
603 "       gl_FrontColor = gl_Color;\n"
604 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
605 "       gl_Position = ftransform();\n"
606 "}\n"
607 "#endif\n"
608 "\n"
609 "#ifdef FRAGMENT_SHADER\n"
610 "uniform sampler2D Texture_First;\n"
611 "uniform vec4 BloomBlur_Parameters;\n"
612 "\n"
613 "void main(void)\n"
614 "{\n"
615 "       int i;\n"
616 "       vec2 tc = gl_TexCoord[0].xy;\n"
617 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
618 "       tc += BloomBlur_Parameters.xy;\n"
619 "       for (i = 1;i < SAMPLES;i++)\n"
620 "       {\n"
621 "               color += texture2D(Texture_First, tc).rgb;\n"
622 "               tc += BloomBlur_Parameters.xy;\n"
623 "       }\n"
624 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
625 "}\n"
626 "#endif\n"
627 "#else // !MODE_BLOOMBLUR\n"
628 "#ifdef MODE_REFRACTION\n"
629 "varying vec2 TexCoord;\n"
630 "varying vec4 ModelViewProjectionPosition;\n"
631 "#ifdef VERTEX_SHADER\n"
632 "\n"
633 "void main(void)\n"
634 "{\n"
635 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
636 "       gl_Position = ftransform();\n"
637 "       ModelViewProjectionPosition = gl_Position;\n"
638 "}\n"
639 "#endif\n"
640 "\n"
641 "#ifdef FRAGMENT_SHADER\n"
642 "uniform sampler2D Texture_Normal;\n"
643 "uniform sampler2D Texture_Refraction;\n"
644 "uniform sampler2D Texture_Reflection;\n"
645 "\n"
646 "uniform vec4 DistortScaleRefractReflect;\n"
647 "uniform vec4 ScreenScaleRefractReflect;\n"
648 "uniform vec4 ScreenCenterRefractReflect;\n"
649 "uniform vec4 RefractColor;\n"
650 "uniform vec4 ReflectColor;\n"
651 "uniform float ReflectFactor;\n"
652 "uniform float ReflectOffset;\n"
653 "\n"
654 "void main(void)\n"
655 "{\n"
656 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
657 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
658 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
659 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
660 "       // FIXME temporary hack to detect the case that the reflection\n"
661 "       // gets blackened at edges due to leaving the area that contains actual\n"
662 "       // content.\n"
663 "       // Remove this 'ack once we have a better way to stop this thing from\n"
664 "       // 'appening.\n"
665 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
666 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
667 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
668 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
669 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
670 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
671 "}\n"
672 "#endif\n"
673 "#else // !MODE_REFRACTION\n"
674 "#ifdef MODE_WATER\n"
675 "varying vec2 TexCoord;\n"
676 "varying vec3 EyeVector;\n"
677 "varying vec4 ModelViewProjectionPosition;\n"
678 "#ifdef VERTEX_SHADER\n"
679 "uniform vec3 EyePosition;\n"
680 "\n"
681 "void main(void)\n"
682 "{\n"
683 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
684 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
685 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
686 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
687 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
688 "       gl_Position = ftransform();\n"
689 "       ModelViewProjectionPosition = gl_Position;\n"
690 "}\n"
691 "#endif\n"
692 "\n"
693 "#ifdef FRAGMENT_SHADER\n"
694 "uniform sampler2D Texture_Normal;\n"
695 "uniform sampler2D Texture_Refraction;\n"
696 "uniform sampler2D Texture_Reflection;\n"
697 "\n"
698 "uniform vec4 DistortScaleRefractReflect;\n"
699 "uniform vec4 ScreenScaleRefractReflect;\n"
700 "uniform vec4 ScreenCenterRefractReflect;\n"
701 "uniform vec4 RefractColor;\n"
702 "uniform vec4 ReflectColor;\n"
703 "uniform float ReflectFactor;\n"
704 "uniform float ReflectOffset;\n"
705 "\n"
706 "void main(void)\n"
707 "{\n"
708 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
709 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
710 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
711 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
712 "       // FIXME temporary hack to detect the case that the reflection\n"
713 "       // gets blackened at edges due to leaving the area that contains actual\n"
714 "       // content.\n"
715 "       // Remove this 'ack once we have a better way to stop this thing from\n"
716 "       // 'appening.\n"
717 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
718 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
719 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
720 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
721 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
722 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
723 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
724 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
725 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
726 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
727 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
728 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
729 "}\n"
730 "#endif\n"
731 "#else // !MODE_WATER\n"
732 "\n"
733 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
734 "# extension GL_ARB_texture_rectangle : enable\n"
735 "#endif\n"
736 "\n"
737 "#ifdef USESHADOWMAP2D\n"
738 "# ifdef GL_EXT_gpu_shader4\n"
739 "#   extension GL_EXT_gpu_shader4 : enable\n"
740 "# endif\n"
741 "# ifdef GL_ARB_texture_gather\n"
742 "#   extension GL_ARB_texture_gather : enable\n"
743 "# else\n"
744 "#   ifdef GL_AMD_texture_texture4\n"
745 "#     extension GL_AMD_texture_texture4 : enable\n"
746 "#   endif\n"
747 "# endif\n"
748 "#endif\n"
749 "\n"
750 "#ifdef USESHADOWMAPCUBE\n"
751 "# extension GL_EXT_gpu_shader4 : enable\n"
752 "#endif\n"
753 "\n"
754 "#ifdef USESHADOWSAMPLER\n"
755 "# extension GL_ARB_shadow : enable\n"
756 "#endif\n"
757 "\n"
758 "// common definitions between vertex shader and fragment shader:\n"
759 "\n"
760 "//#ifdef __GLSL_CG_DATA_TYPES\n"
761 "//# define myhalf half\n"
762 "//# define myhalf2 half2\n"
763 "//# define myhalf3half3\n"
764 "//# define myhalf4 half4\n"
765 "//#else\n"
766 "# define myhalf float\n"
767 "# define myhalf2 vec2\n"
768 "# define myhalf3 vec3\n"
769 "# define myhalf4 vec4\n"
770 "//#endif\n"
771 "\n"
772 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
773 "# define USEFOG\n"
774 "#endif\n"
775 "\n"
776 "varying vec2 TexCoord;\n"
777 "#ifdef USEVERTEXTEXTUREBLEND\n"
778 "varying vec2 TexCoord2;\n"
779 "#endif\n"
780 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
781 "#define USELIGHTMAP\n"
782 "varying vec2 TexCoordLightmap;\n"
783 "#endif\n"
784 "\n"
785 "#ifdef MODE_LIGHTSOURCE\n"
786 "varying vec3 CubeVector;\n"
787 "#endif\n"
788 "\n"
789 "#ifdef MODE_LIGHTSOURCE\n"
790 "varying vec3 LightVector;\n"
791 "#endif\n"
792 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
793 "varying vec3 LightVector;\n"
794 "#endif\n"
795 "\n"
796 "#if defined(USEOFFSETMAPPING) || defined(USEFOG) || defined(USESPECULAR)\n"
797 "#define USEEYEVECTOR\n"
798 "varying vec3 EyeVector;\n"
799 "#endif\n"
800 "#ifdef USEFOG\n"
801 "varying vec3 EyeVectorModelSpace;\n"
802 "varying float FogPlaneVertexDist;\n"
803 "#endif\n"
804 "\n"
805 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
806 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
807 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
808 "\n"
809 "#ifdef USEREFLECTION\n"
810 "varying vec4 ModelViewProjectionPosition;\n"
811 "#endif\n"
812 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
813 "varying vec4 ModelViewPosition;\n"
814 "#endif\n"
815 "\n"
816 "uniform vec3 LightPosition;\n"
817 "uniform vec3 EyePosition;\n"
818 "uniform vec3 LightDir;\n"
819 "uniform vec4 FogPlane;\n"
820 "\n"
821 "\n"
822 "\n"
823 "\n"
824 "\n"
825 "// vertex shader specific:\n"
826 "#ifdef VERTEX_SHADER\n"
827 "\n"
828 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
829 "\n"
830 "#ifdef MODE_DEFERREDGEOMETRY\n"
831 "void main(void)\n"
832 "{\n"
833 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
834 "#ifdef USEVERTEXTEXTUREBLEND\n"
835 "       gl_FrontColor = gl_Color;\n"
836 "       TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
837 "#endif\n"
838 "\n"
839 "       // transform unnormalized eye direction into tangent space\n"
840 "#ifdef USEFOG\n"
841 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
842 "       FogPlaneVertexDist = dot(FogPlane, gl_Vertex);\n"
843 "#endif\n"
844 "#ifdef USEOFFSETMAPPING\n"
845 "#ifndef USEFOG\n"
846 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
847 "#endif\n"
848 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
849 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
850 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
851 "#endif\n"
852 "\n"
853 "       VectorS = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz).xyz;\n"
854 "       VectorT = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz).xyz;\n"
855 "       VectorR = normalize(gl_NormalMatrix * gl_MultiTexCoord3.xyz).xyz;\n"
856 "       gl_Position = ftransform();\n"
857 "}\n"
858 "#else // !MODE_DEFERREDGEOMETRY\n"
859 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
860 "void main(void)\n"
861 "{\n"
862 "       ModelViewPosition = gl_ModelViewMatrix * gl_Vertex;\n"
863 "       gl_Position = ftransform();\n"
864 "}\n"
865 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
866 "void main(void)\n"
867 "{\n"
868 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
869 "       gl_FrontColor = gl_Color;\n"
870 "#endif\n"
871 "       // copy the surface texcoord\n"
872 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
873 "#ifdef USEVERTEXTEXTUREBLEND\n"
874 "       TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
875 "#endif\n"
876 "#ifdef USELIGHTMAP\n"
877 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
878 "#endif\n"
879 "\n"
880 "#ifdef MODE_LIGHTSOURCE\n"
881 "       // transform vertex position into light attenuation/cubemap space\n"
882 "       // (-1 to +1 across the light box)\n"
883 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
884 "\n"
885 "# ifdef USEDIFFUSE\n"
886 "       // transform unnormalized light direction into tangent space\n"
887 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
888 "       //  normalize it per pixel)\n"
889 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
890 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
891 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
892 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
893 "# endif\n"
894 "#endif\n"
895 "\n"
896 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
897 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
898 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
899 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
900 "#endif\n"
901 "\n"
902 "       // transform unnormalized eye direction into tangent space\n"
903 "#ifdef USEEYEVECTOR\n"
904 "#ifndef USEFOG\n"
905 "       vec3 EyeVectorModelSpace;\n"
906 "#endif\n"
907 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
908 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
909 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
910 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
911 "#endif\n"
912 "\n"
913 "#ifdef USEFOG\n"
914 "       FogPlaneVertexDist = dot(FogPlane, gl_Vertex);\n"
915 "#endif\n"
916 "\n"
917 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
918 "       VectorS = gl_MultiTexCoord1.xyz;\n"
919 "       VectorT = gl_MultiTexCoord2.xyz;\n"
920 "       VectorR = gl_MultiTexCoord3.xyz;\n"
921 "#endif\n"
922 "\n"
923 "//#if defined(USEREFLECTION)\n"
924 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
925 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
926 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
927 "//#endif\n"
928 "\n"
929 "// transform vertex to camera space, using ftransform to match non-VS\n"
930 "       // rendering\n"
931 "       gl_Position = ftransform();\n"
932 "\n"
933 "#ifdef USEREFLECTION\n"
934 "       ModelViewProjectionPosition = gl_Position;\n"
935 "#endif\n"
936 "}\n"
937 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
938 "#endif // !MODE_DEFERREDGEOMETRY\n"
939 "\n"
940 "#endif // VERTEX_SHADER\n"
941 "\n"
942 "\n"
943 "\n"
944 "\n"
945 "// fragment shader specific:\n"
946 "#ifdef FRAGMENT_SHADER\n"
947 "\n"
948 "uniform sampler2D Texture_Normal;\n"
949 "uniform sampler2D Texture_Color;\n"
950 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
951 "uniform sampler2D Texture_Gloss;\n"
952 "#endif\n"
953 "#ifdef USEGLOW\n"
954 "uniform sampler2D Texture_Glow;\n"
955 "#endif\n"
956 "#ifdef USEVERTEXTEXTUREBLEND\n"
957 "uniform sampler2D Texture_SecondaryNormal;\n"
958 "uniform sampler2D Texture_SecondaryColor;\n"
959 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
960 "uniform sampler2D Texture_SecondaryGloss;\n"
961 "#endif\n"
962 "#ifdef USEGLOW\n"
963 "uniform sampler2D Texture_SecondaryGlow;\n"
964 "#endif\n"
965 "#endif\n"
966 "#ifdef USECOLORMAPPING\n"
967 "uniform sampler2D Texture_Pants;\n"
968 "uniform sampler2D Texture_Shirt;\n"
969 "#endif\n"
970 "#ifdef USEFOG\n"
971 "uniform sampler2D Texture_FogMask;\n"
972 "#endif\n"
973 "#ifdef USELIGHTMAP\n"
974 "uniform sampler2D Texture_Lightmap;\n"
975 "#endif\n"
976 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
977 "uniform sampler2D Texture_Deluxemap;\n"
978 "#endif\n"
979 "#ifdef USEREFLECTION\n"
980 "uniform sampler2D Texture_Reflection;\n"
981 "#endif\n"
982 "\n"
983 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
984 "uniform sampler2DRect Texture_ScreenDepth;\n"
985 "uniform sampler2DRect Texture_ScreenNormalMap;\n"
986 "#endif\n"
987 "#ifdef USEDEFERREDLIGHTMAP\n"
988 "uniform sampler2DRect Texture_ScreenDiffuse;\n"
989 "uniform sampler2DRect Texture_ScreenSpecular;\n"
990 "#endif\n"
991 "\n"
992 "uniform myhalf3 LightColor;\n"
993 "uniform myhalf3 AmbientColor;\n"
994 "uniform myhalf3 DiffuseColor;\n"
995 "uniform myhalf3 SpecularColor;\n"
996 "uniform myhalf3 Color_Pants;\n"
997 "uniform myhalf3 Color_Shirt;\n"
998 "uniform myhalf3 FogColor;\n"
999 "\n"
1000 "uniform myhalf4 TintColor;\n"
1001 "\n"
1002 "\n"
1003 "#ifdef USEREFLECTION\n"
1004 "uniform vec4 DistortScaleRefractReflect;\n"
1005 "uniform vec4 ScreenScaleRefractReflect;\n"
1006 "uniform vec4 ScreenCenterRefractReflect;\n"
1007 "uniform myhalf4 ReflectColor;\n"
1008 "#endif\n"
1009 "\n"
1010 "#ifdef USEGLOW\n"
1011 "uniform myhalf3 GlowColor;\n"
1012 "#endif\n"
1013 "uniform myhalf SceneBrightness;\n"
1014 "\n"
1015 "uniform myhalf AmbientScale;\n"
1016 "uniform myhalf DiffuseScale;\n"
1017 "#ifdef USESPECULAR\n"
1018 "uniform myhalf SpecularScale;\n"
1019 "uniform myhalf SpecularPower;\n"
1020 "#endif\n"
1021 "\n"
1022 "\n"
1023 "\n"
1024 "#ifdef USEFOG\n"
1025 "uniform float FogRangeRecip;\n"
1026 "uniform float FogPlaneViewDist;\n"
1027 "uniform float FogHeightFade;\n"
1028 "myhalf FogVertex(void)\n"
1029 "{\n"
1030 "       float fogfrac;\n"
1031 "#ifdef USEFOGOUTSIDE\n"
1032 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1033 "#else\n"
1034 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1035 "#endif\n"
1036 "       return myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
1037 "}\n"
1038 "#endif\n"
1039 "\n"
1040 "#ifdef USEOFFSETMAPPING\n"
1041 "uniform float OffsetMapping_Scale;\n"
1042 "uniform float OffsetMapping_Bias;\n"
1043 "vec2 OffsetMapping(vec2 TexCoord)\n"
1044 "{\n"
1045 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1046 "       // 14 sample relief mapping: linear search and then binary search\n"
1047 "       // this basically steps forward a small amount repeatedly until it finds\n"
1048 "       // itself inside solid, then jitters forward and back using decreasing\n"
1049 "       // amounts to find the impact\n"
1050 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1051 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1052 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1053 "       vec3 RT = vec3(TexCoord, 1);\n"
1054 "       OffsetVector *= 0.1;\n"
1055 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1056 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1057 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1058 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1059 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1060 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1061 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1062 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1063 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1064 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
1065 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
1066 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
1067 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1068 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1069 "       return RT.xy;\n"
1070 "#else\n"
1071 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1072 "       // this basically moves forward the full distance, and then backs up based\n"
1073 "       // on height of samples\n"
1074 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1075 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1076 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1077 "       TexCoord += OffsetVector;\n"
1078 "       OffsetVector *= 0.333;\n"
1079 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1080 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1081 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1082 "       return TexCoord;\n"
1083 "#endif\n"
1084 "}\n"
1085 "#endif // USEOFFSETMAPPING\n"
1086 "\n"
1087 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1088 "uniform sampler2D Texture_Attenuation;\n"
1089 "uniform samplerCube Texture_Cube;\n"
1090 "\n"
1091 "#define showshadowmap 0\n"
1092 "\n"
1093 "#ifdef USESHADOWMAPRECT\n"
1094 "# ifdef USESHADOWSAMPLER\n"
1095 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1096 "# else\n"
1097 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1098 "# endif\n"
1099 "#endif\n"
1100 "\n"
1101 "#ifdef USESHADOWMAP2D\n"
1102 "# ifdef USESHADOWSAMPLER\n"
1103 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1104 "# else\n"
1105 "uniform sampler2D Texture_ShadowMap2D;\n"
1106 "# endif\n"
1107 "#endif\n"
1108 "\n"
1109 "#ifdef USESHADOWMAPVSDCT\n"
1110 "uniform samplerCube Texture_CubeProjection;\n"
1111 "#endif\n"
1112 "\n"
1113 "#ifdef USESHADOWMAPCUBE\n"
1114 "# ifdef USESHADOWSAMPLER\n"
1115 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1116 "# else\n"
1117 "uniform samplerCube Texture_ShadowMapCube;\n"
1118 "# endif\n"
1119 "#endif\n"
1120 "\n"
1121 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1122 "uniform vec2 ShadowMap_TextureScale;\n"
1123 "uniform vec4 ShadowMap_Parameters;\n"
1124 "#endif\n"
1125 "\n"
1126 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1127 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1128 "{\n"
1129 "       vec3 adir = abs(dir);\n"
1130 "# ifndef USESHADOWMAPVSDCT\n"
1131 "       vec2 tc;\n"
1132 "       vec2 offset;\n"
1133 "       float ma;\n"
1134 "       if (adir.x > adir.y)\n"
1135 "       {\n"
1136 "               if (adir.x > adir.z) // X\n"
1137 "               {\n"
1138 "                       ma = adir.x;\n"
1139 "                       tc = dir.zy;\n"
1140 "                       offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1141 "               }\n"
1142 "               else // Z\n"
1143 "               {\n"
1144 "                       ma = adir.z;\n"
1145 "                       tc = dir.xy;\n"
1146 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1147 "               }\n"
1148 "       }\n"
1149 "       else\n"
1150 "       {\n"
1151 "               if (adir.y > adir.z) // Y\n"
1152 "               {\n"
1153 "                       ma = adir.y;\n"
1154 "                       tc = dir.xz;\n"
1155 "                       offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1156 "               }\n"
1157 "               else // Z\n"
1158 "               {\n"
1159 "                       ma = adir.z;\n"
1160 "                       tc = dir.xy;\n"
1161 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1162 "               }\n"
1163 "       }\n"
1164 "\n"
1165 "       vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1166 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
1167 "       stc.z += ShadowMap_Parameters.z;\n"
1168 "#  if showshadowmap\n"
1169 "       stc.xy *= ShadowMap_TextureScale;\n"
1170 "#  endif\n"
1171 "       return stc;\n"
1172 "# else\n"
1173 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1174 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
1175 "       vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1176 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1177 "       stc.z += ShadowMap_Parameters.z;\n"
1178 "#  if showshadowmap\n"
1179 "       stc.xy *= ShadowMap_TextureScale;\n"
1180 "#  endif\n"
1181 "       return stc;\n"
1182 "# endif\n"
1183 "}\n"
1184 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1185 "\n"
1186 "#ifdef USESHADOWMAPCUBE\n"
1187 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1188 "{\n"
1189 "    vec3 adir = abs(dir);\n"
1190 "    return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1191 "}\n"
1192 "#endif\n"
1193 "\n"
1194 "#if !showshadowmap\n"
1195 "# ifdef USESHADOWMAPRECT\n"
1196 "float ShadowMapCompare(vec3 dir)\n"
1197 "{\n"
1198 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1199 "       float f;\n"
1200 "#  ifdef USESHADOWSAMPLER\n"
1201 "\n"
1202 "#    ifdef USESHADOWMAPPCF\n"
1203 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1204 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1205 "#    else\n"
1206 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1207 "#    endif\n"
1208 "\n"
1209 "#  else\n"
1210 "\n"
1211 "#    ifdef USESHADOWMAPPCF\n"
1212 "#      if USESHADOWMAPPCF > 1\n"
1213 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1214 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1215 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1216 "    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1217 "    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1218 "    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1219 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1220 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1221 "#      else\n"
1222 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1223 "    vec2 offset = fract(shadowmaptc.xy);\n"
1224 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1225 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1226 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1227 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1228 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1229 "#      endif\n"
1230 "#    else\n"
1231 "    f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1232 "#    endif\n"
1233 "\n"
1234 "#  endif\n"
1235 "       return f;\n"
1236 "}\n"
1237 "# endif\n"
1238 "\n"
1239 "# ifdef USESHADOWMAP2D\n"
1240 "float ShadowMapCompare(vec3 dir)\n"
1241 "{\n"
1242 "    vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1243 "    float f;\n"
1244 "\n"
1245 "#  ifdef USESHADOWSAMPLER\n"
1246 "#    ifdef USESHADOWMAPPCF\n"
1247 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1248 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1249 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1250 "#    else\n"
1251 "    f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1252 "#    endif\n"
1253 "#  else\n"
1254 "#    ifdef USESHADOWMAPPCF\n"
1255 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1256 "#      ifdef GL_ARB_texture_gather\n"
1257 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1258 "#      else\n"
1259 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1260 "#      endif\n"
1261 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1262 "    center *= ShadowMap_TextureScale;\n"
1263 "    vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1264 "    vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1265 "    vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1266 "    vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1267 "    vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1268 "                mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1269 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1270 "#     else\n"
1271 "#      ifdef GL_EXT_gpu_shader4\n"
1272 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1273 "#      else\n"
1274 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1275 "#      endif\n"
1276 "#      if USESHADOWMAPPCF > 1\n"
1277 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1278 "    center *= ShadowMap_TextureScale;\n"
1279 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1280 "    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1281 "    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1282 "    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1283 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1284 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1285 "#      else\n"
1286 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1287 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1288 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1289 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1290 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1291 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1292 "#      endif\n"
1293 "#     endif\n"
1294 "#    else\n"
1295 "    f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1296 "#    endif\n"
1297 "#  endif\n"
1298 "    return f;\n"
1299 "}\n"
1300 "# endif\n"
1301 "\n"
1302 "# ifdef USESHADOWMAPCUBE\n"
1303 "float ShadowMapCompare(vec3 dir)\n"
1304 "{\n"
1305 "    // apply depth texture cubemap as light filter\n"
1306 "    vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1307 "    float f;\n"
1308 "#  ifdef USESHADOWSAMPLER\n"
1309 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1310 "#  else\n"
1311 "    f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1312 "#  endif\n"
1313 "    return f;\n"
1314 "}\n"
1315 "# endif\n"
1316 "#endif\n"
1317 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
1318 "\n"
1319 "#ifdef MODE_DEFERREDGEOMETRY\n"
1320 "void main(void)\n"
1321 "{\n"
1322 "#ifdef USEOFFSETMAPPING\n"
1323 "       // apply offsetmapping\n"
1324 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1325 "#define TexCoord TexCoordOffset\n"
1326 "#endif\n"
1327 "\n"
1328 "       // get diffuse alpha in case we're using alpha masking\n"
1329 "       float alpha = float(texture2D(Texture_Color, TexCoord).a);\n"
1330 "#ifdef USEVERTEXTEXTUREBLEND\n"
1331 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1332 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1333 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1334 "       alpha = 1.0;\n"
1335 "#endif\n"
1336 "\n"
1337 "#ifdef USEVERTEXTEXTUREBLEND\n"
1338 "       vec3 surfacenormal = normalize(mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5));\n"
1339 "#else\n"
1340 "       vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5));\n"
1341 "#endif\n"
1342 "\n"
1343 "       // fade the normal in fog so that lights don't have to consider fog\n"
1344 "#ifdef USEFOG\n"
1345 "       surfacenormal *= FogVertex();\n"
1346 "#endif\n"
1347 "\n"
1348 "       gl_FragColor = vec4((surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5,0.5,0.5), alpha);\n"
1349 "}\n"
1350 "#else // !MODE_DEFERREDGEOMETRY\n"
1351 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1352 "uniform mat4 ViewToLight;\n"
1353 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1354 "uniform vec2 ScreenToDepth;\n"
1355 "uniform float DeferredDiffuseRange;\n"
1356 "uniform float DeferredSpecularRange;\n"
1357 "void main(void)\n"
1358 "{\n"
1359 "       // calculate viewspace pixel position\n"
1360 "       vec3 position;\n"
1361 "       position.z = ScreenToDepth.y / (texture2DRect(Texture_ScreenDepth, gl_FragCoord.xy).r + ScreenToDepth.x);\n"
1362 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1363 "       // decode viewspace pixel normal\n"
1364 "       myhalf4 normalmap = texture2DRect(Texture_ScreenNormalMap, gl_FragCoord.xy);\n"
1365 "       myhalf fade = 1;\n"
1366 "       myhalf3 surfacenormal = normalmap.rgb * 2 - myhalf3(1,1,1);\n"
1367 "#ifdef USEFOG\n"
1368 "       // extract fogged brightness from length of surfacenormal (because it was written this way)\n"
1369 "       fade *= length(surfacenormal);\n"
1370 "       surfacenormal = normalize(surfacenormal);\n"
1371 "#endif\n"
1372 "       // surfacenormal = pixel normal in viewspace\n"
1373 "       // LightVector = pixel to light in viewspace\n"
1374 "       // CubeVector = position in lightspace\n"
1375 "       // eyevector = pixel to view in viewspace\n"
1376 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1377 "       fade *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1378 "#ifdef USEDIFFUSE\n"
1379 "       // get the light normal\n"
1380 "       myhalf3 diffusenormal = myhalf3(normalize(LightPosition - position));\n"
1381 "       // calculate diffuse shading\n"
1382 "       myhalf diffuse = AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1383 "# ifdef USESPECULAR\n"
1384 "       // calculate directional shading\n"
1385 "       vec3 eyevector = position * -1.0;\n"
1386 "#  ifdef USEEXACTSPECULARMATH\n"
1387 "       myhalf specular = SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n"
1388 "#  else\n"
1389 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(eyevector)));\n"
1390 "       myhalf specular = SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1391 "#  endif\n"
1392 "# else\n"
1393 "       myhalf specular = 0;\n"
1394 "# endif\n"
1395 "#else\n"
1396 "       myhalf diffuse = 1;\n"
1397 "       myhalf specular = 0;\n"
1398 "#endif\n"
1399 "\n"
1400 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1401 "       fade *= ShadowMapCompare(CubeVector);\n"
1402 "#endif\n"
1403 "\n"
1404 "       diffuse *= DeferredDiffuseRange;\n"
1405 "       specular *= DeferredSpecularRange;\n"
1406 "\n"
1407 "       myhalf3 lightcolor = TintColor.rgb * fade;\n"
1408 "# ifdef USECUBEFILTER\n"
1409 "       lightcolor *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1410 "# endif\n"
1411 "\n"
1412 "       gl_FragData[0] = vec4(lightcolor * diffuse, 1.0);\n"
1413 "       gl_FragData[1] = vec4(lightcolor * specular, 1.0);\n"
1414 "}\n"
1415 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1416 "#ifdef USEDEFERREDLIGHTMAP\n"
1417 "uniform float DeferredDiffuseRange;\n"
1418 "uniform float DeferredSpecularRange;\n"
1419 "#endif\n"
1420 "void main(void)\n"
1421 "{\n"
1422 "#ifdef USEOFFSETMAPPING\n"
1423 "       // apply offsetmapping\n"
1424 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1425 "#define TexCoord TexCoordOffset\n"
1426 "#endif\n"
1427 "\n"
1428 "       // combine the diffuse textures (base, pants, shirt)\n"
1429 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1430 "#ifdef USECOLORMAPPING\n"
1431 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1432 "#endif\n"
1433 "#ifdef USEVERTEXTEXTUREBLEND\n"
1434 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1435 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1436 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1437 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1438 "       color.a = 1.0;\n"
1439 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1440 "#endif\n"
1441 "\n"
1442 "       // get the surface normal\n"
1443 "#ifdef USEDIFFUSE\n"
1444 "# ifdef USEVERTEXTEXTUREBLEND\n"
1445 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1446 "# else\n"
1447 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1448 "# endif\n"
1449 "#endif\n"
1450 "\n"
1451 "       // get the gloss color\n"
1452 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1453 "# ifdef USEVERTEXTEXTUREBLEND\n"
1454 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1455 "# else\n"
1456 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1457 "# endif\n"
1458 "#endif\n"
1459 "\n"
1460 "#ifdef USEDEFERREDLIGHTMAP\n"
1461 "       myhalf3 deferredcolor = color.rgb * myhalf3(texture2DRect(Texture_ScreenDiffuse, gl_FragCoord.xy)) * DeferredDiffuseRange + glosscolor.rgb * myhalf3(texture2DRect(Texture_ScreenSpecular, gl_FragCoord.xy)) * DeferredSpecularRange;\n"
1462 "#endif\n"
1463 "\n"
1464 "\n"
1465 "\n"
1466 "#ifdef MODE_LIGHTSOURCE\n"
1467 "       // light source\n"
1468 "\n"
1469 "       // calculate surface normal, light normal, and specular normal\n"
1470 "       // compute color intensity for the two textures (colormap and glossmap)\n"
1471 "       // scale by light color and attenuation as efficiently as possible\n"
1472 "       // (do as much scalar math as possible rather than vector math)\n"
1473 "# ifdef USEDIFFUSE\n"
1474 "       // get the light normal\n"
1475 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1476 "# endif\n"
1477 "# ifdef USESPECULAR\n"
1478 "#  ifndef USEEXACTSPECULARMATH\n"
1479 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1480 "\n"
1481 "#  endif\n"
1482 "       // calculate directional shading\n"
1483 "#  ifdef USEEXACTSPECULARMATH\n"
1484 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
1485 "#  else\n"
1486 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
1487 "#  endif\n"
1488 "# else\n"
1489 "#  ifdef USEDIFFUSE\n"
1490 "       // calculate directional shading\n"
1491 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1492 "#  else\n"
1493 "       // calculate directionless shading\n"
1494 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1495 "#  endif\n"
1496 "# endif\n"
1497 "\n"
1498 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1499 "#if !showshadowmap\n"
1500 "    color.rgb *= ShadowMapCompare(CubeVector);\n"
1501 "#endif\n"
1502 "#endif\n"
1503 "\n"
1504 "# ifdef USECUBEFILTER\n"
1505 "       // apply light cubemap filter\n"
1506 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1507 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1508 "# endif\n"
1509 "#endif // MODE_LIGHTSOURCE\n"
1510 "\n"
1511 "\n"
1512 "\n"
1513 "\n"
1514 "#ifdef MODE_LIGHTDIRECTION\n"
1515 "       // directional model lighting\n"
1516 "# ifdef USEDIFFUSE\n"
1517 "       // get the light normal\n"
1518 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1519 "# endif\n"
1520 "# ifdef USESPECULAR\n"
1521 "       // calculate directional shading\n"
1522 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1523 "#  ifdef USEEXACTSPECULARMATH\n"
1524 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1525 "#  else\n"
1526 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1527 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1528 "#  endif\n"
1529 "# else\n"
1530 "#  ifdef USEDIFFUSE\n"
1531 "\n"
1532 "       // calculate directional shading\n"
1533 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1534 "#  else\n"
1535 "       color.rgb *= AmbientColor;\n"
1536 "#  endif\n"
1537 "# endif\n"
1538 "#endif // MODE_LIGHTDIRECTION\n"
1539 "\n"
1540 "\n"
1541 "\n"
1542 "\n"
1543 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1544 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1545 "\n"
1546 "       // get the light normal\n"
1547 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1548 "       myhalf3 diffusenormal;\n"
1549 "       diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1550 "       diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1551 "       diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1552 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1553 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1554 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1555 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1556 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1557 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1558 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1559 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1560 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1561 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1562 "               // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1563 "# ifdef USESPECULAR\n"
1564 "#  ifdef USEEXACTSPECULARMATH\n"
1565 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1566 "#  else\n"
1567 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1568 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1569 "#  endif\n"
1570 "# endif\n"
1571 "\n"
1572 "       // apply lightmap color\n"
1573 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1574 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1575 "\n"
1576 "\n"
1577 "\n"
1578 "\n"
1579 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1580 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1581 "\n"
1582 "       // get the light normal\n"
1583 "       myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1584 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1585 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1586 "# ifdef USESPECULAR\n"
1587 "#  ifdef USEEXACTSPECULARMATH\n"
1588 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1589 "#  else\n"
1590 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1591 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1592 "#  endif\n"
1593 "# endif\n"
1594 "\n"
1595 "       // apply lightmap color\n"
1596 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1597 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1598 "\n"
1599 "\n"
1600 "\n"
1601 "\n"
1602 "#ifdef MODE_LIGHTMAP\n"
1603 "       // apply lightmap color\n"
1604 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1605 "#endif // MODE_LIGHTMAP\n"
1606 "\n"
1607 "\n"
1608 "\n"
1609 "\n"
1610 "#ifdef MODE_VERTEXCOLOR\n"
1611 "       // apply lightmap color\n"
1612 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1613 "#endif // MODE_VERTEXCOLOR\n"
1614 "\n"
1615 "\n"
1616 "\n"
1617 "\n"
1618 "#ifdef MODE_FLATCOLOR\n"
1619 "#endif // MODE_FLATCOLOR\n"
1620 "\n"
1621 "\n"
1622 "\n"
1623 "\n"
1624 "\n"
1625 "\n"
1626 "\n"
1627 "\n"
1628 "\n"
1629 "\n"
1630 "\n"
1631 "       color *= TintColor;\n"
1632 "\n"
1633 "#ifdef USEGLOW\n"
1634 "#ifdef USEVERTEXTEXTUREBLEND\n"
1635 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1636 "#else\n"
1637 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
1638 "#endif\n"
1639 "#endif\n"
1640 "\n"
1641 "       color.rgb *= SceneBrightness;\n"
1642 "\n"
1643 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1644 "#ifdef USEFOG\n"
1645 "       color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1646 "#endif\n"
1647 "\n"
1648 "#ifdef USEDEFERREDLIGHTMAP\n"
1649 "       color.rgb += deferredcolor;\n"
1650 "#endif\n"
1651 "\n"
1652 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1653 "#ifdef USEREFLECTION\n"
1654 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1655 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1656 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1657 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1658 "       // FIXME temporary hack to detect the case that the reflection\n"
1659 "       // gets blackened at edges due to leaving the area that contains actual\n"
1660 "       // content.\n"
1661 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1662 "       // 'appening.\n"
1663 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1664 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1665 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1666 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1667 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1668 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1669 "#endif\n"
1670 "\n"
1671 "       gl_FragColor = vec4(color);\n"
1672 "\n"
1673 "#ifdef MODE_LIGHTSOURCE\n"
1674 "#if showshadowmap\n"
1675 "# ifdef USESHADOWMAPRECT\n"
1676 "#  ifdef USESHADOWSAMPLER\n"
1677 "       gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1678 "#  else\n"
1679 "       gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1680 "#  endif\n"
1681 "# endif\n"
1682 "# ifdef USESHADOWMAP2D\n"
1683 "#  ifdef USESHADOWSAMPLER\n"
1684 "    gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1685 "#  else\n"
1686 "    gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1687 "#  endif\n"
1688 "# endif\n"
1689 "\n"
1690 "# ifdef USESHADOWMAPCUBE\n"
1691 "#  ifdef USESHADOWSAMPLER\n"
1692 "    gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1693 "#  else\n"
1694 "    gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1695 "#  endif\n"
1696 "# endif\n"
1697 "#endif\n"
1698 "#endif // !MODE_LIGHTSOURCE\n"
1699 "}\n"
1700 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1701 "#endif // !MODE_DEFERREDGEOMETRY\n"
1702 "\n"
1703 "#endif // FRAGMENT_SHADER\n"
1704 "\n"
1705 "#endif // !MODE_WATER\n"
1706 "#endif // !MODE_REFRACTION\n"
1707 "#endif // !MODE_BLOOMBLUR\n"
1708 "#endif // !MODE_GENERIC\n"
1709 "#endif // !MODE_POSTPROCESS\n"
1710 "#endif // !MODE_SHOWDEPTH\n"
1711 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1712 ;
1713
1714 typedef struct shaderpermutationinfo_s
1715 {
1716         const char *pretext;
1717         const char *name;
1718 }
1719 shaderpermutationinfo_t;
1720
1721 typedef struct shadermodeinfo_s
1722 {
1723         const char *vertexfilename;
1724         const char *geometryfilename;
1725         const char *fragmentfilename;
1726         const char *pretext;
1727         const char *name;
1728 }
1729 shadermodeinfo_t;
1730
1731 typedef enum shaderpermutation_e
1732 {
1733         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1734         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1735         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
1736         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
1737         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
1738         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
1739         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
1740         SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
1741         SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
1742         SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
1743         SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
1744         SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
1745         SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
1746         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1747         SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1748         SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
1749         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1750         SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
1751         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
1752         SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
1753         SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
1754         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1755         SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
1756         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1757         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
1758         SHADERPERMUTATION_LIMIT = 1<<25, ///< size of permutations array
1759         SHADERPERMUTATION_COUNT = 25 ///< size of shaderpermutationinfo array
1760 }
1761 shaderpermutation_t;
1762
1763 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1764 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1765 {
1766         {"#define USEDIFFUSE\n", " diffuse"},
1767         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1768         {"#define USEVIEWTINT\n", " viewtint"},
1769         {"#define USECOLORMAPPING\n", " colormapping"},
1770         {"#define USESATURATION\n", " saturation"},
1771         {"#define USEFOGINSIDE\n", " foginside"},
1772         {"#define USEFOGOUTSIDE\n", " fogoutside"},
1773         {"#define USEGAMMARAMPS\n", " gammaramps"},
1774         {"#define USECUBEFILTER\n", " cubefilter"},
1775         {"#define USEGLOW\n", " glow"},
1776         {"#define USEBLOOM\n", " bloom"},
1777         {"#define USESPECULAR\n", " specular"},
1778         {"#define USEPOSTPROCESSING\n", " postprocessing"},
1779         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1780         {"#define USEREFLECTION\n", " reflection"},
1781         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1782         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1783         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1784         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1785         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1786         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1787         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1788         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1789         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1790         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
1791 };
1792
1793 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1794 typedef enum shadermode_e
1795 {
1796         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1797         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1798         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1799         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1800         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1801         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1802         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1803         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1804         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1805         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1806         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1807         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1808         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1809         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
1810         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
1811         SHADERMODE_COUNT
1812 }
1813 shadermode_t;
1814
1815 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1816 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1817 {
1818         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1819         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1820         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1821         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1822         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1823         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1824         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1825         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1826         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1827         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1828         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1829         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1830         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1831         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
1832         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
1833 };
1834
1835 struct r_glsl_permutation_s;
1836 typedef struct r_glsl_permutation_s
1837 {
1838         /// hash lookup data
1839         struct r_glsl_permutation_s *hashnext;
1840         unsigned int mode;
1841         unsigned int permutation;
1842
1843         /// indicates if we have tried compiling this permutation already
1844         qboolean compiled;
1845         /// 0 if compilation failed
1846         int program;
1847         /// locations of detected uniforms in program object, or -1 if not found
1848         int loc_Texture_First;
1849         int loc_Texture_Second;
1850         int loc_Texture_GammaRamps;
1851         int loc_Texture_Normal;
1852         int loc_Texture_Color;
1853         int loc_Texture_Gloss;
1854         int loc_Texture_Glow;
1855         int loc_Texture_SecondaryNormal;
1856         int loc_Texture_SecondaryColor;
1857         int loc_Texture_SecondaryGloss;
1858         int loc_Texture_SecondaryGlow;
1859         int loc_Texture_Pants;
1860         int loc_Texture_Shirt;
1861         int loc_Texture_FogMask;
1862         int loc_Texture_Lightmap;
1863         int loc_Texture_Deluxemap;
1864         int loc_Texture_Attenuation;
1865         int loc_Texture_Cube;
1866         int loc_Texture_Refraction;
1867         int loc_Texture_Reflection;
1868         int loc_Texture_ShadowMapRect;
1869         int loc_Texture_ShadowMapCube;
1870         int loc_Texture_ShadowMap2D;
1871         int loc_Texture_CubeProjection;
1872         int loc_Texture_ScreenDepth;
1873         int loc_Texture_ScreenNormalMap;
1874         int loc_Texture_ScreenDiffuse;
1875         int loc_Texture_ScreenSpecular;
1876         int loc_FogColor;
1877         int loc_LightPosition;
1878         int loc_EyePosition;
1879         int loc_Color_Pants;
1880         int loc_Color_Shirt;
1881         int loc_FogPlane;
1882         int loc_FogPlaneViewDist;
1883         int loc_FogRangeRecip;
1884         int loc_FogHeightFade;
1885         int loc_AmbientScale;
1886         int loc_DiffuseScale;
1887         int loc_SpecularScale;
1888         int loc_SpecularPower;
1889         int loc_GlowColor;
1890         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1891         int loc_OffsetMapping_Scale;
1892         int loc_TintColor;
1893         int loc_AmbientColor;
1894         int loc_DiffuseColor;
1895         int loc_SpecularColor;
1896         int loc_LightDir;
1897         int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1898         int loc_GammaCoeff; ///< 1 / gamma
1899         int loc_DistortScaleRefractReflect;
1900         int loc_ScreenScaleRefractReflect;
1901         int loc_ScreenCenterRefractReflect;
1902         int loc_RefractColor;
1903         int loc_ReflectColor;
1904         int loc_ReflectFactor;
1905         int loc_ReflectOffset;
1906         int loc_UserVec1;
1907         int loc_UserVec2;
1908         int loc_UserVec3;
1909         int loc_UserVec4;
1910         int loc_ClientTime;
1911         int loc_PixelSize;
1912         int loc_Saturation;
1913         int loc_ShadowMap_TextureScale;
1914         int loc_ShadowMap_Parameters;
1915         int loc_ScreenToDepth;
1916         int loc_ViewToLight;
1917         int loc_DeferredDiffuseRange;
1918         int loc_DeferredSpecularRange;
1919 }
1920 r_glsl_permutation_t;
1921
1922 #define SHADERPERMUTATION_HASHSIZE 256
1923
1924 /// information about each possible shader permutation
1925 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1926 /// currently selected permutation
1927 r_glsl_permutation_t *r_glsl_permutation;
1928 /// storage for permutations linked in the hash table
1929 memexpandablearray_t r_glsl_permutationarray;
1930
1931 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1932 {
1933         //unsigned int hashdepth = 0;
1934         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1935         r_glsl_permutation_t *p;
1936         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1937         {
1938                 if (p->mode == mode && p->permutation == permutation)
1939                 {
1940                         //if (hashdepth > 10)
1941                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1942                         return p;
1943                 }
1944                 //hashdepth++;
1945         }
1946         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1947         p->mode = mode;
1948         p->permutation = permutation;
1949         p->hashnext = r_glsl_permutationhash[mode][hashindex];
1950         r_glsl_permutationhash[mode][hashindex] = p;
1951         //if (hashdepth > 10)
1952         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1953         return p;
1954 }
1955
1956 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1957 {
1958         char *shaderstring;
1959         if (!filename || !filename[0])
1960                 return NULL;
1961         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1962         if (shaderstring)
1963         {
1964                 if (printfromdisknotice)
1965                         Con_DPrintf("from disk %s... ", filename);
1966                 return shaderstring;
1967         }
1968         else if (!strcmp(filename, "glsl/default.glsl"))
1969         {
1970                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1971                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1972         }
1973         return shaderstring;
1974 }
1975
1976 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1977 {
1978         int i;
1979         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1980         int vertstrings_count = 0;
1981         int geomstrings_count = 0;
1982         int fragstrings_count = 0;
1983         char *vertexstring, *geometrystring, *fragmentstring;
1984         const char *vertstrings_list[32+3];
1985         const char *geomstrings_list[32+3];
1986         const char *fragstrings_list[32+3];
1987         char permutationname[256];
1988
1989         if (p->compiled)
1990                 return;
1991         p->compiled = true;
1992         p->program = 0;
1993
1994         permutationname[0] = 0;
1995         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1996         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1997         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1998
1999         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
2000
2001         // the first pretext is which type of shader to compile as
2002         // (later these will all be bound together as a program object)
2003         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
2004         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
2005         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
2006
2007         // the second pretext is the mode (for example a light source)
2008         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
2009         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
2010         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
2011         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
2012
2013         // now add all the permutation pretexts
2014         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2015         {
2016                 if (permutation & (1<<i))
2017                 {
2018                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
2019                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
2020                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
2021                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
2022                 }
2023                 else
2024                 {
2025                         // keep line numbers correct
2026                         vertstrings_list[vertstrings_count++] = "\n";
2027                         geomstrings_list[geomstrings_count++] = "\n";
2028                         fragstrings_list[fragstrings_count++] = "\n";
2029                 }
2030         }
2031
2032         // now append the shader text itself
2033         vertstrings_list[vertstrings_count++] = vertexstring;
2034         geomstrings_list[geomstrings_count++] = geometrystring;
2035         fragstrings_list[fragstrings_count++] = fragmentstring;
2036
2037         // if any sources were NULL, clear the respective list
2038         if (!vertexstring)
2039                 vertstrings_count = 0;
2040         if (!geometrystring)
2041                 geomstrings_count = 0;
2042         if (!fragmentstring)
2043                 fragstrings_count = 0;
2044
2045         // compile the shader program
2046         if (vertstrings_count + geomstrings_count + fragstrings_count)
2047                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
2048         if (p->program)
2049         {
2050                 CHECKGLERROR
2051                 qglUseProgramObjectARB(p->program);CHECKGLERROR
2052                 // look up all the uniform variable names we care about, so we don't
2053                 // have to look them up every time we set them
2054                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
2055                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
2056                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
2057                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
2058                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
2059                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
2060                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
2061                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
2062                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
2063                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
2064                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
2065                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
2066                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
2067                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
2068                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
2069                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
2070                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
2071                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
2072                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
2073                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
2074                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
2075                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
2076                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
2077                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
2078                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
2079                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
2080                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
2081                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
2082                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
2083                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
2084                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
2085                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
2086                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
2087                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
2088                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
2089                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
2090                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
2091                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
2092                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
2093                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
2094                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
2095                 p->loc_GlowColor                  = qglGetUniformLocationARB(p->program, "GlowColor");
2096                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
2097                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
2098                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
2099                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
2100                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
2101                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
2102                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
2103                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
2104                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
2105                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
2106                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
2107                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
2108                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
2109                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
2110                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
2111                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
2112                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
2113                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
2114                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
2115                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
2116                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
2117                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
2118                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
2119                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
2120                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
2121                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
2122                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
2123                 p->loc_DeferredDiffuseRange       = qglGetUniformLocationARB(p->program, "DeferredDiffuseRange");
2124                 p->loc_DeferredSpecularRange      = qglGetUniformLocationARB(p->program, "DeferredSpecularRange");
2125                 // initialize the samplers to refer to the texture units we use
2126                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
2127                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
2128                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
2129                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
2130                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
2131                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
2132                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
2133                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
2134                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
2135                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
2136                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
2137                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
2138                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
2139                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
2140                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
2141                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
2142                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
2143                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
2144                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
2145                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
2146                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , GL20TU_SHADOWMAPRECT);
2147                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
2148                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
2149                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
2150                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
2151                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
2152                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
2153                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
2154                 CHECKGLERROR
2155                 if (developer.integer)
2156                         Con_Printf("^5GLSL shader %s compiled.\n", permutationname);
2157         }
2158         else
2159                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
2160
2161         // free the strings
2162         if (vertexstring)
2163                 Mem_Free(vertexstring);
2164         if (geometrystring)
2165                 Mem_Free(geometrystring);
2166         if (fragmentstring)
2167                 Mem_Free(fragmentstring);
2168 }
2169
2170 void R_GLSL_Restart_f(void)
2171 {
2172         unsigned int i, limit;
2173         r_glsl_permutation_t *p;
2174         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
2175         for (i = 0;i < limit;i++)
2176         {
2177                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
2178                 {
2179                         GL_Backend_FreeProgram(p->program);
2180                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
2181                 }
2182         }
2183         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
2184 }
2185
2186 void R_GLSL_DumpShader_f(void)
2187 {
2188         int i;
2189
2190         qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
2191         if(!file)
2192         {
2193                 Con_Printf("failed to write to glsl/default.glsl\n");
2194                 return;
2195         }
2196
2197         FS_Print(file, "/* The engine may define the following macros:\n");
2198         FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
2199         for (i = 0;i < SHADERMODE_COUNT;i++)
2200                 FS_Print(file, shadermodeinfo[i].pretext);
2201         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2202                 FS_Print(file, shaderpermutationinfo[i].pretext);
2203         FS_Print(file, "*/\n");
2204         FS_Print(file, builtinshaderstring);
2205         FS_Close(file);
2206
2207         Con_Printf("glsl/default.glsl written\n");
2208 }
2209
2210 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
2211 {
2212         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
2213         if (r_glsl_permutation != perm)
2214         {
2215                 r_glsl_permutation = perm;
2216                 if (!r_glsl_permutation->program)
2217                 {
2218                         if (!r_glsl_permutation->compiled)
2219                                 R_GLSL_CompilePermutation(perm, mode, permutation);
2220                         if (!r_glsl_permutation->program)
2221                         {
2222                                 // remove features until we find a valid permutation
2223                                 int i;
2224                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2225                                 {
2226                                         // reduce i more quickly whenever it would not remove any bits
2227                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
2228                                         if (!(permutation & j))
2229                                                 continue;
2230                                         permutation -= j;
2231                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2232                                         if (!r_glsl_permutation->compiled)
2233                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
2234                                         if (r_glsl_permutation->program)
2235                                                 break;
2236                                 }
2237                                 if (i >= SHADERPERMUTATION_COUNT)
2238                                 {
2239                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
2240                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2241                                         qglUseProgramObjectARB(0);CHECKGLERROR
2242                                         return; // no bit left to clear, entire mode is broken
2243                                 }
2244                         }
2245                 }
2246                 CHECKGLERROR
2247                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
2248         }
2249 }
2250
2251 void R_SetupGenericShader(qboolean usetexture)
2252 {
2253         switch(vid.renderpath)
2254         {
2255         case RENDERPATH_GL20:
2256                 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
2257                 break;
2258         case RENDERPATH_GL13:
2259         case RENDERPATH_GL11:
2260                 break;
2261         }
2262 }
2263
2264 void R_SetupGenericTwoTextureShader(int texturemode)
2265 {
2266         switch (vid.renderpath)
2267         {
2268         case RENDERPATH_GL20:
2269                 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
2270                 break;
2271         case RENDERPATH_GL13:
2272         case RENDERPATH_GL11:
2273                 R_Mesh_TexCombine(1, GL_DECAL, GL_DECAL, 1, 1);
2274                 break;
2275         }
2276 }
2277
2278 void R_SetupDepthOrShadowShader(void)
2279 {
2280         switch (vid.renderpath)
2281         {
2282         case RENDERPATH_GL20:
2283                 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
2284                 break;
2285         case RENDERPATH_GL13:
2286                 break;
2287         case RENDERPATH_GL11:
2288                 break;
2289         }
2290 }
2291
2292 void R_SetupShowDepthShader(void)
2293 {
2294         switch (vid.renderpath)
2295         {
2296         case RENDERPATH_GL20:
2297                 R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
2298                 break;
2299         case RENDERPATH_GL13:
2300                 break;
2301         case RENDERPATH_GL11:
2302                 break;
2303         }
2304 }
2305
2306 extern qboolean r_shadow_usingdeferredprepass;
2307 extern cvar_t r_shadow_deferred_8bitrange;
2308 extern rtexture_t *r_shadow_attenuationgradienttexture;
2309 extern rtexture_t *r_shadow_attenuation2dtexture;
2310 extern rtexture_t *r_shadow_attenuation3dtexture;
2311 extern qboolean r_shadow_usingshadowmaprect;
2312 extern qboolean r_shadow_usingshadowmapcube;
2313 extern qboolean r_shadow_usingshadowmap2d;
2314 extern float r_shadow_shadowmap_texturescale[2];
2315 extern float r_shadow_shadowmap_parameters[4];
2316 extern qboolean r_shadow_shadowmapvsdct;
2317 extern qboolean r_shadow_shadowmapsampler;
2318 extern int r_shadow_shadowmappcf;
2319 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2320 {
2321         // select a permutation of the lighting shader appropriate to this
2322         // combination of texture, entity, light source, and fogging, only use the
2323         // minimum features necessary to avoid wasting rendering time in the
2324         // fragment shader on features that are not being used
2325         unsigned int permutation = 0;
2326         unsigned int mode = 0;
2327         // TODO: implement geometry-shader based shadow volumes someday
2328         if (r_glsl_offsetmapping.integer)
2329         {
2330                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2331                 if (r_glsl_offsetmapping_reliefmapping.integer)
2332                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2333         }
2334         if (rsurfacepass == RSURFPASS_BACKGROUND)
2335         {
2336                 // distorted background
2337                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2338                         mode = SHADERMODE_WATER;
2339                 else
2340                         mode = SHADERMODE_REFRACTION;
2341         }
2342         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2343         {
2344                 // normalmap (deferred prepass), may use alpha test on diffuse
2345                 mode = SHADERMODE_DEFERREDGEOMETRY;
2346                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2347                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2348                 if (r_refdef.fogenabled)
2349                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2350                 if (r_glsl_offsetmapping.integer)
2351                 {
2352                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2353                         if (r_glsl_offsetmapping_reliefmapping.integer)
2354                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2355                 }
2356         }
2357         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2358         {
2359                 // light source
2360                 mode = r_shadow_usingdeferredprepass ? SHADERMODE_DEFERREDLIGHTSOURCE : SHADERMODE_LIGHTSOURCE;
2361                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2362                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2363                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2364                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2365                 if (diffusescale > 0)
2366                         permutation |= SHADERPERMUTATION_DIFFUSE;
2367                 if (specularscale > 0)
2368                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2369                 if (r_refdef.fogenabled)
2370                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2371                 if (rsurface.texture->colormapping)
2372                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2373                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2374                 {
2375                         if (r_shadow_usingshadowmaprect)
2376                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2377                         if (r_shadow_usingshadowmap2d)
2378                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2379                         if (r_shadow_usingshadowmapcube)
2380                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2381                         else if(r_shadow_shadowmapvsdct)
2382                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2383
2384                         if (r_shadow_shadowmapsampler)
2385                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2386                         if (r_shadow_shadowmappcf > 1)
2387                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2388                         else if (r_shadow_shadowmappcf)
2389                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2390                 }
2391         }
2392         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2393         {
2394                 // unshaded geometry (fullbright or ambient model lighting)
2395                 mode = SHADERMODE_FLATCOLOR;
2396                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2397                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2398                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2399                         permutation |= SHADERPERMUTATION_GLOW;
2400                 if (r_refdef.fogenabled)
2401                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2402                 if (rsurface.texture->colormapping)
2403                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2404                 if (r_glsl_offsetmapping.integer)
2405                 {
2406                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2407                         if (r_glsl_offsetmapping_reliefmapping.integer)
2408                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2409                 }
2410                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2411                         permutation |= SHADERPERMUTATION_REFLECTION;
2412         }
2413         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2414         {
2415                 // directional model lighting
2416                 mode = SHADERMODE_LIGHTDIRECTION;
2417                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2418                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2419                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2420                         permutation |= SHADERPERMUTATION_GLOW;
2421                 permutation |= SHADERPERMUTATION_DIFFUSE;
2422                 if (specularscale > 0)
2423                         permutation |= SHADERPERMUTATION_SPECULAR;
2424                 if (r_refdef.fogenabled)
2425                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2426                 if (rsurface.texture->colormapping)
2427                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2428                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2429                         permutation |= SHADERPERMUTATION_REFLECTION;
2430                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2431                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2432         }
2433         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2434         {
2435                 // ambient model lighting
2436                 mode = SHADERMODE_LIGHTDIRECTION;
2437                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2438                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2439                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2440                         permutation |= SHADERPERMUTATION_GLOW;
2441                 if (r_refdef.fogenabled)
2442                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2443                 if (rsurface.texture->colormapping)
2444                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2445                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2446                         permutation |= SHADERPERMUTATION_REFLECTION;
2447                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2448                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2449         }
2450         else
2451         {
2452                 // lightmapped wall
2453                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2454                 {
2455                         // deluxemapping (light direction texture)
2456                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2457                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2458                         else
2459                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2460                         permutation |= SHADERPERMUTATION_DIFFUSE;
2461                         if (specularscale > 0)
2462                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2463                 }
2464                 else if (r_glsl_deluxemapping.integer >= 2)
2465                 {
2466                         // fake deluxemapping (uniform light direction in tangentspace)
2467                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2468                         permutation |= SHADERPERMUTATION_DIFFUSE;
2469                         if (specularscale > 0)
2470                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2471                 }
2472                 else if (rsurface.uselightmaptexture)
2473                 {
2474                         // ordinary lightmapping (q1bsp, q3bsp)
2475                         mode = SHADERMODE_LIGHTMAP;
2476                 }
2477                 else
2478                 {
2479                         // ordinary vertex coloring (q3bsp)
2480                         mode = SHADERMODE_VERTEXCOLOR;
2481                 }
2482                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2483                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2484                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2485                         permutation |= SHADERPERMUTATION_GLOW;
2486                 if (r_refdef.fogenabled)
2487                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2488                 if (rsurface.texture->colormapping)
2489                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2490                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2491                         permutation |= SHADERPERMUTATION_REFLECTION;
2492                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2493                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2494         }
2495         if(permutation & SHADERPERMUTATION_SPECULAR)
2496                 if(r_shadow_glossexact.integer)
2497                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2498         R_SetupShader_SetPermutation(mode, permutation);
2499         if (mode == SHADERMODE_DEFERREDLIGHTSOURCE)
2500         {
2501                 // this is the location of the light in view space
2502                 vec3_t viewlightorigin;
2503                 // this transforms from view space (camera) to light space (cubemap)
2504                 matrix4x4_t viewtolight;
2505                 matrix4x4_t lighttoview;
2506                 float viewtolight16f[16];
2507                 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rsurface.rtlight->shadoworigin, viewlightorigin);
2508                 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rsurface.rtlight->matrix_lighttoworld);
2509                 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
2510                 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2511                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2512                 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight, 1, false, viewtolight16f);
2513                 if (permutation & SHADERPERMUTATION_DIFFUSE)
2514                 {
2515                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2516                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2517                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2518                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2519                 }
2520                 else
2521                 {
2522                         // ambient only is simpler
2523                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
2524                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2525                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2526                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2527                 }
2528                 // additive passes are only darkened by fog, not tinted
2529                 if (r_glsl_permutation->loc_FogColor >= 0)
2530                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2531                 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2532                 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2533                 if (r_glsl_permutation->loc_DeferredDiffuseRange >= 0) qglUniform1fARB(r_glsl_permutation->loc_DeferredDiffuseRange, 1.0f / r_shadow_deferred_8bitrange.value);
2534                 if (r_glsl_permutation->loc_DeferredSpecularRange >= 0) qglUniform1fARB(r_glsl_permutation->loc_DeferredSpecularRange, 1.0f / r_shadow_deferred_8bitrange.value);
2535         }
2536         else if (mode == SHADERMODE_LIGHTSOURCE)
2537         {
2538                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2539                 if (permutation & SHADERPERMUTATION_DIFFUSE)
2540                 {
2541                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2542                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2543                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2544                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2545                 }
2546                 else
2547                 {
2548                         // ambient only is simpler
2549                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
2550                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2551                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2552                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2553                 }
2554                 // additive passes are only darkened by fog, not tinted
2555                 if (r_glsl_permutation->loc_FogColor >= 0)
2556                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2557                 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2558                 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2559         }
2560         else
2561         {
2562                 if (mode == SHADERMODE_LIGHTDIRECTION)
2563                 {
2564                         if (r_glsl_permutation->loc_AmbientColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale  * 0.5f, rsurface.modellight_ambient[1] * ambientscale  * 0.5f, rsurface.modellight_ambient[2] * ambientscale  * 0.5f);
2565                         if (r_glsl_permutation->loc_DiffuseColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale  * 0.5f, rsurface.modellight_diffuse[1] * diffusescale  * 0.5f, rsurface.modellight_diffuse[2] * diffusescale  * 0.5f);
2566                         if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
2567                         if (r_glsl_permutation->loc_LightDir      >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2568                 }
2569                 else
2570                 {
2571                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2572                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2573                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2574                 }
2575                 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
2576                 if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
2577                 // additive passes are only darkened by fog, not tinted
2578                 if (r_glsl_permutation->loc_FogColor >= 0)
2579                 {
2580                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2581                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2582                         else
2583                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2584                 }
2585                 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2586                 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2587                 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2588                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2589                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2590                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2591                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2592                 if (r_glsl_permutation->loc_DeferredDiffuseRange >= 0) qglUniform1fARB(r_glsl_permutation->loc_DeferredDiffuseRange, r_shadow_deferred_8bitrange.value * r_refdef.view.colorscale);
2593                 if (r_glsl_permutation->loc_DeferredSpecularRange >= 0) qglUniform1fARB(r_glsl_permutation->loc_DeferredSpecularRange, r_shadow_deferred_8bitrange.value * r_refdef.view.colorscale * specularscale);
2594         }
2595         if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2596         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2597         if (r_glsl_permutation->loc_Color_Pants >= 0)
2598         {
2599                 if (rsurface.texture->currentskinframe->pants)
2600                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2601                 else
2602                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2603         }
2604         if (r_glsl_permutation->loc_Color_Shirt >= 0)
2605         {
2606                 if (rsurface.texture->currentskinframe->shirt)
2607                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2608                 else
2609                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2610         }
2611         if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2612         if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2613         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2614         if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2615         if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2616         {
2617                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2618         }
2619         else
2620         {
2621                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2622         }
2623         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2624         if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2625         CHECKGLERROR
2626 }
2627
2628 #define SKINFRAME_HASH 1024
2629
2630 typedef struct
2631 {
2632         int loadsequence; // incremented each level change
2633         memexpandablearray_t array;
2634         skinframe_t *hash[SKINFRAME_HASH];
2635 }
2636 r_skinframe_t;
2637 r_skinframe_t r_skinframe;
2638
2639 void R_SkinFrame_PrepareForPurge(void)
2640 {
2641         r_skinframe.loadsequence++;
2642         // wrap it without hitting zero
2643         if (r_skinframe.loadsequence >= 200)
2644                 r_skinframe.loadsequence = 1;
2645 }
2646
2647 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2648 {
2649         if (!skinframe)
2650                 return;
2651         // mark the skinframe as used for the purging code
2652         skinframe->loadsequence = r_skinframe.loadsequence;
2653 }
2654
2655 void R_SkinFrame_Purge(void)
2656 {
2657         int i;
2658         skinframe_t *s;
2659         for (i = 0;i < SKINFRAME_HASH;i++)
2660         {
2661                 for (s = r_skinframe.hash[i];s;s = s->next)
2662                 {
2663                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2664                         {
2665                                 if (s->merged == s->base)
2666                                         s->merged = NULL;
2667                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2668                                 R_PurgeTexture(s->stain );s->stain  = NULL;
2669                                 R_PurgeTexture(s->merged);s->merged = NULL;
2670                                 R_PurgeTexture(s->base  );s->base   = NULL;
2671                                 R_PurgeTexture(s->pants );s->pants  = NULL;
2672                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
2673                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
2674                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
2675                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
2676                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
2677                                 s->loadsequence = 0;
2678                         }
2679                 }
2680         }
2681 }
2682
2683 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2684         skinframe_t *item;
2685         char basename[MAX_QPATH];
2686
2687         Image_StripImageExtension(name, basename, sizeof(basename));
2688
2689         if( last == NULL ) {
2690                 int hashindex;
2691                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2692                 item = r_skinframe.hash[hashindex];
2693         } else {
2694                 item = last->next;
2695         }
2696
2697         // linearly search through the hash bucket
2698         for( ; item ; item = item->next ) {
2699                 if( !strcmp( item->basename, basename ) ) {
2700                         return item;
2701                 }
2702         }
2703         return NULL;
2704 }
2705
2706 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2707 {
2708         skinframe_t *item;
2709         int hashindex;
2710         char basename[MAX_QPATH];
2711
2712         Image_StripImageExtension(name, basename, sizeof(basename));
2713
2714         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2715         for (item = r_skinframe.hash[hashindex];item;item = item->next)
2716                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2717                         break;
2718
2719         if (!item) {
2720                 rtexture_t *dyntexture;
2721                 // check whether its a dynamic texture
2722                 dyntexture = CL_GetDynTexture( basename );
2723                 if (!add && !dyntexture)
2724                         return NULL;
2725                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2726                 memset(item, 0, sizeof(*item));
2727                 strlcpy(item->basename, basename, sizeof(item->basename));
2728                 item->base = dyntexture; // either NULL or dyntexture handle
2729                 item->textureflags = textureflags;
2730                 item->comparewidth = comparewidth;
2731                 item->compareheight = compareheight;
2732                 item->comparecrc = comparecrc;
2733                 item->next = r_skinframe.hash[hashindex];
2734                 r_skinframe.hash[hashindex] = item;
2735         }
2736         else if( item->base == NULL )
2737         {
2738                 rtexture_t *dyntexture;
2739                 // check whether its a dynamic texture
2740                 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
2741                 dyntexture = CL_GetDynTexture( basename );
2742                 item->base = dyntexture; // either NULL or dyntexture handle
2743         }
2744
2745         R_SkinFrame_MarkUsed(item);
2746         return item;
2747 }
2748
2749 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2750         { \
2751                 unsigned long long avgcolor[5], wsum; \
2752                 int pix, comp, w; \
2753                 avgcolor[0] = 0; \
2754                 avgcolor[1] = 0; \
2755                 avgcolor[2] = 0; \
2756                 avgcolor[3] = 0; \
2757                 avgcolor[4] = 0; \
2758                 wsum = 0; \
2759                 for(pix = 0; pix < cnt; ++pix) \
2760                 { \
2761                         w = 0; \
2762                         for(comp = 0; comp < 3; ++comp) \
2763                                 w += getpixel; \
2764                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2765                         { \
2766                                 ++wsum; \
2767                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2768                                 w = getpixel; \
2769                                 for(comp = 0; comp < 3; ++comp) \
2770                                         avgcolor[comp] += getpixel * w; \
2771                                 avgcolor[3] += w; \
2772                         } \
2773                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2774                         avgcolor[4] += getpixel; \
2775                 } \
2776                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2777                         avgcolor[3] = 1; \
2778                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2779                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2780                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2781                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2782         }
2783
2784 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2785 {
2786         int j;
2787         unsigned char *pixels;
2788         unsigned char *bumppixels;
2789         unsigned char *basepixels = NULL;
2790         int basepixels_width;
2791         int basepixels_height;
2792         skinframe_t *skinframe;
2793
2794         if (cls.state == ca_dedicated)
2795                 return NULL;
2796
2797         // return an existing skinframe if already loaded
2798         // if loading of the first image fails, don't make a new skinframe as it
2799         // would cause all future lookups of this to be missing
2800         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2801         if (skinframe && skinframe->base)
2802                 return skinframe;
2803
2804         basepixels = loadimagepixelsbgra(name, complain, true);
2805         if (basepixels == NULL)
2806                 return NULL;
2807
2808         if (developer_loading.integer)
2809                 Con_Printf("loading skin \"%s\"\n", name);
2810
2811         // we've got some pixels to store, so really allocate this new texture now
2812         if (!skinframe)
2813                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2814         skinframe->stain = NULL;
2815         skinframe->merged = NULL;
2816         skinframe->base = r_texture_notexture;
2817         skinframe->pants = NULL;
2818         skinframe->shirt = NULL;
2819         skinframe->nmap = r_texture_blanknormalmap;
2820         skinframe->gloss = NULL;
2821         skinframe->glow = NULL;
2822         skinframe->fog = NULL;
2823         skinframe->hasalpha = false;
2824
2825         basepixels_width = image_width;
2826         basepixels_height = image_height;
2827         skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2828
2829         if (textureflags & TEXF_ALPHA)
2830         {
2831                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2832                 {
2833                         if (basepixels[j] < 255)
2834                         {
2835                                 skinframe->hasalpha = true;
2836                                 break;
2837                         }
2838                 }
2839                 if (r_loadfog && skinframe->hasalpha)
2840                 {
2841                         // has transparent pixels
2842                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2843                         for (j = 0;j < image_width * image_height * 4;j += 4)
2844                         {
2845                                 pixels[j+0] = 255;
2846                                 pixels[j+1] = 255;
2847                                 pixels[j+2] = 255;
2848                                 pixels[j+3] = basepixels[j+3];
2849                         }
2850                         skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2851                         Mem_Free(pixels);
2852                 }
2853         }
2854
2855         R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2856         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2857
2858         // _norm is the name used by tenebrae and has been adopted as standard
2859         if (r_loadnormalmap)
2860         {
2861                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2862                 {
2863                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2864                         Mem_Free(pixels);
2865                         pixels = NULL;
2866                 }
2867                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2868                 {
2869                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2870                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2871                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2872                         Mem_Free(pixels);
2873                         Mem_Free(bumppixels);
2874                 }
2875                 else if (r_shadow_bumpscale_basetexture.value > 0)
2876                 {
2877                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2878                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2879                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2880                         Mem_Free(pixels);
2881                 }
2882         }
2883         // _luma is supported for tenebrae compatibility
2884         // (I think it's a very stupid name, but oh well)
2885         // _glow is the preferred name
2886         if ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2887         if (r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false))) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2888         if ((pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false))) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2889         if ((pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false))) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2890
2891         if (basepixels)
2892                 Mem_Free(basepixels);
2893
2894         return skinframe;
2895 }
2896
2897 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2898 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2899 {
2900         int i;
2901         unsigned char *temp1, *temp2;
2902         skinframe_t *skinframe;
2903
2904         if (cls.state == ca_dedicated)
2905                 return NULL;
2906
2907         // if already loaded just return it, otherwise make a new skinframe
2908         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2909         if (skinframe && skinframe->base)
2910                 return skinframe;
2911
2912         skinframe->stain = NULL;
2913         skinframe->merged = NULL;
2914         skinframe->base = r_texture_notexture;
2915         skinframe->pants = NULL;
2916         skinframe->shirt = NULL;
2917         skinframe->nmap = r_texture_blanknormalmap;
2918         skinframe->gloss = NULL;
2919         skinframe->glow = NULL;
2920         skinframe->fog = NULL;
2921         skinframe->hasalpha = false;
2922
2923         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2924         if (!skindata)
2925                 return NULL;
2926
2927         if (developer_loading.integer)
2928                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2929
2930         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2931         {
2932                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2933                 temp2 = temp1 + width * height * 4;
2934                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2935                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2936                 Mem_Free(temp1);
2937         }
2938         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2939         if (textureflags & TEXF_ALPHA)
2940         {
2941                 for (i = 3;i < width * height * 4;i += 4)
2942                 {
2943                         if (skindata[i] < 255)
2944                         {
2945                                 skinframe->hasalpha = true;
2946                                 break;
2947                         }
2948                 }
2949                 if (r_loadfog && skinframe->hasalpha)
2950                 {
2951                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2952                         memcpy(fogpixels, skindata, width * height * 4);
2953                         for (i = 0;i < width * height * 4;i += 4)
2954                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2955                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2956                         Mem_Free(fogpixels);
2957                 }
2958         }
2959
2960         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2961         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2962
2963         return skinframe;
2964 }
2965
2966 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2967 {
2968         int i;
2969         int featuresmask;
2970         skinframe_t *skinframe;
2971
2972         if (cls.state == ca_dedicated)
2973                 return NULL;
2974
2975         // if already loaded just return it, otherwise make a new skinframe
2976         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2977         if (skinframe && skinframe->base)
2978                 return skinframe;
2979
2980         skinframe->stain = NULL;
2981         skinframe->merged = NULL;
2982         skinframe->base = r_texture_notexture;
2983         skinframe->pants = NULL;
2984         skinframe->shirt = NULL;
2985         skinframe->nmap = r_texture_blanknormalmap;
2986         skinframe->gloss = NULL;
2987         skinframe->glow = NULL;
2988         skinframe->fog = NULL;
2989         skinframe->hasalpha = false;
2990
2991         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2992         if (!skindata)
2993                 return NULL;
2994
2995         if (developer_loading.integer)
2996                 Con_Printf("loading quake skin \"%s\"\n", name);
2997
2998         // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
2999         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
3000         memcpy(skinframe->qpixels, skindata, width*height);
3001         skinframe->qwidth = width;
3002         skinframe->qheight = height;
3003
3004         featuresmask = 0;
3005         for (i = 0;i < width * height;i++)
3006                 featuresmask |= palette_featureflags[skindata[i]];
3007
3008         skinframe->hasalpha = false;
3009         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3010         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3011         skinframe->qgeneratemerged = true;
3012         skinframe->qgeneratebase = skinframe->qhascolormapping;
3013         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3014
3015         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3016         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3017
3018         return skinframe;
3019 }
3020
3021 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3022 {
3023         int width;
3024         int height;
3025         unsigned char *skindata;
3026
3027         if (!skinframe->qpixels)
3028                 return;
3029
3030         if (!skinframe->qhascolormapping)
3031                 colormapped = false;
3032
3033         if (colormapped)
3034         {
3035                 if (!skinframe->qgeneratebase)
3036                         return;
3037         }
3038         else
3039         {
3040                 if (!skinframe->qgeneratemerged)
3041                         return;
3042         }
3043
3044         width = skinframe->qwidth;
3045         height = skinframe->qheight;
3046         skindata = skinframe->qpixels;
3047
3048         if (skinframe->qgeneratenmap)
3049         {
3050                 unsigned char *temp1, *temp2;
3051                 skinframe->qgeneratenmap = false;
3052                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3053                 temp2 = temp1 + width * height * 4;
3054                 // use either a custom palette or the quake palette
3055                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3056                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3057                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
3058                 Mem_Free(temp1);
3059         }
3060
3061         if (skinframe->qgenerateglow)
3062         {
3063                 skinframe->qgenerateglow = false;
3064                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
3065         }
3066
3067         if (colormapped)
3068         {
3069                 skinframe->qgeneratebase = false;
3070                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3071                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
3072                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
3073         }
3074         else
3075         {
3076                 skinframe->qgeneratemerged = false;
3077                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3078         }
3079
3080         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3081         {
3082                 Mem_Free(skinframe->qpixels);
3083                 skinframe->qpixels = NULL;
3084         }
3085 }
3086
3087 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
3088 {
3089         int i;
3090         skinframe_t *skinframe;
3091
3092         if (cls.state == ca_dedicated)
3093                 return NULL;
3094
3095         // if already loaded just return it, otherwise make a new skinframe
3096         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3097         if (skinframe && skinframe->base)
3098                 return skinframe;
3099
3100         skinframe->stain = NULL;
3101         skinframe->merged = NULL;
3102         skinframe->base = r_texture_notexture;
3103         skinframe->pants = NULL;
3104         skinframe->shirt = NULL;
3105         skinframe->nmap = r_texture_blanknormalmap;
3106         skinframe->gloss = NULL;
3107         skinframe->glow = NULL;
3108         skinframe->fog = NULL;
3109         skinframe->hasalpha = false;
3110
3111         // if no data was provided, then clearly the caller wanted to get a blank skinframe
3112         if (!skindata)
3113                 return NULL;
3114
3115         if (developer_loading.integer)
3116                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3117
3118         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
3119         if (textureflags & TEXF_ALPHA)
3120         {
3121                 for (i = 0;i < width * height;i++)
3122                 {
3123                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3124                         {
3125                                 skinframe->hasalpha = true;
3126                                 break;
3127                         }
3128                 }
3129                 if (r_loadfog && skinframe->hasalpha)
3130                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
3131         }
3132
3133         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3134         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3135
3136         return skinframe;
3137 }
3138
3139 skinframe_t *R_SkinFrame_LoadMissing(void)
3140 {
3141         skinframe_t *skinframe;
3142
3143         if (cls.state == ca_dedicated)
3144                 return NULL;
3145
3146         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
3147         skinframe->stain = NULL;
3148         skinframe->merged = NULL;
3149         skinframe->base = r_texture_notexture;
3150         skinframe->pants = NULL;
3151         skinframe->shirt = NULL;
3152         skinframe->nmap = r_texture_blanknormalmap;
3153         skinframe->gloss = NULL;
3154         skinframe->glow = NULL;
3155         skinframe->fog = NULL;
3156         skinframe->hasalpha = false;
3157
3158         skinframe->avgcolor[0] = rand() / RAND_MAX;
3159         skinframe->avgcolor[1] = rand() / RAND_MAX;
3160         skinframe->avgcolor[2] = rand() / RAND_MAX;
3161         skinframe->avgcolor[3] = 1;
3162
3163         return skinframe;
3164 }
3165
3166 void R_Main_FreeViewCache(void)
3167 {
3168         if (r_refdef.viewcache.entityvisible)
3169                 Mem_Free(r_refdef.viewcache.entityvisible);
3170         if (r_refdef.viewcache.world_pvsbits)
3171                 Mem_Free(r_refdef.viewcache.world_pvsbits);
3172         if (r_refdef.viewcache.world_leafvisible)
3173                 Mem_Free(r_refdef.viewcache.world_leafvisible);
3174         if (r_refdef.viewcache.world_surfacevisible)
3175                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3176         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3177 }
3178
3179 void R_Main_ResizeViewCache(void)
3180 {
3181         int numentities = r_refdef.scene.numentities;
3182         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3183         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3184         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3185         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3186         if (r_refdef.viewcache.maxentities < numentities)
3187         {
3188                 r_refdef.viewcache.maxentities = numentities;
3189                 if (r_refdef.viewcache.entityvisible)
3190                         Mem_Free(r_refdef.viewcache.entityvisible);
3191                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3192         }
3193         if (r_refdef.viewcache.world_numclusters != numclusters)
3194         {
3195                 r_refdef.viewcache.world_numclusters = numclusters;
3196                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3197                 if (r_refdef.viewcache.world_pvsbits)
3198                         Mem_Free(r_refdef.viewcache.world_pvsbits);
3199                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3200         }
3201         if (r_refdef.viewcache.world_numleafs != numleafs)
3202         {
3203                 r_refdef.viewcache.world_numleafs = numleafs;
3204                 if (r_refdef.viewcache.world_leafvisible)
3205                         Mem_Free(r_refdef.viewcache.world_leafvisible);
3206                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3207         }
3208         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3209         {
3210                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3211                 if (r_refdef.viewcache.world_surfacevisible)
3212                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
3213                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3214         }
3215 }
3216
3217 extern rtexture_t *loadingscreentexture;
3218 void gl_main_start(void)
3219 {
3220         loadingscreentexture = NULL;
3221         r_texture_blanknormalmap = NULL;
3222         r_texture_white = NULL;
3223         r_texture_grey128 = NULL;
3224         r_texture_black = NULL;
3225         r_texture_whitecube = NULL;
3226         r_texture_normalizationcube = NULL;
3227         r_texture_fogattenuation = NULL;
3228         r_texture_gammaramps = NULL;
3229
3230         switch(vid.renderpath)
3231         {
3232         case RENDERPATH_GL20:
3233                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3234                 Cvar_SetValueQuick(&gl_combine, 1);
3235                 Cvar_SetValueQuick(&r_glsl, 1);
3236                 r_loadnormalmap = true;
3237                 r_loadgloss = true;
3238                 r_loadfog = false;
3239                 break;
3240         case RENDERPATH_GL13:
3241                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3242                 Cvar_SetValueQuick(&gl_combine, 1);
3243                 Cvar_SetValueQuick(&r_glsl, 0);
3244                 r_loadnormalmap = false;
3245                 r_loadgloss = false;
3246                 r_loadfog = true;
3247                 break;
3248         case RENDERPATH_GL11:
3249                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3250                 Cvar_SetValueQuick(&gl_combine, 0);
3251                 Cvar_SetValueQuick(&r_glsl, 0);
3252                 r_loadnormalmap = false;
3253                 r_loadgloss = false;
3254                 r_loadfog = true;
3255                 break;
3256         }
3257
3258         R_AnimCache_Free();
3259         R_FrameData_Reset();
3260
3261         r_numqueries = 0;
3262         r_maxqueries = 0;
3263         memset(r_queries, 0, sizeof(r_queries));
3264
3265         r_qwskincache = NULL;
3266         r_qwskincache_size = 0;
3267
3268         // set up r_skinframe loading system for textures
3269         memset(&r_skinframe, 0, sizeof(r_skinframe));
3270         r_skinframe.loadsequence = 1;
3271         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3272
3273         r_main_texturepool = R_AllocTexturePool();
3274         R_BuildBlankTextures();
3275         R_BuildNoTexture();
3276         if (vid.support.arb_texture_cube_map)
3277         {
3278                 R_BuildWhiteCube();
3279                 R_BuildNormalizationCube();
3280         }
3281         r_texture_fogattenuation = NULL;
3282         r_texture_gammaramps = NULL;
3283         //r_texture_fogintensity = NULL;
3284         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
3285         memset(&r_waterstate, 0, sizeof(r_waterstate));
3286         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3287         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3288         memset(&r_svbsp, 0, sizeof (r_svbsp));
3289
3290         r_refdef.fogmasktable_density = 0;
3291 }
3292
3293 void gl_main_shutdown(void)
3294 {
3295         R_AnimCache_Free();
3296         R_FrameData_Reset();
3297
3298         R_Main_FreeViewCache();
3299
3300         if (r_maxqueries)
3301                 qglDeleteQueriesARB(r_maxqueries, r_queries);
3302
3303         r_numqueries = 0;
3304         r_maxqueries = 0;
3305         memset(r_queries, 0, sizeof(r_queries));
3306
3307         r_qwskincache = NULL;
3308         r_qwskincache_size = 0;
3309
3310         // clear out the r_skinframe state
3311         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3312         memset(&r_skinframe, 0, sizeof(r_skinframe));
3313
3314         if (r_svbsp.nodes)
3315                 Mem_Free(r_svbsp.nodes);
3316         memset(&r_svbsp, 0, sizeof (r_svbsp));
3317         R_FreeTexturePool(&r_main_texturepool);
3318         loadingscreentexture = NULL;
3319         r_texture_blanknormalmap = NULL;
3320         r_texture_white = NULL;
3321         r_texture_grey128 = NULL;
3322         r_texture_black = NULL;
3323         r_texture_whitecube = NULL;
3324         r_texture_normalizationcube = NULL;
3325         r_texture_fogattenuation = NULL;
3326         r_texture_gammaramps = NULL;
3327         //r_texture_fogintensity = NULL;
3328         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
3329         memset(&r_waterstate, 0, sizeof(r_waterstate));
3330         R_GLSL_Restart_f();
3331 }
3332
3333 extern void CL_ParseEntityLump(char *entitystring);
3334 void gl_main_newmap(void)
3335 {
3336         // FIXME: move this code to client
3337         int l;
3338         char *entities, entname[MAX_QPATH];
3339         if (r_qwskincache)
3340                 Mem_Free(r_qwskincache);
3341         r_qwskincache = NULL;
3342         r_qwskincache_size = 0;
3343         if (cl.worldmodel)
3344         {
3345                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
3346                 l = (int)strlen(entname) - 4;
3347                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
3348                 {
3349                         memcpy(entname + l, ".ent", 5);
3350                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3351                         {
3352                                 CL_ParseEntityLump(entities);
3353                                 Mem_Free(entities);
3354                                 return;
3355                         }
3356                 }
3357                 if (cl.worldmodel->brush.entities)
3358                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
3359         }
3360         R_Main_FreeViewCache();
3361
3362         R_FrameData_Reset();
3363 }
3364
3365 void GL_Main_Init(void)
3366 {
3367         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3368
3369         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3370         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3371         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3372         if (gamemode == GAME_NEHAHRA)
3373         {
3374                 Cvar_RegisterVariable (&gl_fogenable);
3375                 Cvar_RegisterVariable (&gl_fogdensity);
3376                 Cvar_RegisterVariable (&gl_fogred);
3377                 Cvar_RegisterVariable (&gl_foggreen);
3378                 Cvar_RegisterVariable (&gl_fogblue);
3379                 Cvar_RegisterVariable (&gl_fogstart);
3380                 Cvar_RegisterVariable (&gl_fogend);
3381                 Cvar_RegisterVariable (&gl_skyclip);
3382         }
3383         Cvar_RegisterVariable(&r_motionblur);
3384         Cvar_RegisterVariable(&r_motionblur_maxblur);
3385         Cvar_RegisterVariable(&r_motionblur_bmin);
3386         Cvar_RegisterVariable(&r_motionblur_vmin);
3387         Cvar_RegisterVariable(&r_motionblur_vmax);
3388         Cvar_RegisterVariable(&r_motionblur_vcoeff);
3389         Cvar_RegisterVariable(&r_motionblur_randomize);
3390         Cvar_RegisterVariable(&r_damageblur);
3391         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3392         Cvar_RegisterVariable(&r_equalize_entities_minambient);
3393         Cvar_RegisterVariable(&r_equalize_entities_by);
3394         Cvar_RegisterVariable(&r_equalize_entities_to);
3395         Cvar_RegisterVariable(&r_depthfirst);
3396         Cvar_RegisterVariable(&r_useinfinitefarclip);
3397         Cvar_RegisterVariable(&r_farclip_base);
3398         Cvar_RegisterVariable(&r_farclip_world);
3399         Cvar_RegisterVariable(&r_nearclip);
3400         Cvar_RegisterVariable(&r_showbboxes);
3401         Cvar_RegisterVariable(&r_showsurfaces);
3402         Cvar_RegisterVariable(&r_showtris);
3403         Cvar_RegisterVariable(&r_shownormals);
3404         Cvar_RegisterVariable(&r_showlighting);
3405         Cvar_RegisterVariable(&r_showshadowvolumes);
3406         Cvar_RegisterVariable(&r_showcollisionbrushes);
3407         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3408         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3409         Cvar_RegisterVariable(&r_showdisabledepthtest);
3410         Cvar_RegisterVariable(&r_drawportals);
3411         Cvar_RegisterVariable(&r_drawentities);
3412         Cvar_RegisterVariable(&r_cullentities_trace);
3413         Cvar_RegisterVariable(&r_cullentities_trace_samples);
3414         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3415         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3416         Cvar_RegisterVariable(&r_cullentities_trace_delay);
3417         Cvar_RegisterVariable(&r_drawviewmodel);
3418         Cvar_RegisterVariable(&r_speeds);
3419         Cvar_RegisterVariable(&r_fullbrights);
3420         Cvar_RegisterVariable(&r_wateralpha);
3421         Cvar_RegisterVariable(&r_dynamic);
3422         Cvar_RegisterVariable(&r_fullbright);
3423         Cvar_RegisterVariable(&r_shadows);
3424         Cvar_RegisterVariable(&r_shadows_darken);
3425         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3426         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3427         Cvar_RegisterVariable(&r_shadows_throwdistance);
3428         Cvar_RegisterVariable(&r_shadows_throwdirection);
3429         Cvar_RegisterVariable(&r_q1bsp_skymasking);
3430         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3431         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3432         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3433         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3434         Cvar_RegisterVariable(&r_fog_exp2);
3435         Cvar_RegisterVariable(&r_drawfog);
3436         Cvar_RegisterVariable(&r_textureunits);
3437         Cvar_RegisterVariable(&gl_combine);
3438         Cvar_RegisterVariable(&r_glsl);
3439         Cvar_RegisterVariable(&r_glsl_deluxemapping);
3440         Cvar_RegisterVariable(&r_glsl_offsetmapping);
3441         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3442         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3443         Cvar_RegisterVariable(&r_glsl_postprocess);
3444         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3445         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3446         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3447         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3448         Cvar_RegisterVariable(&r_water);
3449         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3450         Cvar_RegisterVariable(&r_water_clippingplanebias);
3451         Cvar_RegisterVariable(&r_water_refractdistort);
3452         Cvar_RegisterVariable(&r_water_reflectdistort);
3453         Cvar_RegisterVariable(&r_lerpsprites);
3454         Cvar_RegisterVariable(&r_lerpmodels);
3455         Cvar_RegisterVariable(&r_lerplightstyles);
3456         Cvar_RegisterVariable(&r_waterscroll);
3457         Cvar_RegisterVariable(&r_bloom);
3458         Cvar_RegisterVariable(&r_bloom_colorscale);
3459         Cvar_RegisterVariable(&r_bloom_brighten);
3460         Cvar_RegisterVariable(&r_bloom_blur);
3461         Cvar_RegisterVariable(&r_bloom_resolution);
3462         Cvar_RegisterVariable(&r_bloom_colorexponent);
3463         Cvar_RegisterVariable(&r_bloom_colorsubtract);
3464         Cvar_RegisterVariable(&r_hdr);
3465         Cvar_RegisterVariable(&r_hdr_scenebrightness);
3466         Cvar_RegisterVariable(&r_hdr_glowintensity);
3467         Cvar_RegisterVariable(&r_hdr_range);
3468         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3469         Cvar_RegisterVariable(&developer_texturelogging);
3470         Cvar_RegisterVariable(&gl_lightmaps);
3471         Cvar_RegisterVariable(&r_test);
3472         Cvar_RegisterVariable(&r_batchmode);
3473         Cvar_RegisterVariable(&r_glsl_saturation);
3474         Cvar_RegisterVariable(&r_framedatasize);
3475         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3476                 Cvar_SetValue("r_fullbrights", 0);
3477         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
3478
3479         Cvar_RegisterVariable(&r_track_sprites);
3480         Cvar_RegisterVariable(&r_track_sprites_flags);
3481         Cvar_RegisterVariable(&r_track_sprites_scalew);
3482         Cvar_RegisterVariable(&r_track_sprites_scaleh);
3483 }
3484
3485 extern void R_Textures_Init(void);
3486 extern void GL_Draw_Init(void);
3487 extern void GL_Main_Init(void);
3488 extern void R_Shadow_Init(void);
3489 extern void R_Sky_Init(void);
3490 extern void GL_Surf_Init(void);
3491 extern void R_Particles_Init(void);
3492 extern void R_Explosion_Init(void);
3493 extern void gl_backend_init(void);
3494 extern void Sbar_Init(void);
3495 extern void R_LightningBeams_Init(void);
3496 extern void Mod_RenderInit(void);
3497
3498 void Render_Init(void)
3499 {
3500         gl_backend_init();
3501         R_Textures_Init();
3502         GL_Main_Init();
3503         GL_Draw_Init();
3504         R_Shadow_Init();
3505         R_Sky_Init();
3506         GL_Surf_Init();
3507         Sbar_Init();
3508         R_Particles_Init();
3509         R_Explosion_Init();
3510         R_LightningBeams_Init();
3511         Mod_RenderInit();
3512 }
3513
3514 /*
3515 ===============
3516 GL_Init
3517 ===============
3518 */
3519 extern char *ENGINE_EXTENSIONS;
3520 void GL_Init (void)
3521 {
3522         gl_renderer = (const char *)qglGetString(GL_RENDERER);
3523         gl_vendor = (const char *)qglGetString(GL_VENDOR);
3524         gl_version = (const char *)qglGetString(GL_VERSION);
3525         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3526
3527         if (!gl_extensions)
3528                 gl_extensions = "";
3529         if (!gl_platformextensions)
3530                 gl_platformextensions = "";
3531
3532         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3533         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3534         Con_Printf("GL_VERSION: %s\n", gl_version);
3535         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3536         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3537
3538         VID_CheckExtensions();
3539
3540         // LordHavoc: report supported extensions
3541         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3542
3543         // clear to black (loading plaque will be seen over this)
3544         CHECKGLERROR
3545         qglClearColor(0,0,0,1);CHECKGLERROR
3546         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
3547 }
3548
3549 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3550 {
3551         int i;
3552         mplane_t *p;
3553         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3554         {
3555                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
3556                 if (i == 4)
3557                         continue;
3558                 p = r_refdef.view.frustum + i;
3559                 switch(p->signbits)
3560                 {
3561                 default:
3562                 case 0:
3563                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3564                                 return true;
3565                         break;
3566                 case 1:
3567                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3568                                 return true;
3569                         break;
3570                 case 2:
3571                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3572                                 return true;
3573                         break;
3574                 case 3:
3575                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3576                                 return true;
3577                         break;
3578                 case 4:
3579                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3580                                 return true;
3581                         break;
3582                 case 5:
3583                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3584                                 return true;
3585                         break;
3586                 case 6:
3587                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3588                                 return true;
3589                         break;
3590                 case 7:
3591                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3592                                 return true;
3593                         break;
3594                 }
3595         }
3596         return false;
3597 }
3598
3599 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3600 {
3601         int i;
3602         const mplane_t *p;
3603         for (i = 0;i < numplanes;i++)
3604         {
3605                 p = planes + i;
3606                 switch(p->signbits)
3607                 {
3608                 default:
3609                 case 0:
3610                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3611                                 return true;
3612                         break;
3613                 case 1:
3614                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3615                                 return true;
3616                         break;
3617                 case 2:
3618                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3619                                 return true;
3620                         break;
3621                 case 3:
3622                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3623                                 return true;
3624                         break;
3625                 case 4:
3626                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3627                                 return true;
3628                         break;
3629                 case 5:
3630                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3631                                 return true;
3632                         break;
3633                 case 6:
3634                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3635                                 return true;
3636                         break;
3637                 case 7:
3638                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3639                                 return true;
3640                         break;
3641                 }
3642         }
3643         return false;
3644 }
3645
3646 //==================================================================================
3647
3648 // LordHavoc: this stores temporary data used within the same frame
3649
3650 qboolean r_framedata_failed;
3651 static size_t r_framedata_size;
3652 static size_t r_framedata_current;
3653 static void *r_framedata_base;
3654
3655 void R_FrameData_Reset(void)
3656 {
3657         if (r_framedata_base);
3658                 Mem_Free(r_framedata_base);
3659         r_framedata_base = NULL;
3660         r_framedata_size = 0;
3661         r_framedata_current = 0;
3662         r_framedata_failed = false;
3663 }
3664
3665 void R_FrameData_NewFrame(void)
3666 {
3667         size_t wantedsize;
3668         if (r_framedata_failed)
3669                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
3670         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3671         wantedsize = bound(65536, wantedsize, 128*1024*1024);
3672         if (r_framedata_size != wantedsize)
3673         {
3674                 r_framedata_size = wantedsize;
3675                 if (r_framedata_base);
3676                         Mem_Free(r_framedata_base);
3677                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
3678         }
3679         r_framedata_current = 0;
3680         r_framedata_failed = false;
3681 }
3682
3683 void *R_FrameData_Alloc(size_t size)
3684 {
3685         void *data;
3686
3687         // align to 16 byte boundary
3688         size = (size + 15) & ~15;
3689         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
3690         r_framedata_current += size;
3691
3692         // check overflow
3693         if (r_framedata_current > r_framedata_size)
3694                 r_framedata_failed = true;
3695
3696         // return NULL on everything after a failure
3697         if (r_framedata_failed)
3698                 return NULL;
3699
3700         return data;
3701 }
3702
3703 void *R_FrameData_Store(size_t size, void *data)
3704 {
3705         void *d = R_FrameData_Alloc(size);
3706         if (d)
3707                 memcpy(d, data, size);
3708         return d;
3709 }
3710
3711 //==================================================================================
3712
3713 // LordHavoc: animcache originally written by Echon, rewritten since then
3714
3715 /**
3716  * Animation cache prevents re-generating mesh data for an animated model
3717  * multiple times in one frame for lighting, shadowing, reflections, etc.
3718  */
3719
3720 void R_AnimCache_Free(void)
3721 {
3722 }
3723
3724 void R_AnimCache_ClearCache(void)
3725 {
3726         int i;
3727         entity_render_t *ent;
3728
3729         for (i = 0;i < r_refdef.scene.numentities;i++)
3730         {
3731                 ent = r_refdef.scene.entities[i];
3732                 ent->animcache_vertex3f = NULL;
3733                 ent->animcache_normal3f = NULL;
3734                 ent->animcache_svector3f = NULL;
3735                 ent->animcache_tvector3f = NULL;
3736         }
3737 }
3738
3739 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3740 {
3741         dp_model_t *model = ent->model;
3742         int numvertices;
3743         // see if it's already cached this frame
3744         if (ent->animcache_vertex3f)
3745         {
3746                 // add normals/tangents if needed
3747                 if (wantnormals || wanttangents)
3748                 {
3749                         if (ent->animcache_normal3f)
3750                                 wantnormals = false;
3751                         if (ent->animcache_svector3f)
3752                                 wanttangents = false;
3753                         if (wantnormals || wanttangents)
3754                         {
3755                                 numvertices = model->surfmesh.num_vertices;
3756                                 if (wantnormals)
3757                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3758                                 if (wanttangents)
3759                                 {
3760                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3761                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3762                                 }
3763                                 if (!r_framedata_failed)
3764                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3765                         }
3766                 }
3767         }
3768         else
3769         {
3770                 // see if this ent is worth caching
3771                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
3772                         return false;
3773                 // get some memory for this entity and generate mesh data
3774                 numvertices = model->surfmesh.num_vertices;
3775                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3776                 if (wantnormals)
3777                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3778                 if (wanttangents)
3779                 {
3780                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3781                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3782                 }
3783                 if (!r_framedata_failed)
3784                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3785         }
3786         return !r_framedata_failed;
3787 }
3788
3789 void R_AnimCache_CacheVisibleEntities(void)
3790 {
3791         int i;
3792         qboolean wantnormals = !r_showsurfaces.integer;
3793         qboolean wanttangents = !r_showsurfaces.integer;
3794
3795         switch(vid.renderpath)
3796         {
3797         case RENDERPATH_GL20:
3798                 break;
3799         case RENDERPATH_GL13:
3800         case RENDERPATH_GL11:
3801                 wanttangents = false;
3802                 break;
3803         }
3804
3805         // TODO: thread this
3806         // NOTE: R_PrepareRTLights() also caches entities
3807
3808         for (i = 0;i < r_refdef.scene.numentities;i++)
3809                 if (r_refdef.viewcache.entityvisible[i])
3810                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3811
3812         if (r_shadows.integer)
3813                 for (i = 0;i < r_refdef.scene.numentities;i++)
3814                         if (!r_refdef.viewcache.entityvisible[i])
3815                                 R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
3816 }
3817
3818 //==================================================================================
3819
3820 static void R_View_UpdateEntityLighting (void)
3821 {
3822         int i;
3823         entity_render_t *ent;
3824         vec3_t tempdiffusenormal, avg;
3825         vec_t f, fa, fd, fdd;
3826
3827         for (i = 0;i < r_refdef.scene.numentities;i++)
3828         {
3829                 ent = r_refdef.scene.entities[i];
3830
3831                 // skip unseen models
3832                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3833                         continue;
3834
3835                 // skip bsp models
3836                 if (ent->model && ent->model->brush.num_leafs)
3837                 {
3838                         // TODO: use modellight for r_ambient settings on world?
3839                         VectorSet(ent->modellight_ambient, 0, 0, 0);
3840                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
3841                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
3842                         continue;
3843                 }
3844
3845                 // fetch the lighting from the worldmodel data
3846                 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
3847                 VectorClear(ent->modellight_diffuse);
3848                 VectorClear(tempdiffusenormal);
3849                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3850                 {
3851                         vec3_t org;
3852                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3853                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3854                         if(ent->flags & RENDER_EQUALIZE)
3855                         {
3856                                 // first fix up ambient lighting...
3857                                 if(r_equalize_entities_minambient.value > 0)
3858                                 {
3859                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
3860                                         if(fd > 0)
3861                                         {
3862                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
3863                                                 if(fa < r_equalize_entities_minambient.value * fd)
3864                                                 {
3865                                                         // solve:
3866                                                         //   fa'/fd' = minambient
3867                                                         //   fa'+0.25*fd' = fa+0.25*fd
3868                                                         //   ...
3869                                                         //   fa' = fd' * minambient
3870                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
3871                                                         //   ...
3872                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
3873                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
3874                                                         //   ...
3875                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
3876                                                         f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
3877                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
3878                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3879                                                 }
3880                                         }
3881                                 }
3882
3883                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
3884                                 {
3885                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
3886                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
3887                                         if(f > 0)
3888                                         {
3889                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
3890                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
3891                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3892                                         }
3893                                 }
3894                         }
3895                 }
3896                 else // highly rare
3897                         VectorSet(ent->modellight_ambient, 1, 1, 1);
3898
3899                 // move the light direction into modelspace coordinates for lighting code
3900                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3901                 if(VectorLength2(ent->modellight_lightdir) == 0)
3902                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3903                 VectorNormalize(ent->modellight_lightdir);
3904         }
3905 }
3906
3907 #define MAX_LINEOFSIGHTTRACES 64
3908
3909 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3910 {
3911         int i;
3912         vec3_t boxmins, boxmaxs;
3913         vec3_t start;
3914         vec3_t end;
3915         dp_model_t *model = r_refdef.scene.worldmodel;
3916
3917         if (!model || !model->brush.TraceLineOfSight)
3918                 return true;
3919
3920         // expand the box a little
3921         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
3922         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
3923         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
3924         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
3925         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
3926         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
3927
3928         // try center
3929         VectorCopy(eye, start);
3930         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
3931         if (model->brush.TraceLineOfSight(model, start, end))
3932                 return true;
3933
3934         // try various random positions
3935         for (i = 0;i < numsamples;i++)
3936         {
3937                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3938                 if (model->brush.TraceLineOfSight(model, start, end))
3939                         return true;
3940         }
3941
3942         return false;
3943 }
3944
3945
3946 static void R_View_UpdateEntityVisible (void)
3947 {
3948         int i;
3949         int renderimask;
3950         int samples;
3951         entity_render_t *ent;
3952
3953         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3954         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3955         {
3956                 // worldmodel can check visibility
3957                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3958                 for (i = 0;i < r_refdef.scene.numentities;i++)
3959                 {
3960                         ent = r_refdef.scene.entities[i];
3961                         if (!(ent->flags & renderimask))
3962                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
3963                         if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
3964                                 r_refdef.viewcache.entityvisible[i] = true;
3965                 }
3966                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3967                 {
3968                         for (i = 0;i < r_refdef.scene.numentities;i++)
3969                         {
3970                                 ent = r_refdef.scene.entities[i];
3971                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
3972                                 {
3973                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
3974                                         if (samples < 0)
3975                                                 continue; // temp entities do pvs only
3976                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
3977                                                 ent->last_trace_visibility = realtime;
3978                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3979                                                 r_refdef.viewcache.entityvisible[i] = 0;
3980                                 }
3981                         }
3982                 }
3983         }
3984         else
3985         {
3986                 // no worldmodel or it can't check visibility
3987                 for (i = 0;i < r_refdef.scene.numentities;i++)
3988                 {
3989                         ent = r_refdef.scene.entities[i];
3990                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
3991                 }
3992         }
3993 }
3994
3995 /// only used if skyrendermasked, and normally returns false
3996 int R_DrawBrushModelsSky (void)
3997 {
3998         int i, sky;
3999         entity_render_t *ent;
4000
4001         sky = false;
4002         for (i = 0;i < r_refdef.scene.numentities;i++)
4003         {
4004                 if (!r_refdef.viewcache.entityvisible[i])
4005                         continue;
4006                 ent = r_refdef.scene.entities[i];
4007                 if (!ent->model || !ent->model->DrawSky)
4008                         continue;
4009                 ent->model->DrawSky(ent);
4010                 sky = true;
4011         }
4012         return sky;
4013 }
4014
4015 static void R_DrawNoModel(entity_render_t *ent);
4016 static void R_DrawModels(void)
4017 {
4018         int i;
4019         entity_render_t *ent;
4020
4021         for (i = 0;i < r_refdef.scene.numentities;i++)
4022         {
4023                 if (!r_refdef.viewcache.entityvisible[i])
4024                         continue;
4025                 ent = r_refdef.scene.entities[i];
4026                 r_refdef.stats.entities++;
4027                 if (ent->model && ent->model->Draw != NULL)
4028                         ent->model->Draw(ent);
4029                 else
4030                         R_DrawNoModel(ent);
4031         }
4032 }
4033
4034 static void R_DrawModelsDepth(void)
4035 {
4036         int i;
4037         entity_render_t *ent;
4038
4039         for (i = 0;i < r_refdef.scene.numentities;i++)
4040         {
4041                 if (!r_refdef.viewcache.entityvisible[i])
4042                         continue;
4043                 ent = r_refdef.scene.entities[i];
4044                 if (ent->model && ent->model->DrawDepth != NULL)
4045                         ent->model->DrawDepth(ent);
4046         }
4047 }
4048
4049 static void R_DrawModelsDebug(void)
4050 {
4051         int i;
4052         entity_render_t *ent;
4053
4054         for (i = 0;i < r_refdef.scene.numentities;i++)
4055         {
4056                 if (!r_refdef.viewcache.entityvisible[i])
4057                         continue;
4058                 ent = r_refdef.scene.entities[i];
4059                 if (ent->model && ent->model->DrawDebug != NULL)
4060                         ent->model->DrawDebug(ent);
4061         }
4062 }
4063
4064 static void R_DrawModelsAddWaterPlanes(void)
4065 {
4066         int i;
4067         entity_render_t *ent;
4068
4069         for (i = 0;i < r_refdef.scene.numentities;i++)
4070         {
4071                 if (!r_refdef.viewcache.entityvisible[i])
4072                         continue;
4073                 ent = r_refdef.scene.entities[i];
4074                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4075                         ent->model->DrawAddWaterPlanes(ent);
4076         }
4077 }
4078
4079 static void R_View_SetFrustum(void)
4080 {
4081         int i;
4082         double slopex, slopey;
4083         vec3_t forward, left, up, origin;
4084
4085         // we can't trust r_refdef.view.forward and friends in reflected scenes
4086         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4087
4088 #if 0
4089         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4090         r_refdef.view.frustum[0].normal[1] = 0 - 0;
4091         r_refdef.view.frustum[0].normal[2] = -1 - 0;
4092         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4093         r_refdef.view.frustum[1].normal[1] = 0 + 0;
4094         r_refdef.view.frustum[1].normal[2] = -1 + 0;
4095         r_refdef.view.frustum[2].normal[0] = 0 - 0;
4096         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4097         r_refdef.view.frustum[2].normal[2] = -1 - 0;
4098         r_refdef.view.frustum[3].normal[0] = 0 + 0;
4099         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4100         r_refdef.view.frustum[3].normal[2] = -1 + 0;
4101 #endif
4102
4103 #if 0
4104         zNear = r_refdef.nearclip;
4105         nudge = 1.0 - 1.0 / (1<<23);
4106         r_refdef.view.frustum[4].normal[0] = 0 - 0;
4107         r_refdef.view.frustum[4].normal[1] = 0 - 0;
4108         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4109         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4110         r_refdef.view.frustum[5].normal[0] = 0 + 0;
4111         r_refdef.view.frustum[5].normal[1] = 0 + 0;
4112         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4113         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4114 #endif
4115
4116
4117
4118 #if 0
4119         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4120         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4121         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4122         r_refdef.view.frustum[0].dist = m[15] - m[12];
4123
4124         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4125         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4126         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4127         r_refdef.view.frustum[1].dist = m[15] + m[12];
4128
4129         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4130         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4131         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4132         r_refdef.view.frustum[2].dist = m[15] - m[13];
4133
4134         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4135         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4136         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4137         r_refdef.view.frustum[3].dist = m[15] + m[13];
4138
4139         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4140         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4141         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4142         r_refdef.view.frustum[4].dist = m[15] - m[14];
4143
4144         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4145         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4146         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4147         r_refdef.view.frustum[5].dist = m[15] + m[14];
4148 #endif
4149
4150         if (r_refdef.view.useperspective)
4151         {
4152                 slopex = 1.0 / r_refdef.view.frustum_x;
4153                 slopey = 1.0 / r_refdef.view.frustum_y;
4154                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
4155                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
4156                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
4157                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
4158                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4159
4160                 // Leaving those out was a mistake, those were in the old code, and they
4161                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4162                 // I couldn't reproduce it after adding those normalizations. --blub
4163                 VectorNormalize(r_refdef.view.frustum[0].normal);
4164                 VectorNormalize(r_refdef.view.frustum[1].normal);
4165                 VectorNormalize(r_refdef.view.frustum[2].normal);
4166                 VectorNormalize(r_refdef.view.frustum[3].normal);
4167
4168                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4169                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
4170                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
4171                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
4172                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
4173
4174                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4175                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4176                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4177                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4178                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4179         }
4180         else
4181         {
4182                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
4183                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
4184                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
4185                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
4186                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4187                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
4188                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
4189                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
4190                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
4191                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4192         }
4193         r_refdef.view.numfrustumplanes = 5;
4194
4195         if (r_refdef.view.useclipplane)
4196         {
4197                 r_refdef.view.numfrustumplanes = 6;
4198                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4199         }
4200
4201         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4202                 PlaneClassify(r_refdef.view.frustum + i);
4203
4204         // LordHavoc: note to all quake engine coders, Quake had a special case
4205         // for 90 degrees which assumed a square view (wrong), so I removed it,
4206         // Quake2 has it disabled as well.
4207
4208         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4209         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4210         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4211         //PlaneClassify(&frustum[0]);
4212
4213         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4214         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4215         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4216         //PlaneClassify(&frustum[1]);
4217
4218         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4219         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4220         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4221         //PlaneClassify(&frustum[2]);
4222
4223         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4224         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4225         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4226         //PlaneClassify(&frustum[3]);
4227
4228         // nearclip plane
4229         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4230         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4231         //PlaneClassify(&frustum[4]);
4232 }
4233
4234 void R_View_Update(void)
4235 {
4236         R_Main_ResizeViewCache();
4237         R_View_SetFrustum();
4238         R_View_WorldVisibility(r_refdef.view.useclipplane);
4239         R_View_UpdateEntityVisible();
4240         R_View_UpdateEntityLighting();
4241 }
4242
4243 void R_SetupView(qboolean allowwaterclippingplane)
4244 {
4245         const double *customclipplane = NULL;
4246         double plane[4];
4247         if (r_refdef.view.useclipplane && allowwaterclippingplane)
4248         {
4249                 // LordHavoc: couldn't figure out how to make this approach the
4250                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4251                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4252                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4253                         dist = r_refdef.view.clipplane.dist;
4254                 plane[0] = r_refdef.view.clipplane.normal[0];
4255                 plane[1] = r_refdef.view.clipplane.normal[1];
4256                 plane[2] = r_refdef.view.clipplane.normal[2];
4257                 plane[3] = dist;
4258                 customclipplane = plane;
4259         }
4260
4261         if (!r_refdef.view.useperspective)
4262                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4263         else if (vid.stencil && r_useinfinitefarclip.integer)
4264                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4265         else
4266                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4267         R_SetViewport(&r_refdef.view.viewport);
4268 }
4269
4270 void R_ResetViewRendering2D(void)
4271 {
4272         r_viewport_t viewport;
4273         DrawQ_Finish();
4274
4275         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4276         R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
4277         R_SetViewport(&viewport);
4278         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4279         GL_Color(1, 1, 1, 1);
4280         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4281         GL_BlendFunc(GL_ONE, GL_ZERO);
4282         GL_AlphaTest(false);
4283         GL_ScissorTest(false);
4284         GL_DepthMask(false);
4285         GL_DepthRange(0, 1);
4286         GL_DepthTest(false);
4287         R_Mesh_Matrix(&identitymatrix);
4288         R_Mesh_ResetTextureState();
4289         GL_PolygonOffset(0, 0);
4290         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4291         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4292         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
4293         qglStencilMask(~0);CHECKGLERROR
4294         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
4295         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4296         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
4297         R_SetupGenericShader(true);
4298 }
4299
4300 void R_ResetViewRendering3D(void)
4301 {
4302         DrawQ_Finish();
4303
4304         R_SetupView(true);
4305         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4306         GL_Color(1, 1, 1, 1);
4307         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4308         GL_BlendFunc(GL_ONE, GL_ZERO);
4309         GL_AlphaTest(false);
4310         GL_ScissorTest(true);
4311         GL_DepthMask(true);
4312         GL_DepthRange(0, 1);
4313         GL_DepthTest(true);
4314         R_Mesh_Matrix(&identitymatrix);
4315         R_Mesh_ResetTextureState();
4316         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4317         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4318         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4319         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
4320         qglStencilMask(~0);CHECKGLERROR
4321         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
4322         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4323         GL_CullFace(r_refdef.view.cullface_back);
4324         R_SetupGenericShader(true);
4325 }
4326
4327 void R_RenderScene(void);
4328 void R_RenderWaterPlanes(void);
4329
4330 static void R_Water_StartFrame(void)
4331 {
4332         int i;
4333         int waterwidth, waterheight, texturewidth, textureheight;
4334         r_waterstate_waterplane_t *p;
4335
4336         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
4337                 return;
4338
4339         switch(vid.renderpath)
4340         {
4341         case RENDERPATH_GL20:
4342                 break;
4343         case RENDERPATH_GL13:
4344         case RENDERPATH_GL11:
4345                 return;
4346         }
4347
4348         // set waterwidth and waterheight to the water resolution that will be
4349         // used (often less than the screen resolution for faster rendering)
4350         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
4351         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
4352
4353         // calculate desired texture sizes
4354         // can't use water if the card does not support the texture size
4355         if (!r_water.integer || r_showsurfaces.integer)
4356                 texturewidth = textureheight = waterwidth = waterheight = 0;
4357         else if (vid.support.arb_texture_non_power_of_two)
4358         {
4359                 texturewidth = waterwidth;
4360                 textureheight = waterheight;
4361         }
4362         else
4363         {
4364                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
4365                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
4366         }
4367
4368         // allocate textures as needed
4369         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
4370         {
4371                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
4372                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
4373                 {
4374                         if (p->texture_refraction)
4375                                 R_FreeTexture(p->texture_refraction);
4376                         p->texture_refraction = NULL;
4377                         if (p->texture_reflection)
4378                                 R_FreeTexture(p->texture_reflection);
4379                         p->texture_reflection = NULL;
4380                 }
4381                 memset(&r_waterstate, 0, sizeof(r_waterstate));
4382                 r_waterstate.texturewidth = texturewidth;
4383                 r_waterstate.textureheight = textureheight;
4384         }
4385
4386         if (r_waterstate.texturewidth)
4387         {
4388                 r_waterstate.enabled = true;
4389
4390                 // when doing a reduced render (HDR) we want to use a smaller area
4391                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4392                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4393
4394                 // set up variables that will be used in shader setup
4395                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4396                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4397                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4398                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4399         }
4400
4401         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
4402         r_waterstate.numwaterplanes = 0;
4403 }
4404
4405 void R_Water_AddWaterPlane(msurface_t *surface)
4406 {
4407         int triangleindex, planeindex;
4408         const int *e;
4409         vec3_t vert[3];
4410         vec3_t normal;
4411         vec3_t center;
4412         mplane_t plane;
4413         r_waterstate_waterplane_t *p;
4414         texture_t *t = R_GetCurrentTexture(surface->texture);
4415         // just use the first triangle with a valid normal for any decisions
4416         VectorClear(normal);
4417         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
4418         {
4419                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
4420                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
4421                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
4422                 TriangleNormal(vert[0], vert[1], vert[2], normal);
4423                 if (VectorLength2(normal) >= 0.001)
4424                         break;
4425         }
4426
4427         VectorCopy(normal, plane.normal);
4428         VectorNormalize(plane.normal);
4429         plane.dist = DotProduct(vert[0], plane.normal);
4430         PlaneClassify(&plane);
4431         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4432         {
4433                 // skip backfaces (except if nocullface is set)
4434                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4435                         return;
4436                 VectorNegate(plane.normal, plane.normal);
4437                 plane.dist *= -1;
4438                 PlaneClassify(&plane);
4439         }
4440
4441
4442         // find a matching plane if there is one
4443         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4444                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
4445                         break;
4446         if (planeindex >= r_waterstate.maxwaterplanes)
4447                 return; // nothing we can do, out of planes
4448
4449         // if this triangle does not fit any known plane rendered this frame, add one
4450         if (planeindex >= r_waterstate.numwaterplanes)
4451         {
4452                 // store the new plane
4453                 r_waterstate.numwaterplanes++;
4454                 p->plane = plane;
4455                 // clear materialflags and pvs
4456                 p->materialflags = 0;
4457                 p->pvsvalid = false;
4458         }
4459         // merge this surface's materialflags into the waterplane
4460         p->materialflags |= t->currentmaterialflags;
4461         // merge this surface's PVS into the waterplane
4462         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
4463         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4464          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4465         {
4466                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4467                 p->pvsvalid = true;
4468         }
4469 }
4470
4471 static void R_Water_ProcessPlanes(void)
4472 {
4473         r_refdef_view_t originalview;
4474         r_refdef_view_t myview;
4475         int planeindex;
4476         r_waterstate_waterplane_t *p;
4477
4478         originalview = r_refdef.view;
4479
4480         // make sure enough textures are allocated
4481         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4482         {
4483                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4484                 {
4485                         if (!p->texture_refraction)
4486                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
4487                         if (!p->texture_refraction)
4488                                 goto error;
4489                 }
4490
4491                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4492                 {
4493                         if (!p->texture_reflection)
4494                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
4495                         if (!p->texture_reflection)
4496                                 goto error;
4497                 }
4498         }
4499
4500         // render views
4501         r_refdef.view = originalview;
4502         r_refdef.view.showdebug = false;
4503         r_refdef.view.width = r_waterstate.waterwidth;
4504         r_refdef.view.height = r_waterstate.waterheight;
4505         r_refdef.view.useclipplane = true;
4506         myview = r_refdef.view;
4507         r_waterstate.renderingscene = true;
4508         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4509         {
4510                 // render the normal view scene and copy into texture
4511                 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
4512                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4513                 {
4514                         r_refdef.view = myview;
4515                         r_refdef.view.clipplane = p->plane;
4516                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4517                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4518                         PlaneClassify(&r_refdef.view.clipplane);
4519
4520                         R_ResetViewRendering3D();
4521                         R_ClearScreen(r_refdef.fogenabled);
4522                         R_View_Update();
4523                         R_RenderScene();
4524
4525                         // copy view into the screen texture
4526                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
4527                         GL_ActiveTexture(0);
4528                         CHECKGLERROR
4529                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4530                 }
4531
4532                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4533                 {
4534                         r_refdef.view = myview;
4535                         // render reflected scene and copy into texture
4536                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4537                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
4538                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4539                         r_refdef.view.clipplane = p->plane;
4540                         // reverse the cullface settings for this render
4541                         r_refdef.view.cullface_front = GL_FRONT;
4542                         r_refdef.view.cullface_back = GL_BACK;
4543                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4544                         {
4545                                 r_refdef.view.usecustompvs = true;
4546                                 if (p->pvsvalid)
4547                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4548                                 else
4549                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4550                         }
4551
4552                         R_ResetViewRendering3D();
4553                         R_ClearScreen(r_refdef.fogenabled);
4554                         R_View_Update();
4555                         R_RenderScene();
4556
4557                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
4558                         GL_ActiveTexture(0);
4559                         CHECKGLERROR
4560                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4561                 }
4562         }
4563         r_waterstate.renderingscene = false;
4564         r_refdef.view = originalview;
4565         R_ResetViewRendering3D();
4566         R_ClearScreen(r_refdef.fogenabled);
4567         R_View_Update();
4568         return;
4569 error:
4570         r_refdef.view = originalview;
4571         r_waterstate.renderingscene = false;
4572         Cvar_SetValueQuick(&r_water, 0);
4573         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
4574         return;
4575 }
4576
4577 void R_Bloom_StartFrame(void)
4578 {
4579         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
4580
4581         switch(vid.renderpath)
4582         {
4583         case RENDERPATH_GL20:
4584                 break;
4585         case RENDERPATH_GL13:
4586         case RENDERPATH_GL11:
4587                 return;
4588         }
4589
4590         // set bloomwidth and bloomheight to the bloom resolution that will be
4591         // used (often less than the screen resolution for faster rendering)
4592         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
4593         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
4594         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
4595         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
4596         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
4597
4598         // calculate desired texture sizes
4599         if (vid.support.arb_texture_non_power_of_two)
4600         {
4601                 screentexturewidth = r_refdef.view.width;
4602                 screentextureheight = r_refdef.view.height;
4603                 bloomtexturewidth = r_bloomstate.bloomwidth;
4604                 bloomtextureheight = r_bloomstate.bloomheight;
4605         }
4606         else
4607         {
4608                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
4609                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
4610                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
4611                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
4612         }
4613
4614         if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
4615         {
4616                 Cvar_SetValueQuick(&r_hdr, 0);
4617                 Cvar_SetValueQuick(&r_bloom, 0);
4618                 Cvar_SetValueQuick(&r_motionblur, 0);
4619                 Cvar_SetValueQuick(&r_damageblur, 0);
4620         }
4621
4622         if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
4623                 screentexturewidth = screentextureheight = 0;
4624         if (!r_hdr.integer && !r_bloom.integer)
4625                 bloomtexturewidth = bloomtextureheight = 0;
4626
4627         // allocate textures as needed
4628         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
4629         {
4630                 if (r_bloomstate.texture_screen)
4631                         R_FreeTexture(r_bloomstate.texture_screen);
4632                 r_bloomstate.texture_screen = NULL;
4633                 r_bloomstate.screentexturewidth = screentexturewidth;
4634                 r_bloomstate.screentextureheight = screentextureheight;
4635                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
4636                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
4637         }
4638         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
4639         {
4640                 if (r_bloomstate.texture_bloom)
4641                         R_FreeTexture(r_bloomstate.texture_bloom);
4642                 r_bloomstate.texture_bloom = NULL;
4643                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
4644                 r_bloomstate.bloomtextureheight = bloomtextureheight;
4645                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
4646                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
4647         }
4648
4649         // when doing a reduced render (HDR) we want to use a smaller area
4650         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
4651         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
4652         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
4653         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
4654         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
4655
4656         // set up a texcoord array for the full resolution screen image
4657         // (we have to keep this around to copy back during final render)
4658         r_bloomstate.screentexcoord2f[0] = 0;
4659         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
4660         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
4661         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
4662         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
4663         r_bloomstate.screentexcoord2f[5] = 0;
4664         r_bloomstate.screentexcoord2f[6] = 0;
4665         r_bloomstate.screentexcoord2f[7] = 0;
4666
4667         // set up a texcoord array for the reduced resolution bloom image
4668         // (which will be additive blended over the screen image)
4669         r_bloomstate.bloomtexcoord2f[0] = 0;
4670         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4671         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
4672         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4673         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
4674         r_bloomstate.bloomtexcoord2f[5] = 0;
4675         r_bloomstate.bloomtexcoord2f[6] = 0;
4676         r_bloomstate.bloomtexcoord2f[7] = 0;
4677
4678         if (r_hdr.integer || r_bloom.integer)
4679         {
4680                 r_bloomstate.enabled = true;
4681                 r_bloomstate.hdr = r_hdr.integer != 0;
4682         }
4683
4684         R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
4685 }
4686
4687 void R_Bloom_CopyBloomTexture(float colorscale)
4688 {
4689         r_refdef.stats.bloom++;
4690
4691         // scale down screen texture to the bloom texture size
4692         CHECKGLERROR
4693         R_SetViewport(&r_bloomstate.viewport);
4694         GL_BlendFunc(GL_ONE, GL_ZERO);
4695         GL_Color(colorscale, colorscale, colorscale, 1);
4696         // TODO: optimize with multitexture or GLSL
4697         R_SetupGenericShader(true);
4698         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4699         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4700         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4701         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4702
4703         // we now have a bloom image in the framebuffer
4704         // copy it into the bloom image texture for later processing
4705         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4706         GL_ActiveTexture(0);
4707         CHECKGLERROR
4708         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4709         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4710 }
4711
4712 void R_Bloom_CopyHDRTexture(void)
4713 {
4714         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4715         GL_ActiveTexture(0);
4716         CHECKGLERROR
4717         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4718         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4719 }
4720
4721 void R_Bloom_MakeTexture(void)
4722 {
4723         int x, range, dir;
4724         float xoffset, yoffset, r, brighten;
4725
4726         r_refdef.stats.bloom++;
4727
4728         R_ResetViewRendering2D();
4729         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4730         R_Mesh_ColorPointer(NULL, 0, 0);
4731         R_SetupGenericShader(true);
4732
4733         // we have a bloom image in the framebuffer
4734         CHECKGLERROR
4735         R_SetViewport(&r_bloomstate.viewport);
4736
4737         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4738         {
4739                 x *= 2;
4740                 r = bound(0, r_bloom_colorexponent.value / x, 1);
4741                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4742                 GL_Color(r, r, r, 1);
4743                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4744                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4745                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4746                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4747
4748                 // copy the vertically blurred bloom view to a texture
4749                 GL_ActiveTexture(0);
4750                 CHECKGLERROR
4751                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4752                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4753         }
4754
4755         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4756         brighten = r_bloom_brighten.value;
4757         if (r_hdr.integer)
4758                 brighten *= r_hdr_range.value;
4759         brighten = sqrt(brighten);
4760         if(range >= 1)
4761                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
4762         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4763         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4764
4765         for (dir = 0;dir < 2;dir++)
4766         {
4767                 // blend on at multiple vertical offsets to achieve a vertical blur
4768                 // TODO: do offset blends using GLSL
4769                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
4770                 GL_BlendFunc(GL_ONE, GL_ZERO);
4771                 for (x = -range;x <= range;x++)
4772                 {
4773                         if (!dir){xoffset = 0;yoffset = x;}
4774                         else {xoffset = x;yoffset = 0;}
4775                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
4776                         yoffset /= (float)r_bloomstate.bloomtextureheight;
4777                         // compute a texcoord array with the specified x and y offset
4778                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4779                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4780                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4781                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4782                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4783                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4784                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4785                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4786                         // this r value looks like a 'dot' particle, fading sharply to
4787                         // black at the edges
4788                         // (probably not realistic but looks good enough)
4789                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4790                         //r = brighten/(range*2+1);
4791                         r = brighten / (range * 2 + 1);
4792                         if(range >= 1)
4793                                 r *= (1 - x*x/(float)(range*range));
4794                         GL_Color(r, r, r, 1);
4795                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4796                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4797                         GL_BlendFunc(GL_ONE, GL_ONE);
4798                 }
4799
4800                 // copy the vertically blurred bloom view to a texture
4801                 GL_ActiveTexture(0);
4802                 CHECKGLERROR
4803                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4804                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4805         }
4806
4807         // apply subtract last
4808         // (just like it would be in a GLSL shader)
4809         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
4810         {
4811                 GL_BlendFunc(GL_ONE, GL_ZERO);
4812                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4813                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4814                 GL_Color(1, 1, 1, 1);
4815                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4816                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4817
4818                 GL_BlendFunc(GL_ONE, GL_ONE);
4819                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4820                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4821                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4822                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4823                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4824                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4825                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4826
4827                 // copy the darkened bloom view to a texture
4828                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4829                 GL_ActiveTexture(0);
4830                 CHECKGLERROR
4831                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4832                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4833         }
4834 }
4835
4836 void R_HDR_RenderBloomTexture(void)
4837 {
4838         int oldwidth, oldheight;
4839         float oldcolorscale;
4840
4841         oldcolorscale = r_refdef.view.colorscale;
4842         oldwidth = r_refdef.view.width;
4843         oldheight = r_refdef.view.height;
4844         r_refdef.view.width = r_bloomstate.bloomwidth;
4845         r_refdef.view.height = r_bloomstate.bloomheight;
4846
4847         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
4848         // TODO: add exposure compensation features
4849         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4850
4851         r_refdef.view.showdebug = false;
4852         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4853
4854         R_ResetViewRendering3D();
4855
4856         R_ClearScreen(r_refdef.fogenabled);
4857         if (r_timereport_active)
4858                 R_TimeReport("HDRclear");
4859
4860         R_View_Update();
4861         if (r_timereport_active)
4862                 R_TimeReport("visibility");
4863
4864         // only do secondary renders with HDR if r_hdr is 2 or higher
4865         r_waterstate.numwaterplanes = 0;
4866         if (r_waterstate.enabled && r_hdr.integer >= 2)
4867                 R_RenderWaterPlanes();
4868
4869         r_refdef.view.showdebug = true;
4870         R_RenderScene();
4871         r_waterstate.numwaterplanes = 0;
4872
4873         R_ResetViewRendering2D();
4874
4875         R_Bloom_CopyHDRTexture();
4876         R_Bloom_MakeTexture();
4877
4878         // restore the view settings
4879         r_refdef.view.width = oldwidth;
4880         r_refdef.view.height = oldheight;
4881         r_refdef.view.colorscale = oldcolorscale;
4882
4883         R_ResetViewRendering3D();
4884
4885         R_ClearScreen(r_refdef.fogenabled);
4886         if (r_timereport_active)
4887                 R_TimeReport("viewclear");
4888 }
4889
4890 static void R_BlendView(void)
4891 {
4892         unsigned int permutation;
4893
4894         switch (vid.renderpath)
4895         {
4896         case RENDERPATH_GL20:
4897                 permutation =
4898                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4899                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4900                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4901                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4902                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4903
4904                 if (r_bloomstate.texture_screen)
4905                 {
4906                         // make sure the buffer is available
4907                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4908
4909                         R_ResetViewRendering2D();
4910                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4911                         R_Mesh_ColorPointer(NULL, 0, 0);
4912                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4913                         GL_ActiveTexture(0);CHECKGLERROR
4914
4915                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4916                         {
4917                                 // declare variables
4918                                 float speed;
4919                                 static float avgspeed;
4920
4921                                 speed = VectorLength(cl.movement_velocity);
4922
4923                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4924                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4925
4926                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4927                                 speed = bound(0, speed, 1);
4928                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4929
4930                                 // calculate values into a standard alpha
4931                                 cl.motionbluralpha = 1 - exp(-
4932                                                 (
4933                                                  (r_motionblur.value * speed / 80)
4934                                                  +
4935                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4936                                                 )
4937                                                 /
4938                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
4939                                            );
4940
4941                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4942                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4943                                 // apply the blur
4944                                 if (cl.motionbluralpha > 0)
4945                                 {
4946                                         R_SetupGenericShader(true);
4947                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4948                                         GL_Color(1, 1, 1, cl.motionbluralpha);
4949                                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4950                                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4951                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4952                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4953                                 }
4954                         }
4955
4956                         // copy view into the screen texture
4957                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4958                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4959                 }
4960                 else if (!r_bloomstate.texture_bloom)
4961                         break; // no screen processing, no bloom, skip it
4962
4963                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4964                 {
4965                         // render simple bloom effect
4966                         // copy the screen and shrink it and darken it for the bloom process
4967                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4968                         // make the bloom texture
4969                         R_Bloom_MakeTexture();
4970                 }
4971
4972                 R_ResetViewRendering2D();
4973                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4974                 R_Mesh_ColorPointer(NULL, 0, 0);
4975                 GL_Color(1, 1, 1, 1);
4976                 GL_BlendFunc(GL_ONE, GL_ZERO);
4977                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4978                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4979                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4980                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4981                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4982                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4983                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4984                 if (r_glsl_permutation->loc_TintColor >= 0)
4985                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4986                 if (r_glsl_permutation->loc_ClientTime >= 0)
4987                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4988                 if (r_glsl_permutation->loc_PixelSize >= 0)
4989                         qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4990                 if (r_glsl_permutation->loc_UserVec1 >= 0)
4991                 {
4992                         float a=0, b=0, c=0, d=0;
4993 #if _MSC_VER >= 1400
4994 #define sscanf sscanf_s
4995 #endif
4996                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4997                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4998                 }
4999                 if (r_glsl_permutation->loc_UserVec2 >= 0)
5000                 {
5001                         float a=0, b=0, c=0, d=0;
5002                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
5003                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
5004                 }
5005                 if (r_glsl_permutation->loc_UserVec3 >= 0)
5006                 {
5007                         float a=0, b=0, c=0, d=0;
5008                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
5009                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
5010                 }
5011                 if (r_glsl_permutation->loc_UserVec4 >= 0)
5012                 {
5013                         float a=0, b=0, c=0, d=0;
5014                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
5015                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
5016                 }
5017                 if (r_glsl_permutation->loc_Saturation >= 0)
5018                         qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
5019                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
5020                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
5021                 break;
5022         case RENDERPATH_GL13:
5023         case RENDERPATH_GL11:
5024                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
5025                 {
5026                         // apply a color tint to the whole view
5027                         R_ResetViewRendering2D();
5028                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
5029                         R_Mesh_ColorPointer(NULL, 0, 0);
5030                         R_SetupGenericShader(false);
5031                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5032                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
5033                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
5034                 }
5035                 break;
5036         }
5037 }
5038
5039 matrix4x4_t r_waterscrollmatrix;
5040
5041 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
5042 {
5043         if (r_refdef.fog_density)
5044         {
5045                 r_refdef.fogcolor[0] = r_refdef.fog_red;
5046                 r_refdef.fogcolor[1] = r_refdef.fog_green;
5047                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5048
5049                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5050                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5051                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5052                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5053
5054                 {
5055                         vec3_t fogvec;
5056                         VectorCopy(r_refdef.fogcolor, fogvec);
5057                         //   color.rgb *= ContrastBoost * SceneBrightness;
5058                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5059                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5060                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5061                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5062                 }
5063         }
5064 }
5065
5066 void R_UpdateVariables(void)
5067 {
5068         R_Textures_Frame();
5069
5070         r_refdef.scene.ambient = r_ambient.value;
5071
5072         r_refdef.farclip = r_farclip_base.value;
5073         if (r_refdef.scene.worldmodel)
5074                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5075         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5076
5077         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5078                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5079         r_refdef.polygonfactor = 0;
5080         r_refdef.polygonoffset = 0;
5081         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
5082         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
5083
5084         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5085         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5086         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
5087         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5088         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5089         if (r_showsurfaces.integer)
5090         {
5091                 r_refdef.scene.rtworld = false;
5092                 r_refdef.scene.rtworldshadows = false;
5093                 r_refdef.scene.rtdlight = false;
5094                 r_refdef.scene.rtdlightshadows = false;
5095                 r_refdef.lightmapintensity = 0;
5096         }
5097
5098         if (gamemode == GAME_NEHAHRA)
5099         {
5100                 if (gl_fogenable.integer)
5101                 {
5102                         r_refdef.oldgl_fogenable = true;
5103                         r_refdef.fog_density = gl_fogdensity.value;
5104                         r_refdef.fog_red = gl_fogred.value;
5105                         r_refdef.fog_green = gl_foggreen.value;
5106                         r_refdef.fog_blue = gl_fogblue.value;
5107                         r_refdef.fog_alpha = 1;
5108                         r_refdef.fog_start = 0;
5109                         r_refdef.fog_end = gl_skyclip.value;
5110                         r_refdef.fog_height = 1<<30;
5111                         r_refdef.fog_fadedepth = 128;
5112                 }
5113                 else if (r_refdef.oldgl_fogenable)
5114                 {
5115                         r_refdef.oldgl_fogenable = false;
5116                         r_refdef.fog_density = 0;
5117                         r_refdef.fog_red = 0;
5118                         r_refdef.fog_green = 0;
5119                         r_refdef.fog_blue = 0;
5120                         r_refdef.fog_alpha = 0;
5121                         r_refdef.fog_start = 0;
5122                         r_refdef.fog_end = 0;
5123                         r_refdef.fog_height = 1<<30;
5124                         r_refdef.fog_fadedepth = 128;
5125                 }
5126         }
5127
5128         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5129         r_refdef.fog_start = max(0, r_refdef.fog_start);
5130         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5131
5132         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
5133
5134         if (r_refdef.fog_density && r_drawfog.integer)
5135         {
5136                 r_refdef.fogenabled = true;
5137                 // this is the point where the fog reaches 0.9986 alpha, which we
5138                 // consider a good enough cutoff point for the texture
5139                 // (0.9986 * 256 == 255.6)
5140                 if (r_fog_exp2.integer)
5141                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5142                 else
5143                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5144                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5145                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5146                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5147                 // fog color was already set
5148                 // update the fog texture
5149                 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
5150                         R_BuildFogTexture();
5151         }
5152         else
5153                 r_refdef.fogenabled = false;
5154
5155         switch(vid.renderpath)
5156         {
5157         case RENDERPATH_GL20:
5158                 if(v_glslgamma.integer && !vid_gammatables_trivial)
5159                 {
5160                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5161                         {
5162                                 // build GLSL gamma texture
5163 #define RAMPWIDTH 256
5164                                 unsigned short ramp[RAMPWIDTH * 3];
5165                                 unsigned char rampbgr[RAMPWIDTH][4];
5166                                 int i;
5167
5168                                 r_texture_gammaramps_serial = vid_gammatables_serial;
5169
5170                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5171                                 for(i = 0; i < RAMPWIDTH; ++i)
5172                                 {
5173                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5174                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5175                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5176                                         rampbgr[i][3] = 0;
5177                                 }
5178                                 if (r_texture_gammaramps)
5179                                 {
5180                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
5181                                 }
5182                                 else
5183                                 {
5184                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
5185                                 }
5186                         }
5187                 }
5188                 else
5189                 {
5190                         // remove GLSL gamma texture
5191                 }
5192                 break;
5193         case RENDERPATH_GL13:
5194         case RENDERPATH_GL11:
5195                 break;
5196         }
5197 }
5198
5199 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5200 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5201 /*
5202 ================
5203 R_SelectScene
5204 ================
5205 */
5206 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5207         if( scenetype != r_currentscenetype ) {
5208                 // store the old scenetype
5209                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5210                 r_currentscenetype = scenetype;
5211                 // move in the new scene
5212                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5213         }
5214 }
5215
5216 /*
5217 ================
5218 R_GetScenePointer
5219 ================
5220 */
5221 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5222 {
5223         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
5224         if( scenetype == r_currentscenetype ) {
5225                 return &r_refdef.scene;
5226         } else {
5227                 return &r_scenes_store[ scenetype ];
5228         }
5229 }
5230
5231 /*
5232 ================
5233 R_RenderView
5234 ================
5235 */
5236 void R_RenderView(void)
5237 {
5238         if (r_timereport_active)
5239                 R_TimeReport("start");
5240         r_frame++; // used only by R_GetCurrentTexture
5241         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5242
5243         if (!r_drawentities.integer)
5244                 r_refdef.scene.numentities = 0;
5245
5246         R_AnimCache_ClearCache();
5247         R_FrameData_NewFrame();
5248
5249         if (r_refdef.view.isoverlay)
5250         {
5251                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5252                 GL_Clear( GL_DEPTH_BUFFER_BIT );
5253                 R_TimeReport("depthclear");
5254
5255                 r_refdef.view.showdebug = false;
5256
5257                 r_waterstate.enabled = false;
5258                 r_waterstate.numwaterplanes = 0;
5259
5260                 R_RenderScene();
5261
5262                 CHECKGLERROR
5263                 return;
5264         }
5265
5266         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
5267                 return; //Host_Error ("R_RenderView: NULL worldmodel");
5268
5269         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
5270
5271         // break apart the view matrix into vectors for various purposes
5272         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5273         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5274         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5275         VectorNegate(r_refdef.view.left, r_refdef.view.right);
5276         // make an inverted copy of the view matrix for tracking sprites
5277         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5278
5279         R_Shadow_UpdateWorldLightSelection();
5280
5281         R_Bloom_StartFrame();
5282         R_Water_StartFrame();
5283
5284         CHECKGLERROR
5285         if (r_timereport_active)
5286                 R_TimeReport("viewsetup");
5287
5288         R_ResetViewRendering3D();
5289
5290         if (r_refdef.view.clear || r_refdef.fogenabled)
5291         {
5292                 R_ClearScreen(r_refdef.fogenabled);
5293                 if (r_timereport_active)
5294                         R_TimeReport("viewclear");
5295         }
5296         r_refdef.view.clear = true;
5297
5298         // this produces a bloom texture to be used in R_BlendView() later
5299         if (r_hdr.integer && r_bloomstate.bloomwidth)
5300                 R_HDR_RenderBloomTexture();
5301
5302         r_refdef.view.showdebug = true;
5303
5304         R_View_Update();
5305         if (r_timereport_active)
5306                 R_TimeReport("visibility");
5307
5308         r_waterstate.numwaterplanes = 0;
5309         if (r_waterstate.enabled)
5310                 R_RenderWaterPlanes();
5311
5312         R_RenderScene();
5313         r_waterstate.numwaterplanes = 0;
5314
5315         R_BlendView();
5316         if (r_timereport_active)
5317                 R_TimeReport("blendview");
5318
5319         GL_Scissor(0, 0, vid.width, vid.height);
5320         GL_ScissorTest(false);
5321         CHECKGLERROR
5322 }
5323
5324 void R_RenderWaterPlanes(void)
5325 {
5326         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5327         {
5328                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5329                 if (r_timereport_active)
5330                         R_TimeReport("waterworld");
5331         }
5332
5333         // don't let sound skip if going slow
5334         if (r_refdef.scene.extraupdate)
5335                 S_ExtraUpdate ();
5336
5337         R_DrawModelsAddWaterPlanes();
5338         if (r_timereport_active)
5339                 R_TimeReport("watermodels");
5340
5341         if (r_waterstate.numwaterplanes)
5342         {
5343                 R_Water_ProcessPlanes();
5344                 if (r_timereport_active)
5345                         R_TimeReport("waterscenes");
5346         }
5347 }
5348
5349 extern void R_DrawLightningBeams (void);
5350 extern void VM_CL_AddPolygonsToMeshQueue (void);
5351 extern void R_DrawPortals (void);
5352 extern cvar_t cl_locs_show;
5353 static void R_DrawLocs(void);
5354 static void R_DrawEntityBBoxes(void);
5355 static void R_DrawModelDecals(void);
5356 extern cvar_t cl_decals_newsystem;
5357 extern qboolean r_shadow_usingdeferredprepass;
5358 void R_RenderScene(void)
5359 {
5360         r_refdef.stats.renders++;
5361
5362         R_UpdateFogColor();
5363
5364         // don't let sound skip if going slow
5365         if (r_refdef.scene.extraupdate)
5366                 S_ExtraUpdate ();
5367
5368         R_MeshQueue_BeginScene();
5369
5370         R_SkyStartFrame();
5371
5372         Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
5373
5374         if (cl.csqc_vidvars.drawworld)
5375         {
5376                 // don't let sound skip if going slow
5377                 if (r_refdef.scene.extraupdate)
5378                         S_ExtraUpdate ();
5379
5380                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5381                 {
5382                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5383                         if (r_timereport_active)
5384                                 R_TimeReport("worldsky");
5385                 }
5386
5387                 if (R_DrawBrushModelsSky() && r_timereport_active)
5388                         R_TimeReport("bmodelsky");
5389
5390                 if (skyrendermasked && skyrenderlater)
5391                 {
5392                         // we have to force off the water clipping plane while rendering sky
5393                         R_SetupView(false);
5394                         R_Sky();
5395                         R_SetupView(true);
5396                         if (r_timereport_active)
5397                                 R_TimeReport("sky");
5398                 }
5399         }
5400
5401         R_AnimCache_CacheVisibleEntities();
5402         if (r_timereport_active)
5403                 R_TimeReport("animation");
5404
5405         R_Shadow_PrepareLights();
5406         if (r_timereport_active)
5407                 R_TimeReport("preparelights");
5408
5409         if (r_shadow_usingdeferredprepass)
5410                 R_Shadow_DrawPrepass();
5411
5412         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5413         {
5414                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5415                 if (r_timereport_active)
5416                         R_TimeReport("worlddepth");
5417         }
5418         if (r_depthfirst.integer >= 2)
5419         {
5420                 R_DrawModelsDepth();
5421                 if (r_timereport_active)
5422                         R_TimeReport("modeldepth");
5423         }
5424
5425         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5426         {
5427                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5428                 if (r_timereport_active)
5429                         R_TimeReport("world");
5430         }
5431
5432         // don't let sound skip if going slow
5433         if (r_refdef.scene.extraupdate)
5434                 S_ExtraUpdate ();
5435
5436         R_DrawModels();
5437         if (r_timereport_active)
5438                 R_TimeReport("models");
5439
5440         // don't let sound skip if going slow
5441         if (r_refdef.scene.extraupdate)
5442                 S_ExtraUpdate ();
5443
5444         if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5445         {
5446                 R_DrawModelShadows();
5447                 R_ResetViewRendering3D();
5448                 // don't let sound skip if going slow
5449                 if (r_refdef.scene.extraupdate)
5450                         S_ExtraUpdate ();
5451         }
5452
5453         if (!r_shadow_usingdeferredprepass)
5454         {
5455                 R_Shadow_DrawLights();
5456                 if (r_timereport_active)
5457                         R_TimeReport("rtlights");
5458         }
5459
5460         // don't let sound skip if going slow
5461         if (r_refdef.scene.extraupdate)
5462                 S_ExtraUpdate ();
5463
5464         if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5465         {
5466                 R_DrawModelShadows();
5467                 R_ResetViewRendering3D();
5468                 // don't let sound skip if going slow
5469                 if (r_refdef.scene.extraupdate)
5470                         S_ExtraUpdate ();
5471         }
5472
5473         if (cl.csqc_vidvars.drawworld)
5474         {
5475                 if (cl_decals_newsystem.integer)
5476                 {
5477                         R_DrawModelDecals();
5478                         if (r_timereport_active)
5479                                 R_TimeReport("modeldecals");
5480                 }
5481                 else
5482                 {
5483                         R_DrawDecals();
5484                         if (r_timereport_active)
5485                                 R_TimeReport("decals");
5486                 }
5487
5488                 R_DrawParticles();
5489                 if (r_timereport_active)
5490                         R_TimeReport("particles");
5491
5492                 R_DrawExplosions();
5493                 if (r_timereport_active)
5494                         R_TimeReport("explosions");
5495
5496                 R_DrawLightningBeams();
5497                 if (r_timereport_active)
5498                         R_TimeReport("lightning");
5499         }
5500
5501         R_SetupGenericShader(true);
5502         VM_CL_AddPolygonsToMeshQueue();
5503
5504         if (r_refdef.view.showdebug)
5505         {
5506                 if (cl_locs_show.integer)
5507                 {
5508                         R_DrawLocs();
5509                         if (r_timereport_active)
5510                                 R_TimeReport("showlocs");
5511                 }
5512
5513                 if (r_drawportals.integer)
5514                 {
5515                         R_DrawPortals();
5516                         if (r_timereport_active)
5517                                 R_TimeReport("portals");
5518                 }
5519
5520                 if (r_showbboxes.value > 0)
5521                 {
5522                         R_DrawEntityBBoxes();
5523                         if (r_timereport_active)
5524                                 R_TimeReport("bboxes");
5525                 }
5526         }
5527
5528         R_SetupGenericShader(true);
5529         R_MeshQueue_RenderTransparent();
5530         if (r_timereport_active)
5531                 R_TimeReport("drawtrans");
5532
5533         R_SetupGenericShader(true);
5534
5535         if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0))
5536         {
5537                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
5538                 if (r_timereport_active)
5539                         R_TimeReport("worlddebug");
5540                 R_DrawModelsDebug();
5541                 if (r_timereport_active)
5542                         R_TimeReport("modeldebug");
5543         }
5544
5545         R_SetupGenericShader(true);
5546
5547         if (cl.csqc_vidvars.drawworld)
5548         {
5549                 R_Shadow_DrawCoronas();
5550                 if (r_timereport_active)
5551                         R_TimeReport("coronas");
5552         }
5553
5554         // don't let sound skip if going slow
5555         if (r_refdef.scene.extraupdate)
5556                 S_ExtraUpdate ();
5557
5558         R_ResetViewRendering2D();
5559 }
5560
5561 static const unsigned short bboxelements[36] =
5562 {
5563         5, 1, 3, 5, 3, 7,
5564         6, 2, 0, 6, 0, 4,
5565         7, 3, 2, 7, 2, 6,
5566         4, 0, 1, 4, 1, 5,
5567         4, 5, 7, 4, 7, 6,
5568         1, 0, 2, 1, 2, 3,
5569 };
5570
5571 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
5572 {
5573         int i;
5574         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
5575
5576         RSurf_ActiveWorldEntity();
5577
5578         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5579         GL_DepthMask(false);
5580         GL_DepthRange(0, 1);
5581         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5582         R_Mesh_ResetTextureState();
5583
5584         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
5585         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
5586         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
5587         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
5588         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
5589         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
5590         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
5591         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
5592         R_FillColors(color4f, 8, cr, cg, cb, ca);
5593         if (r_refdef.fogenabled)
5594         {
5595                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
5596                 {
5597                         f1 = RSurf_FogVertex(v);
5598                         f2 = 1 - f1;
5599                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
5600                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
5601                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
5602                 }
5603         }
5604         R_Mesh_VertexPointer(vertex3f, 0, 0);
5605         R_Mesh_ColorPointer(color4f, 0, 0);
5606         R_Mesh_ResetTextureState();
5607         R_SetupGenericShader(false);
5608         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
5609 }
5610
5611 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5612 {
5613         int i;
5614         float color[4];
5615         prvm_edict_t *edict;
5616         prvm_prog_t *prog_save = prog;
5617
5618         // this function draws bounding boxes of server entities
5619         if (!sv.active)
5620                 return;
5621
5622         GL_CullFace(GL_NONE);
5623         R_SetupGenericShader(false);
5624
5625         prog = 0;
5626         SV_VM_Begin();
5627         for (i = 0;i < numsurfaces;i++)
5628         {
5629                 edict = PRVM_EDICT_NUM(surfacelist[i]);
5630                 switch ((int)edict->fields.server->solid)
5631                 {
5632                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
5633                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
5634                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
5635                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
5636                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
5637                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
5638                 }
5639                 color[3] *= r_showbboxes.value;
5640                 color[3] = bound(0, color[3], 1);
5641                 GL_DepthTest(!r_showdisabledepthtest.integer);
5642                 GL_CullFace(r_refdef.view.cullface_front);
5643                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
5644         }
5645         SV_VM_End();
5646         prog = prog_save;
5647 }
5648
5649 static void R_DrawEntityBBoxes(void)
5650 {
5651         int i;
5652         prvm_edict_t *edict;
5653         vec3_t center;
5654         prvm_prog_t *prog_save = prog;
5655
5656         // this function draws bounding boxes of server entities
5657         if (!sv.active)
5658                 return;
5659
5660         prog = 0;
5661         SV_VM_Begin();
5662         for (i = 0;i < prog->num_edicts;i++)
5663         {
5664                 edict = PRVM_EDICT_NUM(i);
5665                 if (edict->priv.server->free)
5666                         continue;
5667                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
5668                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
5669                         continue;
5670                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
5671                         continue;
5672                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
5673                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
5674         }
5675         SV_VM_End();
5676         prog = prog_save;
5677 }
5678
5679 static const int nomodelelement3i[24] =
5680 {
5681         5, 2, 0,
5682         5, 1, 2,
5683         5, 0, 3,
5684         5, 3, 1,
5685         0, 2, 4,
5686         2, 1, 4,
5687         3, 0, 4,
5688         1, 3, 4
5689 };
5690
5691 static const unsigned short nomodelelement3s[24] =
5692 {
5693         5, 2, 0,
5694         5, 1, 2,
5695         5, 0, 3,
5696         5, 3, 1,
5697         0, 2, 4,
5698         2, 1, 4,
5699         3, 0, 4,
5700         1, 3, 4
5701 };
5702
5703 static const float nomodelvertex3f[6*3] =
5704 {
5705         -16,   0,   0,
5706          16,   0,   0,
5707           0, -16,   0,
5708           0,  16,   0,
5709           0,   0, -16,
5710           0,   0,  16
5711 };
5712
5713 static const float nomodelcolor4f[6*4] =
5714 {
5715         0.0f, 0.0f, 0.5f, 1.0f,
5716         0.0f, 0.0f, 0.5f, 1.0f,
5717         0.0f, 0.5f, 0.0f, 1.0f,
5718         0.0f, 0.5f, 0.0f, 1.0f,
5719         0.5f, 0.0f, 0.0f, 1.0f,
5720         0.5f, 0.0f, 0.0f, 1.0f
5721 };
5722
5723 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5724 {
5725         int i;
5726         float f1, f2, *c;
5727         float color4f[6*4];
5728
5729         RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
5730
5731         // this is only called once per entity so numsurfaces is always 1, and
5732         // surfacelist is always {0}, so this code does not handle batches
5733
5734         if (rsurface.ent_flags & RENDER_ADDITIVE)
5735         {
5736                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5737                 GL_DepthMask(false);
5738         }
5739         else if (rsurface.ent_color[3] < 1)
5740         {
5741                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5742                 GL_DepthMask(false);
5743         }
5744         else
5745         {
5746                 GL_BlendFunc(GL_ONE, GL_ZERO);
5747                 GL_DepthMask(true);
5748         }
5749         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5750         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
5751         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
5752         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5753         R_SetupGenericShader(false);
5754         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5755         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5756         R_Mesh_ColorPointer(color4f, 0, 0);
5757         for (i = 0, c = color4f;i < 6;i++, c += 4)
5758         {
5759                 c[0] *= rsurface.ent_color[0];
5760                 c[1] *= rsurface.ent_color[1];
5761                 c[2] *= rsurface.ent_color[2];
5762                 c[3] *= rsurface.ent_color[3];
5763         }
5764         if (r_refdef.fogenabled)
5765         {
5766                 for (i = 0, c = color4f;i < 6;i++, c += 4)
5767                 {
5768                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
5769                         f2 = 1 - f1;
5770                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5771                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5772                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5773                 }
5774         }
5775         R_Mesh_ResetTextureState();
5776         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
5777 }
5778
5779 void R_DrawNoModel(entity_render_t *ent)
5780 {
5781         vec3_t org;
5782         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5783         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
5784                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5785         else
5786                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
5787 }
5788
5789 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5790 {
5791         vec3_t right1, right2, diff, normal;
5792
5793         VectorSubtract (org2, org1, normal);
5794
5795         // calculate 'right' vector for start
5796         VectorSubtract (r_refdef.view.origin, org1, diff);
5797         CrossProduct (normal, diff, right1);
5798         VectorNormalize (right1);
5799
5800         // calculate 'right' vector for end
5801         VectorSubtract (r_refdef.view.origin, org2, diff);
5802         CrossProduct (normal, diff, right2);
5803         VectorNormalize (right2);
5804
5805         vert[ 0] = org1[0] + width * right1[0];
5806         vert[ 1] = org1[1] + width * right1[1];
5807         vert[ 2] = org1[2] + width * right1[2];
5808         vert[ 3] = org1[0] - width * right1[0];
5809         vert[ 4] = org1[1] - width * right1[1];
5810         vert[ 5] = org1[2] - width * right1[2];
5811         vert[ 6] = org2[0] - width * right2[0];
5812         vert[ 7] = org2[1] - width * right2[1];
5813         vert[ 8] = org2[2] - width * right2[2];
5814         vert[ 9] = org2[0] + width * right2[0];
5815         vert[10] = org2[1] + width * right2[1];
5816         vert[11] = org2[2] + width * right2[2];
5817 }
5818
5819 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
5820 {
5821         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5822         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5823         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5824         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5825         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5826         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5827         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5828         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5829         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5830         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5831         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5832         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5833 }
5834
5835 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5836 {
5837         int i;
5838         float *vertex3f;
5839         float v[3];
5840         VectorSet(v, x, y, z);
5841         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5842                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5843                         break;
5844         if (i == mesh->numvertices)
5845         {
5846                 if (mesh->numvertices < mesh->maxvertices)
5847                 {
5848                         VectorCopy(v, vertex3f);
5849                         mesh->numvertices++;
5850                 }
5851                 return mesh->numvertices;
5852         }
5853         else
5854                 return i;
5855 }
5856
5857 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5858 {
5859         int i;
5860         int *e, element[3];
5861         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5862         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5863         e = mesh->element3i + mesh->numtriangles * 3;
5864         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5865         {
5866                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5867                 if (mesh->numtriangles < mesh->maxtriangles)
5868                 {
5869                         *e++ = element[0];
5870                         *e++ = element[1];
5871                         *e++ = element[2];
5872                         mesh->numtriangles++;
5873                 }
5874                 element[1] = element[2];
5875         }
5876 }
5877
5878 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5879 {
5880         int i;
5881         int *e, element[3];
5882         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5883         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5884         e = mesh->element3i + mesh->numtriangles * 3;
5885         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5886         {
5887                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5888                 if (mesh->numtriangles < mesh->maxtriangles)
5889                 {
5890                         *e++ = element[0];
5891                         *e++ = element[1];
5892                         *e++ = element[2];
5893                         mesh->numtriangles++;
5894                 }
5895                 element[1] = element[2];
5896         }
5897 }
5898
5899 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5900 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5901 {
5902         int planenum, planenum2;
5903         int w;
5904         int tempnumpoints;
5905         mplane_t *plane, *plane2;
5906         double maxdist;
5907         double temppoints[2][256*3];
5908         // figure out how large a bounding box we need to properly compute this brush
5909         maxdist = 0;
5910         for (w = 0;w < numplanes;w++)
5911                 maxdist = max(maxdist, fabs(planes[w].dist));
5912         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5913         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5914         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5915         {
5916                 w = 0;
5917                 tempnumpoints = 4;
5918                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5919                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5920                 {
5921                         if (planenum2 == planenum)
5922                                 continue;
5923                         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);
5924                         w = !w;
5925                 }
5926                 if (tempnumpoints < 3)
5927                         continue;
5928                 // generate elements forming a triangle fan for this polygon
5929                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5930         }
5931 }
5932
5933 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)
5934 {
5935         texturelayer_t *layer;
5936         layer = t->currentlayers + t->currentnumlayers++;
5937         layer->type = type;
5938         layer->depthmask = depthmask;
5939         layer->blendfunc1 = blendfunc1;
5940         layer->blendfunc2 = blendfunc2;
5941         layer->texture = texture;
5942         layer->texmatrix = *matrix;
5943         layer->color[0] = r * r_refdef.view.colorscale;
5944         layer->color[1] = g * r_refdef.view.colorscale;
5945         layer->color[2] = b * r_refdef.view.colorscale;
5946         layer->color[3] = a;
5947 }
5948
5949 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5950 {
5951         double index, f;
5952         index = parms[2] + r_refdef.scene.time * parms[3];
5953         index -= floor(index);
5954         switch (func)
5955         {
5956         default:
5957         case Q3WAVEFUNC_NONE:
5958         case Q3WAVEFUNC_NOISE:
5959         case Q3WAVEFUNC_COUNT:
5960                 f = 0;
5961                 break;
5962         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5963         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5964         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5965         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5966         case Q3WAVEFUNC_TRIANGLE:
5967                 index *= 4;
5968                 f = index - floor(index);
5969                 if (index < 1)
5970                         f = f;
5971                 else if (index < 2)
5972                         f = 1 - f;
5973                 else if (index < 3)
5974                         f = -f;
5975                 else
5976                         f = -(1 - f);
5977                 break;
5978         }
5979         return (float)(parms[0] + parms[1] * f);
5980 }
5981
5982 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5983 {
5984         int w, h, idx;
5985         float f;
5986         float tcmat[12];
5987         matrix4x4_t matrix, temp;
5988         switch(tcmod->tcmod)
5989         {
5990                 case Q3TCMOD_COUNT:
5991                 case Q3TCMOD_NONE:
5992                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5993                                 matrix = r_waterscrollmatrix;
5994                         else
5995                                 matrix = identitymatrix;
5996                         break;
5997                 case Q3TCMOD_ENTITYTRANSLATE:
5998                         // this is used in Q3 to allow the gamecode to control texcoord
5999                         // scrolling on the entity, which is not supported in darkplaces yet.
6000                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6001                         break;
6002                 case Q3TCMOD_ROTATE:
6003                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6004                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
6005                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6006                         break;
6007                 case Q3TCMOD_SCALE:
6008                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6009                         break;
6010                 case Q3TCMOD_SCROLL:
6011                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
6012                         break;
6013                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6014                         w = (int) tcmod->parms[0];
6015                         h = (int) tcmod->parms[1];
6016                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
6017                         f = f - floor(f);
6018                         idx = (int) floor(f * w * h);
6019                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6020                         break;
6021                 case Q3TCMOD_STRETCH:
6022                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6023                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6024                         break;
6025                 case Q3TCMOD_TRANSFORM:
6026                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
6027                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
6028                         VectorSet(tcmat +  6, 0                   , 0                , 1);
6029                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
6030                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6031                         break;
6032                 case Q3TCMOD_TURBULENT:
6033                         // this is handled in the RSurf_PrepareVertices function
6034                         matrix = identitymatrix;
6035                         break;
6036         }
6037         temp = *texmatrix;
6038         Matrix4x4_Concat(texmatrix, &matrix, &temp);
6039 }
6040
6041 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6042 {
6043         int textureflags = TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
6044         char name[MAX_QPATH];
6045         skinframe_t *skinframe;
6046         unsigned char pixels[296*194];
6047         strlcpy(cache->name, skinname, sizeof(cache->name));
6048         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6049         if (developer_loading.integer)
6050                 Con_Printf("loading %s\n", name);
6051         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6052         if (!skinframe || !skinframe->base)
6053         {
6054                 unsigned char *f;
6055                 fs_offset_t filesize;
6056                 skinframe = NULL;
6057                 f = FS_LoadFile(name, tempmempool, true, &filesize);
6058                 if (f)
6059                 {
6060                         if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
6061                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6062                         Mem_Free(f);
6063                 }
6064         }
6065         cache->skinframe = skinframe;
6066 }
6067
6068 texture_t *R_GetCurrentTexture(texture_t *t)
6069 {
6070         int i;
6071         const entity_render_t *ent = rsurface.entity;
6072         dp_model_t *model = ent->model;
6073         q3shaderinfo_layer_tcmod_t *tcmod;
6074
6075         if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
6076                 return t->currentframe;
6077         t->update_lastrenderframe = r_frame;
6078         t->update_lastrenderentity = (void *)ent;
6079
6080         // switch to an alternate material if this is a q1bsp animated material
6081         {
6082                 texture_t *texture = t;
6083                 int s = rsurface.ent_skinnum;
6084                 if ((unsigned int)s >= (unsigned int)model->numskins)
6085                         s = 0;
6086                 if (model->skinscenes)
6087                 {
6088                         if (model->skinscenes[s].framecount > 1)
6089                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6090                         else
6091                                 s = model->skinscenes[s].firstframe;
6092                 }
6093                 if (s > 0)
6094                         t = t + s * model->num_surfaces;
6095                 if (t->animated)
6096                 {
6097                         // use an alternate animation if the entity's frame is not 0,
6098                         // and only if the texture has an alternate animation
6099                         if (rsurface.ent_alttextures && t->anim_total[1])
6100                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
6101                         else
6102                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
6103                 }
6104                 texture->currentframe = t;
6105         }
6106
6107         // update currentskinframe to be a qw skin or animation frame
6108         if (rsurface.ent_qwskin >= 0)
6109         {
6110                 i = rsurface.ent_qwskin;
6111                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6112                 {
6113                         r_qwskincache_size = cl.maxclients;
6114                         if (r_qwskincache)
6115                                 Mem_Free(r_qwskincache);
6116                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6117                 }
6118                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6119                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6120                 t->currentskinframe = r_qwskincache[i].skinframe;
6121                 if (t->currentskinframe == NULL)
6122                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
6123         }
6124         else if (t->numskinframes >= 2)
6125                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
6126         if (t->backgroundnumskinframes >= 2)
6127                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
6128
6129         t->currentmaterialflags = t->basematerialflags;
6130         t->currentalpha = rsurface.ent_color[3];
6131         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
6132                 t->currentalpha *= r_wateralpha.value;
6133         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
6134                 t->currentalpha *= t->r_water_wateralpha;
6135         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
6136                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
6137         if (!(rsurface.ent_flags & RENDER_LIGHT))
6138                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
6139         else if (rsurface.modeltexcoordlightmap2f == NULL)
6140         {
6141                 // pick a model lighting mode
6142                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
6143                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
6144                 else
6145                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6146         }
6147         if (rsurface.ent_flags & RENDER_ADDITIVE)
6148                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6149         else if (t->currentalpha < 1)
6150                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6151         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6152                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6153         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6154                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6155         if (t->backgroundnumskinframes)
6156                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6157         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6158         {
6159                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
6160                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6161         }
6162         else
6163                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
6164
6165         // there is no tcmod
6166         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6167         {
6168                 t->currenttexmatrix = r_waterscrollmatrix;
6169                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6170         }
6171         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6172         {
6173                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6174                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6175         }
6176
6177         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6178                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6179         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6180                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6181
6182         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
6183         if (t->currentskinframe->qpixels)
6184                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6185         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6186         t->glosstexture = r_texture_black;
6187         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
6188         t->backgroundglosstexture = r_texture_black;
6189         t->specularpower = r_shadow_glossexponent.value;
6190         // TODO: store reference values for these in the texture?
6191         t->specularscale = 0;
6192         if (r_shadow_gloss.integer > 0)
6193         {
6194                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6195                 {
6196                         if (r_shadow_glossintensity.value > 0)
6197                         {
6198                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6199                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6200                                 t->specularscale = r_shadow_glossintensity.value;
6201                         }
6202                 }
6203                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6204                 {
6205                         t->glosstexture = r_texture_white;
6206                         t->backgroundglosstexture = r_texture_white;
6207                         t->specularscale = r_shadow_gloss2intensity.value;
6208                         t->specularpower = r_shadow_gloss2exponent.value;
6209                 }
6210         }
6211         t->specularscale *= t->specularscalemod;
6212         t->specularpower *= t->specularpowermod;
6213
6214         // lightmaps mode looks bad with dlights using actual texturing, so turn
6215         // off the colormap and glossmap, but leave the normalmap on as it still
6216         // accurately represents the shading involved
6217         if (gl_lightmaps.integer)
6218         {
6219                 t->basetexture = r_texture_grey128;
6220                 t->backgroundbasetexture = NULL;
6221                 t->specularscale = 0;
6222                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6223         }
6224
6225         Vector4Set(t->lightmapcolor, rsurface.ent_color[0], rsurface.ent_color[1], rsurface.ent_color[2], t->currentalpha);
6226         VectorClear(t->dlightcolor);
6227         t->currentnumlayers = 0;
6228         if (t->currentmaterialflags & MATERIALFLAG_WALL)
6229         {
6230                 int layerflags = 0;
6231                 int blendfunc1, blendfunc2;
6232                 qboolean depthmask;
6233                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6234                 {
6235                         blendfunc1 = GL_SRC_ALPHA;
6236                         blendfunc2 = GL_ONE;
6237                 }
6238                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6239                 {
6240                         blendfunc1 = GL_SRC_ALPHA;
6241                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
6242                 }
6243                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6244                 {
6245                         blendfunc1 = t->customblendfunc[0];
6246                         blendfunc2 = t->customblendfunc[1];
6247                 }
6248                 else
6249                 {
6250                         blendfunc1 = GL_ONE;
6251                         blendfunc2 = GL_ZERO;
6252                 }
6253                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
6254                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
6255                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
6256                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
6257                 {
6258                         // fullbright is not affected by r_refdef.lightmapintensity
6259                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
6260                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
6261                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
6262                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
6263                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
6264                 }
6265                 else
6266                 {
6267                         vec3_t ambientcolor;
6268                         float colorscale;
6269                         // set the color tint used for lights affecting this surface
6270                         VectorSet(t->dlightcolor, rsurface.ent_color[0] * t->lightmapcolor[3], rsurface.ent_color[1] * t->lightmapcolor[3], rsurface.ent_color[2] * t->lightmapcolor[3]);
6271                         colorscale = 2;
6272                         // q3bsp has no lightmap updates, so the lightstylevalue that
6273                         // would normally be baked into the lightmap must be
6274                         // applied to the color
6275                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
6276                         if (model->type == mod_brushq3)
6277                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
6278                         colorscale *= r_refdef.lightmapintensity;
6279                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
6280                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
6281                         // basic lit geometry
6282                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
6283                         // add pants/shirt if needed
6284                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
6285                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
6286                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
6287                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
6288                         // now add ambient passes if needed
6289                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
6290                         {
6291                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
6292                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
6293                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
6294                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
6295                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
6296                         }
6297                 }
6298                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
6299                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
6300                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
6301                 {
6302                         // if this is opaque use alpha blend which will darken the earlier
6303                         // passes cheaply.
6304                         //
6305                         // if this is an alpha blended material, all the earlier passes
6306                         // were darkened by fog already, so we only need to add the fog
6307                         // color ontop through the fog mask texture
6308                         //
6309                         // if this is an additive blended material, all the earlier passes
6310                         // were darkened by fog already, and we should not add fog color
6311                         // (because the background was not darkened, there is no fog color
6312                         // that was lost behind it).
6313                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
6314                 }
6315         }
6316
6317         return t->currentframe;
6318 }
6319
6320 rsurfacestate_t rsurface;
6321
6322 void R_Mesh_ResizeArrays(int newvertices)
6323 {
6324         float *base;
6325         if (rsurface.array_size >= newvertices)
6326                 return;
6327         if (rsurface.array_modelvertex3f)
6328                 Mem_Free(rsurface.array_modelvertex3f);
6329         rsurface.array_size = (newvertices + 1023) & ~1023;
6330         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
6331         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
6332         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
6333         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
6334         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
6335         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
6336         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
6337         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
6338         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
6339         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
6340         rsurface.array_color4f           = base + rsurface.array_size * 27;
6341         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
6342 }
6343
6344 void RSurf_ActiveWorldEntity(void)
6345 {
6346         dp_model_t *model = r_refdef.scene.worldmodel;
6347         //if (rsurface.entity == r_refdef.scene.worldentity)
6348         //      return;
6349         rsurface.entity = r_refdef.scene.worldentity;
6350         rsurface.skeleton = NULL;
6351         rsurface.ent_skinnum = 0;
6352         rsurface.ent_qwskin = -1;
6353         rsurface.ent_shadertime = 0;
6354         Vector4Set(rsurface.ent_color, 1, 1, 1, 1);
6355         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
6356         if (rsurface.array_size < model->surfmesh.num_vertices)
6357                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
6358         rsurface.matrix = identitymatrix;
6359         rsurface.inversematrix = identitymatrix;
6360         rsurface.matrixscale = 1;
6361         rsurface.inversematrixscale = 1;
6362         R_Mesh_Matrix(&identitymatrix);
6363         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
6364         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
6365         rsurface.fograngerecip = r_refdef.fograngerecip;
6366         rsurface.fogheightfade = r_refdef.fogheightfade;
6367         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
6368         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6369         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6370         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6371         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6372         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6373         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6374         VectorSet(rsurface.glowmod, 1, 1, 1);
6375         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6376         rsurface.frameblend[0].lerp = 1;
6377         rsurface.ent_alttextures = false;
6378         rsurface.basepolygonfactor = r_refdef.polygonfactor;
6379         rsurface.basepolygonoffset = r_refdef.polygonoffset;
6380         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
6381         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6382         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6383         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6384         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6385         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6386         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6387         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6388         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6389         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
6390         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6391         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6392         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
6393         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6394         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6395         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
6396         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6397         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6398         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
6399         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6400         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6401         rsurface.modelelement3i = model->surfmesh.data_element3i;
6402         rsurface.modelelement3s = model->surfmesh.data_element3s;
6403         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6404         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6405         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6406         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6407         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6408         rsurface.modelsurfaces = model->data_surfaces;
6409         rsurface.generatedvertex = false;
6410         rsurface.vertex3f  = rsurface.modelvertex3f;
6411         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6412         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6413         rsurface.svector3f = rsurface.modelsvector3f;
6414         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6415         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6416         rsurface.tvector3f = rsurface.modeltvector3f;
6417         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6418         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6419         rsurface.normal3f  = rsurface.modelnormal3f;
6420         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6421         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6422         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6423 }
6424
6425 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6426 {
6427         dp_model_t *model = ent->model;
6428         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6429         //      return;
6430         rsurface.entity = (entity_render_t *)ent;
6431         rsurface.skeleton = ent->skeleton;
6432         rsurface.ent_skinnum = ent->skinnum;
6433         rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
6434         rsurface.ent_shadertime = ent->shadertime;
6435         Vector4Set(rsurface.ent_color, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha);
6436         rsurface.ent_flags = ent->flags;
6437         if (rsurface.array_size < model->surfmesh.num_vertices)
6438                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
6439         rsurface.matrix = ent->matrix;
6440         rsurface.inversematrix = ent->inversematrix;
6441         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6442         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6443         R_Mesh_Matrix(&rsurface.matrix);
6444         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6445         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6446         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6447         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6448         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6449         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6450         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
6451         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
6452         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
6453         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
6454         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
6455         VectorCopy(ent->glowmod, rsurface.glowmod);
6456         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6457         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6458         rsurface.basepolygonfactor = r_refdef.polygonfactor;
6459         rsurface.basepolygonoffset = r_refdef.polygonoffset;
6460         if (ent->model->brush.submodel)
6461         {
6462                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6463                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6464         }
6465         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
6466         {
6467                 if (ent->animcache_vertex3f && !r_framedata_failed)
6468                 {
6469                         rsurface.modelvertex3f = ent->animcache_vertex3f;
6470                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
6471                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
6472                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
6473                 }
6474                 else if (wanttangents)
6475                 {
6476                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6477                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6478                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6479                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6480                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
6481                 }
6482                 else if (wantnormals)
6483                 {
6484                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6485                         rsurface.modelsvector3f = NULL;
6486                         rsurface.modeltvector3f = NULL;
6487                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6488                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
6489                 }
6490                 else
6491                 {
6492                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6493                         rsurface.modelsvector3f = NULL;
6494                         rsurface.modeltvector3f = NULL;
6495                         rsurface.modelnormal3f = NULL;
6496                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
6497                 }
6498                 rsurface.modelvertex3f_bufferobject = 0;
6499                 rsurface.modelvertex3f_bufferoffset = 0;
6500                 rsurface.modelsvector3f_bufferobject = 0;
6501                 rsurface.modelsvector3f_bufferoffset = 0;
6502                 rsurface.modeltvector3f_bufferobject = 0;
6503                 rsurface.modeltvector3f_bufferoffset = 0;
6504                 rsurface.modelnormal3f_bufferobject = 0;
6505                 rsurface.modelnormal3f_bufferoffset = 0;
6506                 rsurface.generatedvertex = true;
6507         }
6508         else
6509         {
6510                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
6511                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6512                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6513                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6514                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6515                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6516                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6517                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6518                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6519                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
6520                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6521                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6522                 rsurface.generatedvertex = false;
6523         }
6524         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
6525         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6526         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6527         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
6528         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6529         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6530         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
6531         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6532         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6533         rsurface.modelelement3i = model->surfmesh.data_element3i;
6534         rsurface.modelelement3s = model->surfmesh.data_element3s;
6535         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6536         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6537         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6538         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6539         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6540         rsurface.modelsurfaces = model->data_surfaces;
6541         rsurface.vertex3f  = rsurface.modelvertex3f;
6542         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6543         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6544         rsurface.svector3f = rsurface.modelsvector3f;
6545         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6546         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6547         rsurface.tvector3f = rsurface.modeltvector3f;
6548         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6549         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6550         rsurface.normal3f  = rsurface.modelnormal3f;
6551         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6552         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6553         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6554 }
6555
6556 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
6557 {
6558         rsurface.entity = r_refdef.scene.worldentity;
6559         rsurface.skeleton = NULL;
6560         rsurface.ent_skinnum = 0;
6561         rsurface.ent_qwskin = -1;
6562         rsurface.ent_shadertime = shadertime;
6563         Vector4Set(rsurface.ent_color, r, g, b, a);
6564         rsurface.ent_flags = entflags;
6565         rsurface.modelnum_vertices = numvertices;
6566         rsurface.modelnum_triangles = numtriangles;
6567         if (rsurface.array_size < rsurface.modelnum_vertices)
6568                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
6569         rsurface.matrix = *matrix;
6570         rsurface.inversematrix = *inversematrix;
6571         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6572         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6573         R_Mesh_Matrix(&rsurface.matrix);
6574         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6575         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6576         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6577         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6578         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6579         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6580         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6581         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6582         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6583         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6584         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6585         VectorSet(rsurface.glowmod, 1, 1, 1);
6586         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6587         rsurface.frameblend[0].lerp = 1;
6588         rsurface.ent_alttextures = false;
6589         rsurface.basepolygonfactor = r_refdef.polygonfactor;
6590         rsurface.basepolygonoffset = r_refdef.polygonoffset;
6591         if (wanttangents)
6592         {
6593                 rsurface.modelvertex3f = vertex3f;
6594                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
6595                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
6596                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6597         }
6598         else if (wantnormals)
6599         {
6600                 rsurface.modelvertex3f = vertex3f;
6601                 rsurface.modelsvector3f = NULL;
6602                 rsurface.modeltvector3f = NULL;
6603                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6604         }
6605         else
6606         {
6607                 rsurface.modelvertex3f = vertex3f;
6608                 rsurface.modelsvector3f = NULL;
6609                 rsurface.modeltvector3f = NULL;
6610                 rsurface.modelnormal3f = NULL;
6611         }
6612         rsurface.modelvertex3f_bufferobject = 0;
6613         rsurface.modelvertex3f_bufferoffset = 0;
6614         rsurface.modelsvector3f_bufferobject = 0;
6615         rsurface.modelsvector3f_bufferoffset = 0;
6616         rsurface.modeltvector3f_bufferobject = 0;
6617         rsurface.modeltvector3f_bufferoffset = 0;
6618         rsurface.modelnormal3f_bufferobject = 0;
6619         rsurface.modelnormal3f_bufferoffset = 0;
6620         rsurface.generatedvertex = true;
6621         rsurface.modellightmapcolor4f  = color4f;
6622         rsurface.modellightmapcolor4f_bufferobject = 0;
6623         rsurface.modellightmapcolor4f_bufferoffset = 0;
6624         rsurface.modeltexcoordtexture2f  = texcoord2f;
6625         rsurface.modeltexcoordtexture2f_bufferobject = 0;
6626         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
6627         rsurface.modeltexcoordlightmap2f  = NULL;
6628         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
6629         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
6630         rsurface.modelelement3i = element3i;
6631         rsurface.modelelement3s = element3s;
6632         rsurface.modelelement3i_bufferobject = 0;
6633         rsurface.modelelement3s_bufferobject = 0;
6634         rsurface.modellightmapoffsets = NULL;
6635         rsurface.modelsurfaces = NULL;
6636         rsurface.vertex3f  = rsurface.modelvertex3f;
6637         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6638         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6639         rsurface.svector3f = rsurface.modelsvector3f;
6640         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6641         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6642         rsurface.tvector3f = rsurface.modeltvector3f;
6643         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6644         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6645         rsurface.normal3f  = rsurface.modelnormal3f;
6646         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6647         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6648         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6649
6650         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
6651         {
6652                 if ((wantnormals || wanttangents) && !normal3f)
6653                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6654                 if (wanttangents && !svector3f)
6655                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
6656         }
6657 }
6658
6659 float RSurf_FogPoint(const float *v)
6660 {
6661         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6662         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
6663         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
6664         float FogHeightFade = r_refdef.fogheightfade;
6665         float fogfrac;
6666         unsigned int fogmasktableindex;
6667         if (r_refdef.fogplaneviewabove)
6668                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6669         else
6670                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6671         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
6672         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6673 }
6674
6675 float RSurf_FogVertex(const float *v)
6676 {
6677         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6678         float FogPlaneViewDist = rsurface.fogplaneviewdist;
6679         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
6680         float FogHeightFade = rsurface.fogheightfade;
6681         float fogfrac;
6682         unsigned int fogmasktableindex;
6683         if (r_refdef.fogplaneviewabove)
6684                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6685         else
6686                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6687         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
6688         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6689 }
6690
6691 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
6692 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
6693 {
6694         int deformindex;
6695         int texturesurfaceindex;
6696         int i, j;
6697         float amplitude;
6698         float animpos;
6699         float scale;
6700         const float *v1, *in_tc;
6701         float *out_tc;
6702         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
6703         float waveparms[4];
6704         q3shaderinfo_deform_t *deform;
6705         // 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
6706         if (rsurface.generatedvertex)
6707         {
6708                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
6709                         generatenormals = true;
6710                 for (i = 0;i < Q3MAXDEFORMS;i++)
6711                 {
6712                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
6713                         {
6714                                 generatetangents = true;
6715                                 generatenormals = true;
6716                         }
6717                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
6718                                 generatenormals = true;
6719                 }
6720                 if (generatenormals && !rsurface.modelnormal3f)
6721                 {
6722                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6723                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
6724                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
6725                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6726                 }
6727                 if (generatetangents && !rsurface.modelsvector3f)
6728                 {
6729                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6730                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
6731                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
6732                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6733                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
6734                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
6735                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
6736                 }
6737         }
6738         rsurface.vertex3f  = rsurface.modelvertex3f;
6739         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6740         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6741         rsurface.svector3f = rsurface.modelsvector3f;
6742         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6743         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6744         rsurface.tvector3f = rsurface.modeltvector3f;
6745         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6746         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6747         rsurface.normal3f  = rsurface.modelnormal3f;
6748         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6749         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6750         // if vertices are deformed (sprite flares and things in maps, possibly
6751         // water waves, bulges and other deformations), generate them into
6752         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
6753         // (may be static model data or generated data for an animated model, or
6754         //  the previous deform pass)
6755         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
6756         {
6757                 switch (deform->deform)
6758                 {
6759                 default:
6760                 case Q3DEFORM_PROJECTIONSHADOW:
6761                 case Q3DEFORM_TEXT0:
6762                 case Q3DEFORM_TEXT1:
6763                 case Q3DEFORM_TEXT2:
6764                 case Q3DEFORM_TEXT3:
6765                 case Q3DEFORM_TEXT4:
6766                 case Q3DEFORM_TEXT5:
6767                 case Q3DEFORM_TEXT6:
6768                 case Q3DEFORM_TEXT7:
6769                 case Q3DEFORM_NONE:
6770                         break;
6771                 case Q3DEFORM_AUTOSPRITE:
6772                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6773                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6774                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6775                         VectorNormalize(newforward);
6776                         VectorNormalize(newright);
6777                         VectorNormalize(newup);
6778                         // make deformed versions of only the model vertices used by the specified surfaces
6779                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6780                         {
6781                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6782                                 // a single autosprite surface can contain multiple sprites...
6783                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
6784                                 {
6785                                         VectorClear(center);
6786                                         for (i = 0;i < 4;i++)
6787                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6788                                         VectorScale(center, 0.25f, center);
6789                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
6790                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
6791                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
6792                                         for (i = 0;i < 4;i++)
6793                                         {
6794                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
6795                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6796                                         }
6797                                 }
6798                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6799                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6800                         }
6801                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6802                         rsurface.vertex3f_bufferobject = 0;
6803                         rsurface.vertex3f_bufferoffset = 0;
6804                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6805                         rsurface.svector3f_bufferobject = 0;
6806                         rsurface.svector3f_bufferoffset = 0;
6807                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6808                         rsurface.tvector3f_bufferobject = 0;
6809                         rsurface.tvector3f_bufferoffset = 0;
6810                         rsurface.normal3f = rsurface.array_deformednormal3f;
6811                         rsurface.normal3f_bufferobject = 0;
6812                         rsurface.normal3f_bufferoffset = 0;
6813                         break;
6814                 case Q3DEFORM_AUTOSPRITE2:
6815                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6816                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6817                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6818                         VectorNormalize(newforward);
6819                         VectorNormalize(newright);
6820                         VectorNormalize(newup);
6821                         // make deformed versions of only the model vertices used by the specified surfaces
6822                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6823                         {
6824                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6825                                 const float *v1, *v2;
6826                                 vec3_t start, end;
6827                                 float f, l;
6828                                 struct
6829                                 {
6830                                         float length2;
6831                                         const float *v1;
6832                                         const float *v2;
6833                                 }
6834                                 shortest[2];
6835                                 memset(shortest, 0, sizeof(shortest));
6836                                 // a single autosprite surface can contain multiple sprites...
6837                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
6838                                 {
6839                                         VectorClear(center);
6840                                         for (i = 0;i < 4;i++)
6841                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6842                                         VectorScale(center, 0.25f, center);
6843                                         // find the two shortest edges, then use them to define the
6844                                         // axis vectors for rotating around the central axis
6845                                         for (i = 0;i < 6;i++)
6846                                         {
6847                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
6848                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
6849 #if 0
6850                                                 Debug_PolygonBegin(NULL, 0);
6851                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
6852                                                 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
6853                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
6854                                                 Debug_PolygonEnd();
6855 #endif
6856                                                 l = VectorDistance2(v1, v2);
6857                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
6858                                                 if (v1[2] != v2[2])
6859                                                         l += (1.0f / 1024.0f);
6860                                                 if (shortest[0].length2 > l || i == 0)
6861                                                 {
6862                                                         shortest[1] = shortest[0];
6863                                                         shortest[0].length2 = l;
6864                                                         shortest[0].v1 = v1;
6865                                                         shortest[0].v2 = v2;
6866                                                 }
6867                                                 else if (shortest[1].length2 > l || i == 1)
6868                                                 {
6869                                                         shortest[1].length2 = l;
6870                                                         shortest[1].v1 = v1;
6871                                                         shortest[1].v2 = v2;
6872                                                 }
6873                                         }
6874                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6875                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6876 #if 0
6877                                         Debug_PolygonBegin(NULL, 0);
6878                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6879                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
6880                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6881                                         Debug_PolygonEnd();
6882 #endif
6883                                         // this calculates the right vector from the shortest edge
6884                                         // and the up vector from the edge midpoints
6885                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6886                                         VectorNormalize(right);
6887                                         VectorSubtract(end, start, up);
6888                                         VectorNormalize(up);
6889                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6890                                         VectorSubtract(rsurface.localvieworigin, center, forward);
6891                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6892                                         VectorNegate(forward, forward);
6893                                         VectorReflect(forward, 0, up, forward);
6894                                         VectorNormalize(forward);
6895                                         CrossProduct(up, forward, newright);
6896                                         VectorNormalize(newright);
6897 #if 0
6898                                         Debug_PolygonBegin(NULL, 0);
6899                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
6900                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6901                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
6902                                         Debug_PolygonEnd();
6903 #endif
6904 #if 0
6905                                         Debug_PolygonBegin(NULL, 0);
6906                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6907                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6908                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
6909                                         Debug_PolygonEnd();
6910 #endif
6911                                         // rotate the quad around the up axis vector, this is made
6912                                         // especially easy by the fact we know the quad is flat,
6913                                         // so we only have to subtract the center position and
6914                                         // measure distance along the right vector, and then
6915                                         // multiply that by the newright vector and add back the
6916                                         // center position
6917                                         // we also need to subtract the old position to undo the
6918                                         // displacement from the center, which we do with a
6919                                         // DotProduct, the subtraction/addition of center is also
6920                                         // optimized into DotProducts here
6921                                         l = DotProduct(right, center);
6922                                         for (i = 0;i < 4;i++)
6923                                         {
6924                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6925                                                 f = DotProduct(right, v1) - l;
6926                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6927                                         }
6928                                 }
6929                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6930                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6931                         }
6932                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6933                         rsurface.vertex3f_bufferobject = 0;
6934                         rsurface.vertex3f_bufferoffset = 0;
6935                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6936                         rsurface.svector3f_bufferobject = 0;
6937                         rsurface.svector3f_bufferoffset = 0;
6938                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6939                         rsurface.tvector3f_bufferobject = 0;
6940                         rsurface.tvector3f_bufferoffset = 0;
6941                         rsurface.normal3f = rsurface.array_deformednormal3f;
6942                         rsurface.normal3f_bufferobject = 0;
6943                         rsurface.normal3f_bufferoffset = 0;
6944                         break;
6945                 case Q3DEFORM_NORMAL:
6946                         // deform the normals to make reflections wavey
6947                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6948                         {
6949                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6950                                 for (j = 0;j < surface->num_vertices;j++)
6951                                 {
6952                                         float vertex[3];
6953                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
6954                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6955                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
6956                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6957                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6958                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6959                                         VectorNormalize(normal);
6960                                 }
6961                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6962                         }
6963                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6964                         rsurface.svector3f_bufferobject = 0;
6965                         rsurface.svector3f_bufferoffset = 0;
6966                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6967                         rsurface.tvector3f_bufferobject = 0;
6968                         rsurface.tvector3f_bufferoffset = 0;
6969                         rsurface.normal3f = rsurface.array_deformednormal3f;
6970                         rsurface.normal3f_bufferobject = 0;
6971                         rsurface.normal3f_bufferoffset = 0;
6972                         break;
6973                 case Q3DEFORM_WAVE:
6974                         // deform vertex array to make wavey water and flags and such
6975                         waveparms[0] = deform->waveparms[0];
6976                         waveparms[1] = deform->waveparms[1];
6977                         waveparms[2] = deform->waveparms[2];
6978                         waveparms[3] = deform->waveparms[3];
6979                         // this is how a divisor of vertex influence on deformation
6980                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6981                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6982                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6983                         {
6984                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6985                                 for (j = 0;j < surface->num_vertices;j++)
6986                                 {
6987                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
6988                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6989                                         // if the wavefunc depends on time, evaluate it per-vertex
6990                                         if (waveparms[3])
6991                                         {
6992                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6993                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6994                                         }
6995                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6996                                 }
6997                         }
6998                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6999                         rsurface.vertex3f_bufferobject = 0;
7000                         rsurface.vertex3f_bufferoffset = 0;
7001                         break;
7002                 case Q3DEFORM_BULGE:
7003                         // deform vertex array to make the surface have moving bulges
7004                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7005                         {
7006                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7007                                 for (j = 0;j < surface->num_vertices;j++)
7008                                 {
7009                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
7010                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
7011                                 }
7012                         }
7013                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
7014                         rsurface.vertex3f_bufferobject = 0;
7015                         rsurface.vertex3f_bufferoffset = 0;
7016                         break;
7017                 case Q3DEFORM_MOVE:
7018                         // deform vertex array
7019                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
7020                         VectorScale(deform->parms, scale, waveparms);
7021                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7022                         {
7023                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7024                                 for (j = 0;j < surface->num_vertices;j++)
7025                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
7026                         }
7027                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
7028                         rsurface.vertex3f_bufferobject = 0;
7029                         rsurface.vertex3f_bufferoffset = 0;
7030                         break;
7031                 }
7032         }
7033         // generate texcoords based on the chosen texcoord source
7034         switch(rsurface.texture->tcgen.tcgen)
7035         {
7036         default:
7037         case Q3TCGEN_TEXTURE:
7038                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
7039                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
7040                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
7041                 break;
7042         case Q3TCGEN_LIGHTMAP:
7043                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
7044                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
7045                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
7046                 break;
7047         case Q3TCGEN_VECTOR:
7048                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7049                 {
7050                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7051                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
7052                         {
7053                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
7054                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
7055                         }
7056                 }
7057                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
7058                 rsurface.texcoordtexture2f_bufferobject  = 0;
7059                 rsurface.texcoordtexture2f_bufferoffset  = 0;
7060                 break;
7061         case Q3TCGEN_ENVIRONMENT:
7062                 // make environment reflections using a spheremap
7063                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7064                 {
7065                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7066                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
7067                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
7068                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
7069                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
7070                         {
7071                                 // identical to Q3A's method, but executed in worldspace so
7072                                 // carried models can be shiny too
7073
7074                                 float viewer[3], d, reflected[3], worldreflected[3];
7075
7076                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
7077                                 // VectorNormalize(viewer);
7078
7079                                 d = DotProduct(normal, viewer);
7080
7081                                 reflected[0] = normal[0]*2*d - viewer[0];
7082                                 reflected[1] = normal[1]*2*d - viewer[1];
7083                                 reflected[2] = normal[2]*2*d - viewer[2];
7084                                 // note: this is proportinal to viewer, so we can normalize later
7085
7086                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
7087                                 VectorNormalize(worldreflected);
7088
7089                                 // note: this sphere map only uses world x and z!
7090                                 // so positive and negative y will LOOK THE SAME.
7091                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
7092                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
7093                         }
7094                 }
7095                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
7096                 rsurface.texcoordtexture2f_bufferobject  = 0;
7097                 rsurface.texcoordtexture2f_bufferoffset  = 0;
7098                 break;
7099         }
7100         // the only tcmod that needs software vertex processing is turbulent, so
7101         // check for it here and apply the changes if needed
7102         // and we only support that as the first one
7103         // (handling a mixture of turbulent and other tcmods would be problematic
7104         //  without punting it entirely to a software path)
7105         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7106         {
7107                 amplitude = rsurface.texture->tcmods[0].parms[1];
7108                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
7109                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7110                 {
7111                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7112                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
7113                         {
7114                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
7115                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
7116                         }
7117                 }
7118                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
7119                 rsurface.texcoordtexture2f_bufferobject  = 0;
7120                 rsurface.texcoordtexture2f_bufferoffset  = 0;
7121         }
7122         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
7123         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
7124         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7125         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
7126 }
7127
7128 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7129 {
7130         int i, j;
7131         const msurface_t *surface = texturesurfacelist[0];
7132         const msurface_t *surface2;
7133         int firstvertex;
7134         int endvertex;
7135         int numvertices;
7136         int numtriangles;
7137         // TODO: lock all array ranges before render, rather than on each surface
7138         if (texturenumsurfaces == 1)
7139         {
7140                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7141                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7142         }
7143         else if (r_batchmode.integer == 2)
7144         {
7145                 #define MAXBATCHTRIANGLES 4096
7146                 int batchtriangles = 0;
7147                 int batchelements[MAXBATCHTRIANGLES*3];
7148                 for (i = 0;i < texturenumsurfaces;i = j)
7149                 {
7150                         surface = texturesurfacelist[i];
7151                         j = i + 1;
7152                         if (surface->num_triangles > MAXBATCHTRIANGLES)
7153                         {
7154                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7155                                 continue;
7156                         }
7157                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
7158                         batchtriangles = surface->num_triangles;
7159                         firstvertex = surface->num_firstvertex;
7160                         endvertex = surface->num_firstvertex + surface->num_vertices;
7161                         for (;j < texturenumsurfaces;j++)
7162                         {
7163                                 surface2 = texturesurfacelist[j];
7164                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
7165                                         break;
7166                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
7167                                 batchtriangles += surface2->num_triangles;
7168                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
7169                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
7170                         }
7171                         surface2 = texturesurfacelist[j-1];
7172                         numvertices = endvertex - firstvertex;
7173                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
7174                 }
7175         }
7176         else if (r_batchmode.integer == 1)
7177         {
7178                 for (i = 0;i < texturenumsurfaces;i = j)
7179                 {
7180                         surface = texturesurfacelist[i];
7181                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
7182                                 if (texturesurfacelist[j] != surface2)
7183                                         break;
7184                         surface2 = texturesurfacelist[j-1];
7185                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
7186                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
7187                         GL_LockArrays(surface->num_firstvertex, numvertices);
7188                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7189                 }
7190         }
7191         else
7192         {
7193                 for (i = 0;i < texturenumsurfaces;i++)
7194                 {
7195                         surface = texturesurfacelist[i];
7196                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7197                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7198                 }
7199         }
7200 }
7201
7202 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
7203 {
7204         int i, planeindex, vertexindex;
7205         float d, bestd;
7206         vec3_t vert;
7207         const float *v;
7208         r_waterstate_waterplane_t *p, *bestp;
7209         const msurface_t *surface;
7210         if (r_waterstate.renderingscene)
7211                 return;
7212         for (i = 0;i < texturenumsurfaces;i++)
7213         {
7214                 surface = texturesurfacelist[i];
7215                 if (lightmaptexunit >= 0)
7216                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7217                 if (deluxemaptexunit >= 0)
7218                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7219                 // pick the closest matching water plane
7220                 bestd = 0;
7221                 bestp = NULL;
7222                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7223                 {
7224                         d = 0;
7225                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
7226                         {
7227                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
7228                                 d += fabs(PlaneDiff(vert, &p->plane));
7229                         }
7230                         if (bestd > d || !bestp)
7231                         {
7232                                 bestd = d;
7233                                 bestp = p;
7234                         }
7235                 }
7236                 if (bestp)
7237                 {
7238                         if (refractiontexunit >= 0)
7239                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
7240                         if (reflectiontexunit >= 0)
7241                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
7242                 }
7243                 else
7244                 {
7245                         if (refractiontexunit >= 0)
7246                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
7247                         if (reflectiontexunit >= 0)
7248                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
7249                 }
7250                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7251                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7252         }
7253 }
7254
7255 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
7256 {
7257         int i;
7258         int j;
7259         const msurface_t *surface = texturesurfacelist[0];
7260         const msurface_t *surface2;
7261         int firstvertex;
7262         int endvertex;
7263         int numvertices;
7264         int numtriangles;
7265         // TODO: lock all array ranges before render, rather than on each surface
7266         if (texturenumsurfaces == 1)
7267         {
7268                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7269                 if (deluxemaptexunit >= 0)
7270                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7271                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7272                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7273         }
7274         else if (r_batchmode.integer == 2)
7275         {
7276                 #define MAXBATCHTRIANGLES 4096
7277                 int batchtriangles = 0;
7278                 int batchelements[MAXBATCHTRIANGLES*3];
7279                 for (i = 0;i < texturenumsurfaces;i = j)
7280                 {
7281                         surface = texturesurfacelist[i];
7282                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7283                         if (deluxemaptexunit >= 0)
7284                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7285                         j = i + 1;
7286                         if (surface->num_triangles > MAXBATCHTRIANGLES)
7287                         {
7288                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7289                                 continue;
7290                         }
7291                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
7292                         batchtriangles = surface->num_triangles;
7293                         firstvertex = surface->num_firstvertex;
7294                         endvertex = surface->num_firstvertex + surface->num_vertices;
7295                         for (;j < texturenumsurfaces;j++)
7296                         {
7297                                 surface2 = texturesurfacelist[j];
7298                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
7299                                         break;
7300                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
7301                                 batchtriangles += surface2->num_triangles;
7302                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
7303                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
7304                         }
7305                         surface2 = texturesurfacelist[j-1];
7306                         numvertices = endvertex - firstvertex;
7307                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
7308                 }
7309         }
7310         else if (r_batchmode.integer == 1)
7311         {
7312 #if 0
7313                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
7314                 for (i = 0;i < texturenumsurfaces;i = j)
7315                 {
7316                         surface = texturesurfacelist[i];
7317                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
7318                                 if (texturesurfacelist[j] != surface2)
7319                                         break;
7320                         Con_Printf(" %i", j - i);
7321                 }
7322                 Con_Printf("\n");
7323                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
7324 #endif
7325                 for (i = 0;i < texturenumsurfaces;i = j)
7326                 {
7327                         surface = texturesurfacelist[i];
7328                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7329                         if (deluxemaptexunit >= 0)
7330                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7331                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
7332                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
7333                                         break;
7334 #if 0
7335                         Con_Printf(" %i", j - i);
7336 #endif
7337                         surface2 = texturesurfacelist[j-1];
7338                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
7339                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
7340                         GL_LockArrays(surface->num_firstvertex, numvertices);
7341                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7342                 }
7343 #if 0
7344                 Con_Printf("\n");
7345 #endif
7346         }
7347         else
7348         {
7349                 for (i = 0;i < texturenumsurfaces;i++)
7350                 {
7351                         surface = texturesurfacelist[i];
7352                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7353                         if (deluxemaptexunit >= 0)
7354                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7355                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7356                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7357                 }
7358         }
7359 }
7360
7361 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7362 {
7363         int j;
7364         int texturesurfaceindex;
7365         if (r_showsurfaces.integer == 2)
7366         {
7367                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7368                 {
7369                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7370                         for (j = 0;j < surface->num_triangles;j++)
7371                         {
7372                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
7373                                 GL_Color(f, f, f, 1);
7374                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7375                         }
7376                 }
7377         }
7378         else
7379         {
7380                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7381                 {
7382                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7383                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
7384                         GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
7385                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7386                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7387                 }
7388         }
7389 }
7390
7391 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7392 {
7393         int texturesurfaceindex;
7394         int i;
7395         const float *v;
7396         float *c2;
7397         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7398         {
7399                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7400                 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)
7401                 {
7402                         c2[0] = 0.5;
7403                         c2[1] = 0.5;
7404                         c2[2] = 0.5;
7405                         c2[3] = 1;
7406                 }
7407         }
7408         rsurface.lightmapcolor4f = rsurface.array_color4f;
7409         rsurface.lightmapcolor4f_bufferobject = 0;
7410         rsurface.lightmapcolor4f_bufferoffset = 0;
7411 }
7412
7413 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7414 {
7415         int texturesurfaceindex;
7416         int i;
7417         float f;
7418         const float *v;
7419         const float *c;
7420         float *c2;
7421         if (rsurface.lightmapcolor4f)
7422         {
7423                 // generate color arrays for the surfaces in this list
7424                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7425                 {
7426                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7427                         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)
7428                         {
7429                                 f = RSurf_FogVertex(v);
7430                                 c2[0] = c[0] * f;
7431                                 c2[1] = c[1] * f;
7432                                 c2[2] = c[2] * f;
7433                                 c2[3] = c[3];
7434                         }
7435                 }
7436         }
7437         else
7438         {
7439                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7440                 {
7441                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7442                         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)
7443                         {
7444                                 f = RSurf_FogVertex(v);
7445                                 c2[0] = f;
7446                                 c2[1] = f;
7447                                 c2[2] = f;
7448                                 c2[3] = 1;
7449                         }
7450                 }
7451         }
7452         rsurface.lightmapcolor4f = rsurface.array_color4f;
7453         rsurface.lightmapcolor4f_bufferobject = 0;
7454         rsurface.lightmapcolor4f_bufferoffset = 0;
7455 }
7456
7457 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7458 {
7459         int texturesurfaceindex;
7460         int i;
7461         float f;
7462         const float *v;
7463         const float *c;
7464         float *c2;
7465         if (!rsurface.lightmapcolor4f)
7466                 return;
7467         // generate color arrays for the surfaces in this list
7468         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7469         {
7470                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7471                 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)
7472                 {
7473                         f = RSurf_FogVertex(v);
7474                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
7475                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
7476                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
7477                         c2[3] = c[3];
7478                 }
7479         }
7480         rsurface.lightmapcolor4f = rsurface.array_color4f;
7481         rsurface.lightmapcolor4f_bufferobject = 0;
7482         rsurface.lightmapcolor4f_bufferoffset = 0;
7483 }
7484
7485 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
7486 {
7487         int texturesurfaceindex;
7488         int i;
7489         const float *c;
7490         float *c2;
7491         if (!rsurface.lightmapcolor4f)
7492                 return;
7493         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7494         {
7495                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7496                 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)
7497                 {
7498                         c2[0] = c[0] * r;
7499                         c2[1] = c[1] * g;
7500                         c2[2] = c[2] * b;
7501                         c2[3] = c[3] * a;
7502                 }
7503         }
7504         rsurface.lightmapcolor4f = rsurface.array_color4f;
7505         rsurface.lightmapcolor4f_bufferobject = 0;
7506         rsurface.lightmapcolor4f_bufferoffset = 0;
7507 }
7508
7509 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7510 {
7511         int texturesurfaceindex;
7512         int i;
7513         const float *c;
7514         float *c2;
7515         if (!rsurface.lightmapcolor4f)
7516                 return;
7517         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7518         {
7519                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7520                 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)
7521                 {
7522                         c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
7523                         c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
7524                         c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
7525                         c2[3] = c[3];
7526                 }
7527         }
7528         rsurface.lightmapcolor4f = rsurface.array_color4f;
7529         rsurface.lightmapcolor4f_bufferobject = 0;
7530         rsurface.lightmapcolor4f_bufferoffset = 0;
7531 }
7532
7533 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7534 {
7535         // TODO: optimize
7536         rsurface.lightmapcolor4f = NULL;
7537         rsurface.lightmapcolor4f_bufferobject = 0;
7538         rsurface.lightmapcolor4f_bufferoffset = 0;
7539         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7540         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7541         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7542         GL_Color(r, g, b, a);
7543         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
7544 }
7545
7546 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7547 {
7548         // TODO: optimize applyfog && applycolor case
7549         // just apply fog if necessary, and tint the fog color array if necessary
7550         rsurface.lightmapcolor4f = NULL;
7551         rsurface.lightmapcolor4f_bufferobject = 0;
7552         rsurface.lightmapcolor4f_bufferoffset = 0;
7553         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7554         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7555         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7556         GL_Color(r, g, b, a);
7557         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7558 }
7559
7560 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7561 {
7562         int texturesurfaceindex;
7563         int i;
7564         float *c;
7565         // TODO: optimize
7566         if (texturesurfacelist[0]->lightmapinfo)
7567         {
7568                 // generate color arrays for the surfaces in this list
7569                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7570                 {
7571                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7572                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
7573                         {
7574                                 if (surface->lightmapinfo->samples)
7575                                 {
7576                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
7577                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
7578                                         VectorScale(lm, scale, c);
7579                                         if (surface->lightmapinfo->styles[1] != 255)
7580                                         {
7581                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
7582                                                 lm += size3;
7583                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
7584                                                 VectorMA(c, scale, lm, c);
7585                                                 if (surface->lightmapinfo->styles[2] != 255)
7586                                                 {
7587                                                         lm += size3;
7588                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
7589                                                         VectorMA(c, scale, lm, c);
7590                                                         if (surface->lightmapinfo->styles[3] != 255)
7591                                                         {
7592                                                                 lm += size3;
7593                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
7594                                                                 VectorMA(c, scale, lm, c);
7595                                                         }
7596                                                 }
7597                                         }
7598                                 }
7599                                 else
7600                                         VectorClear(c);
7601                                 c[3] = 1;
7602                         }
7603                 }
7604                 rsurface.lightmapcolor4f = rsurface.array_color4f;
7605                 rsurface.lightmapcolor4f_bufferobject = 0;
7606                 rsurface.lightmapcolor4f_bufferoffset = 0;
7607         }
7608         else
7609         {
7610                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7611                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7612                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7613         }
7614         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7615         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7616         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7617         GL_Color(r, g, b, a);
7618         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7619 }
7620
7621 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
7622 {
7623         int texturesurfaceindex;
7624         int i;
7625         float f;
7626         float alpha;
7627         const float *v;
7628         const float *n;
7629         float *c;
7630         vec3_t ambientcolor;
7631         vec3_t diffusecolor;
7632         vec3_t lightdir;
7633         // TODO: optimize
7634         // model lighting
7635         VectorCopy(rsurface.modellight_lightdir, lightdir);
7636         f = 0.5f * r_refdef.lightmapintensity;
7637         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
7638         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
7639         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
7640         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
7641         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
7642         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
7643         alpha = *a;
7644         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
7645         {
7646                 // generate color arrays for the surfaces in this list
7647                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7648                 {
7649                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7650                         int numverts = surface->num_vertices;
7651                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
7652                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
7653                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
7654                         // q3-style directional shading
7655                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
7656                         {
7657                                 if ((f = DotProduct(n, lightdir)) > 0)
7658                                         VectorMA(ambientcolor, f, diffusecolor, c);
7659                                 else
7660                                         VectorCopy(ambientcolor, c);
7661                                 c[3] = alpha;
7662                         }
7663                 }
7664                 *r = 1;
7665                 *g = 1;
7666                 *b = 1;
7667                 *a = 1;
7668                 rsurface.lightmapcolor4f = rsurface.array_color4f;
7669                 rsurface.lightmapcolor4f_bufferobject = 0;
7670                 rsurface.lightmapcolor4f_bufferoffset = 0;
7671                 *applycolor = false;
7672         }
7673         else
7674         {
7675                 *r = ambientcolor[0];
7676                 *g = ambientcolor[1];
7677                 *b = ambientcolor[2];
7678                 rsurface.lightmapcolor4f = NULL;
7679                 rsurface.lightmapcolor4f_bufferobject = 0;
7680                 rsurface.lightmapcolor4f_bufferoffset = 0;
7681         }
7682 }
7683
7684 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7685 {
7686         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
7687         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7688         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7689         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7690         GL_Color(r, g, b, a);
7691         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7692 }
7693
7694 void RSurf_SetupDepthAndCulling(void)
7695 {
7696         // submodels are biased to avoid z-fighting with world surfaces that they
7697         // may be exactly overlapping (avoids z-fighting artifacts on certain
7698         // doors and things in Quake maps)
7699         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
7700         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
7701         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
7702         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
7703 }
7704
7705 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7706 {
7707         // transparent sky would be ridiculous
7708         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
7709                 return;
7710         R_SetupGenericShader(false);
7711         skyrenderlater = true;
7712         RSurf_SetupDepthAndCulling();
7713         GL_DepthMask(true);
7714         // LordHavoc: HalfLife maps have freaky skypolys so don't use
7715         // skymasking on them, and Quake3 never did sky masking (unlike
7716         // software Quake and software Quake2), so disable the sky masking
7717         // in Quake3 maps as it causes problems with q3map2 sky tricks,
7718         // and skymasking also looks very bad when noclipping outside the
7719         // level, so don't use it then either.
7720         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
7721         {
7722                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
7723                 R_Mesh_ColorPointer(NULL, 0, 0);
7724                 R_Mesh_ResetTextureState();
7725                 if (skyrendermasked)
7726                 {
7727                         R_SetupDepthOrShadowShader();
7728                         // depth-only (masking)
7729                         GL_ColorMask(0,0,0,0);
7730                         // just to make sure that braindead drivers don't draw
7731                         // anything despite that colormask...
7732                         GL_BlendFunc(GL_ZERO, GL_ONE);
7733                 }
7734                 else
7735                 {
7736                         R_SetupGenericShader(false);
7737                         // fog sky
7738                         GL_BlendFunc(GL_ONE, GL_ZERO);
7739                 }
7740                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7741                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7742                 if (skyrendermasked)
7743                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7744         }
7745         R_Mesh_ResetTextureState();
7746         GL_Color(1, 1, 1, 1);
7747 }
7748
7749 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
7750 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
7751 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
7752 {
7753         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
7754                 return;
7755
7756         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
7757         R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
7758         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
7759         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
7760         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
7761         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
7762         if (rsurface.texture->backgroundcurrentskinframe)
7763         {
7764                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
7765                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
7766                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
7767                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
7768         }
7769         if (rsurface.texture->colormapping)
7770         {
7771                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
7772                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
7773         }
7774         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
7775         if (r_shadow_usingdeferredprepass)
7776         {
7777                 R_Mesh_TexBindAll(GL20TU_SCREENDIFFUSE, 0, 0, 0, R_GetTexture(r_shadow_prepasslightingdiffusetexture));
7778                 R_Mesh_TexBindAll(GL20TU_SCREENSPECULAR, 0, 0, 0, R_GetTexture(r_shadow_prepasslightingspeculartexture));
7779         }
7780         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7781                 R_Mesh_ColorPointer(NULL, 0, 0);
7782         else
7783                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7784
7785         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !prepass)
7786         {
7787                 // render background
7788                 GL_BlendFunc(GL_ONE, GL_ZERO);
7789                 GL_DepthMask(true);
7790                 GL_AlphaTest(false);
7791
7792                 GL_Color(1, 1, 1, 1);
7793                 R_Mesh_ColorPointer(NULL, 0, 0);
7794
7795                 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
7796                 if (r_glsl_permutation)
7797                 {
7798                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
7799                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7800                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7801                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7802                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7803                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7804                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
7805                 }
7806                 GL_LockArrays(0, 0);
7807
7808                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7809                 GL_DepthMask(false);
7810                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7811                         R_Mesh_ColorPointer(NULL, 0, 0);
7812                 else
7813                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7814                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
7815                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
7816         }
7817
7818         R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, prepass ? RSURFPASS_DEFERREDGEOMETRY : RSURFPASS_BASE);
7819         if (!r_glsl_permutation)
7820                 return;
7821
7822         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
7823         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7824         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7825         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7826         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7827         if (!prepass)
7828                 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7829
7830         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
7831         {
7832                 GL_BlendFunc(GL_ONE, GL_ZERO);
7833                 GL_DepthMask(true);
7834                 GL_AlphaTest(false);
7835         }
7836         else
7837         {
7838                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7839                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
7840                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
7841         }
7842
7843         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7844         {
7845                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7846                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
7847                 else
7848                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
7849         }
7850         else
7851         {
7852                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7853                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
7854                 else
7855                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7856         }
7857         GL_LockArrays(0, 0);
7858 }
7859
7860 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7861 {
7862         // OpenGL 1.3 path - anything not completely ancient
7863         int texturesurfaceindex;
7864         qboolean applycolor;
7865         qboolean applyfog;
7866         rmeshstate_t m;
7867         int layerindex;
7868         const texturelayer_t *layer;
7869         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7870
7871         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7872         {
7873                 vec4_t layercolor;
7874                 int layertexrgbscale;
7875                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7876                 {
7877                         if (layerindex == 0)
7878                                 GL_AlphaTest(true);
7879                         else
7880                         {
7881                                 GL_AlphaTest(false);
7882                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7883                         }
7884                 }
7885                 GL_DepthMask(layer->depthmask && writedepth);
7886                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7887                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7888                 {
7889                         layertexrgbscale = 4;
7890                         VectorScale(layer->color, 0.25f, layercolor);
7891                 }
7892                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7893                 {
7894                         layertexrgbscale = 2;
7895                         VectorScale(layer->color, 0.5f, layercolor);
7896                 }
7897                 else
7898                 {
7899                         layertexrgbscale = 1;
7900                         VectorScale(layer->color, 1.0f, layercolor);
7901                 }
7902                 layercolor[3] = layer->color[3];
7903                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7904                 R_Mesh_ColorPointer(NULL, 0, 0);
7905                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7906                 switch (layer->type)
7907                 {
7908                 case TEXTURELAYERTYPE_LITTEXTURE:
7909                         memset(&m, 0, sizeof(m));
7910                         m.tex[0] = R_GetTexture(r_texture_white);
7911                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7912                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7913                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7914                         m.tex[1] = R_GetTexture(layer->texture);
7915                         m.texmatrix[1] = layer->texmatrix;
7916                         m.texrgbscale[1] = layertexrgbscale;
7917                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7918                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7919                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7920                         R_Mesh_TextureState(&m);
7921                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7922                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7923                         else if (rsurface.uselightmaptexture)
7924                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7925                         else
7926                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7927                         break;
7928                 case TEXTURELAYERTYPE_TEXTURE:
7929                         memset(&m, 0, sizeof(m));
7930                         m.tex[0] = R_GetTexture(layer->texture);
7931                         m.texmatrix[0] = layer->texmatrix;
7932                         m.texrgbscale[0] = layertexrgbscale;
7933                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7934                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7935                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7936                         R_Mesh_TextureState(&m);
7937                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7938                         break;
7939                 case TEXTURELAYERTYPE_FOG:
7940                         memset(&m, 0, sizeof(m));
7941                         m.texrgbscale[0] = layertexrgbscale;
7942                         if (layer->texture)
7943                         {
7944                                 m.tex[0] = R_GetTexture(layer->texture);
7945                                 m.texmatrix[0] = layer->texmatrix;
7946                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7947                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7948                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7949                         }
7950                         R_Mesh_TextureState(&m);
7951                         // generate a color array for the fog pass
7952                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7953                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7954                         {
7955                                 int i;
7956                                 float f;
7957                                 const float *v;
7958                                 float *c;
7959                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7960                                 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)
7961                                 {
7962                                         f = 1 - RSurf_FogVertex(v);
7963                                         c[0] = layercolor[0];
7964                                         c[1] = layercolor[1];
7965                                         c[2] = layercolor[2];
7966                                         c[3] = f * layercolor[3];
7967                                 }
7968                         }
7969                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7970                         break;
7971                 default:
7972                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7973                 }
7974                 GL_LockArrays(0, 0);
7975         }
7976         CHECKGLERROR
7977         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7978         {
7979                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7980                 GL_AlphaTest(false);
7981         }
7982 }
7983
7984 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7985 {
7986         // OpenGL 1.1 - crusty old voodoo path
7987         int texturesurfaceindex;
7988         qboolean applyfog;
7989         rmeshstate_t m;
7990         int layerindex;
7991         const texturelayer_t *layer;
7992         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7993
7994         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7995         {
7996                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7997                 {
7998                         if (layerindex == 0)
7999                                 GL_AlphaTest(true);
8000                         else
8001                         {
8002                                 GL_AlphaTest(false);
8003                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
8004                         }
8005                 }
8006                 GL_DepthMask(layer->depthmask && writedepth);
8007                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
8008                 R_Mesh_ColorPointer(NULL, 0, 0);
8009                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
8010                 switch (layer->type)
8011                 {
8012                 case TEXTURELAYERTYPE_LITTEXTURE:
8013                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
8014                         {
8015                                 // two-pass lit texture with 2x rgbscale
8016                                 // first the lightmap pass
8017                                 memset(&m, 0, sizeof(m));
8018                                 m.tex[0] = R_GetTexture(r_texture_white);
8019                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
8020                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
8021                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
8022                                 R_Mesh_TextureState(&m);
8023                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
8024                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
8025                                 else if (rsurface.uselightmaptexture)
8026                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
8027                                 else
8028                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
8029                                 GL_LockArrays(0, 0);
8030                                 // then apply the texture to it
8031                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8032                                 memset(&m, 0, sizeof(m));
8033                                 m.tex[0] = R_GetTexture(layer->texture);
8034                                 m.texmatrix[0] = layer->texmatrix;
8035                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
8036                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
8037                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
8038                                 R_Mesh_TextureState(&m);
8039                                 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);
8040                         }
8041                         else
8042                         {
8043                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
8044                                 memset(&m, 0, sizeof(m));
8045                                 m.tex[0] = R_GetTexture(layer->texture);
8046                                 m.texmatrix[0] = layer->texmatrix;
8047                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
8048                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
8049                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
8050                                 R_Mesh_TextureState(&m);
8051                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
8052                                         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);
8053                                 else
8054                                         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);
8055                         }
8056                         break;
8057                 case TEXTURELAYERTYPE_TEXTURE:
8058                         // singletexture unlit texture with transparency support
8059                         memset(&m, 0, sizeof(m));
8060                         m.tex[0] = R_GetTexture(layer->texture);
8061                         m.texmatrix[0] = layer->texmatrix;
8062                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
8063                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
8064                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
8065                         R_Mesh_TextureState(&m);
8066                         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);
8067                         break;
8068                 case TEXTURELAYERTYPE_FOG:
8069                         // singletexture fogging
8070                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
8071                         if (layer->texture)
8072                         {
8073                                 memset(&m, 0, sizeof(m));
8074                                 m.tex[0] = R_GetTexture(layer->texture);
8075                                 m.texmatrix[0] = layer->texmatrix;
8076                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
8077                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
8078                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
8079                                 R_Mesh_TextureState(&m);
8080                         }
8081                         else
8082                                 R_Mesh_ResetTextureState();
8083                         // generate a color array for the fog pass
8084                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8085                         {
8086                                 int i;
8087                                 float f;
8088                                 const float *v;
8089                                 float *c;
8090                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
8091                                 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)
8092                                 {
8093                                         f = 1 - RSurf_FogVertex(v);
8094                                         c[0] = layer->color[0];
8095                                         c[1] = layer->color[1];
8096                                         c[2] = layer->color[2];
8097                                         c[3] = f * layer->color[3];
8098                                 }
8099                         }
8100                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8101                         break;
8102                 default:
8103                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
8104                 }
8105                 GL_LockArrays(0, 0);
8106         }
8107         CHECKGLERROR
8108         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
8109         {
8110                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
8111                 GL_AlphaTest(false);
8112         }
8113 }
8114
8115 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
8116 {
8117         float c[4];
8118
8119         GL_AlphaTest(false);
8120         R_Mesh_ColorPointer(NULL, 0, 0);
8121         R_Mesh_ResetTextureState();
8122         R_SetupGenericShader(false);
8123
8124         if(rsurface.texture && rsurface.texture->currentskinframe)
8125         {
8126                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
8127                 c[3] *= rsurface.texture->currentalpha;
8128         }
8129         else
8130         {
8131                 c[0] = 1;
8132                 c[1] = 0;
8133                 c[2] = 1;
8134                 c[3] = 1;
8135         }
8136
8137         if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
8138         {
8139                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
8140                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
8141                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
8142         }
8143
8144         // brighten it up (as texture value 127 means "unlit")
8145         c[0] *= 2 * r_refdef.view.colorscale;
8146         c[1] *= 2 * r_refdef.view.colorscale;
8147         c[2] *= 2 * r_refdef.view.colorscale;
8148
8149         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
8150                 c[3] *= r_wateralpha.value;
8151
8152         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
8153         {
8154                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8155                 GL_DepthMask(false);
8156         }
8157         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
8158         {
8159                 GL_BlendFunc(GL_ONE, GL_ONE);
8160                 GL_DepthMask(false);
8161         }
8162         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
8163         {
8164                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
8165                 GL_DepthMask(false);
8166         }
8167         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8168         {
8169                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
8170                 GL_DepthMask(false);
8171         }
8172         else
8173         {
8174                 GL_BlendFunc(GL_ONE, GL_ZERO);
8175                 GL_DepthMask(writedepth);
8176         }
8177
8178         rsurface.lightmapcolor4f = NULL;
8179
8180         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8181         {
8182                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8183
8184                 rsurface.lightmapcolor4f = NULL;
8185                 rsurface.lightmapcolor4f_bufferobject = 0;
8186                 rsurface.lightmapcolor4f_bufferoffset = 0;
8187         }
8188         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
8189         {
8190                 qboolean applycolor = true;
8191                 float one = 1.0;
8192
8193                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
8194
8195                 r_refdef.lightmapintensity = 1;
8196                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
8197                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
8198         }
8199         else
8200         {
8201                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8202
8203                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
8204                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
8205                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8206         }
8207
8208         if(!rsurface.lightmapcolor4f)
8209                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
8210
8211         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
8212         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
8213         if(r_refdef.fogenabled)
8214                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
8215
8216         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
8217         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8218 }
8219
8220 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
8221 {
8222         CHECKGLERROR
8223         RSurf_SetupDepthAndCulling();
8224         if (r_showsurfaces.integer == 3 && !prepass)
8225         {
8226                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
8227                 return;
8228         }
8229         switch (vid.renderpath)
8230         {
8231         case RENDERPATH_GL20:
8232                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
8233                 break;
8234         case RENDERPATH_GL13:
8235                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
8236                 break;
8237         case RENDERPATH_GL11:
8238                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
8239                 break;
8240         }
8241         CHECKGLERROR
8242 }
8243
8244 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
8245 {
8246         CHECKGLERROR
8247         RSurf_SetupDepthAndCulling();
8248         if (r_showsurfaces.integer == 3 && !prepass)
8249         {
8250                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
8251                 return;
8252         }
8253         switch (vid.renderpath)
8254         {
8255         case RENDERPATH_GL20:
8256                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
8257                 break;
8258         case RENDERPATH_GL13:
8259                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
8260                 break;
8261         case RENDERPATH_GL11:
8262                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
8263                 break;
8264         }
8265         CHECKGLERROR
8266 }
8267
8268 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8269 {
8270         int i, j;
8271         int texturenumsurfaces, endsurface;
8272         texture_t *texture;
8273         const msurface_t *surface;
8274         const msurface_t *texturesurfacelist[1024];
8275
8276         // if the model is static it doesn't matter what value we give for
8277         // wantnormals and wanttangents, so this logic uses only rules applicable
8278         // to a model, knowing that they are meaningless otherwise
8279         if (ent == r_refdef.scene.worldentity)
8280                 RSurf_ActiveWorldEntity();
8281         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8282                 RSurf_ActiveModelEntity(ent, false, false);
8283         else
8284         {
8285                 switch (vid.renderpath)
8286                 {
8287                 case RENDERPATH_GL20:
8288                         RSurf_ActiveModelEntity(ent, true, true);
8289                         break;
8290                 case RENDERPATH_GL13:
8291                 case RENDERPATH_GL11:
8292                         RSurf_ActiveModelEntity(ent, true, false);
8293                         break;
8294                 }
8295         }
8296
8297         for (i = 0;i < numsurfaces;i = j)
8298         {
8299                 j = i + 1;
8300                 surface = rsurface.modelsurfaces + surfacelist[i];
8301                 texture = surface->texture;
8302                 rsurface.texture = R_GetCurrentTexture(texture);
8303                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8304                 // scan ahead until we find a different texture
8305                 endsurface = min(i + 1024, numsurfaces);
8306                 texturenumsurfaces = 0;
8307                 texturesurfacelist[texturenumsurfaces++] = surface;
8308                 for (;j < endsurface;j++)
8309                 {
8310                         surface = rsurface.modelsurfaces + surfacelist[j];
8311                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
8312                                 break;
8313                         texturesurfacelist[texturenumsurfaces++] = surface;
8314                 }
8315                 // render the range of surfaces
8316                 if (ent == r_refdef.scene.worldentity)
8317                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
8318                 else
8319                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
8320         }
8321         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8322         GL_AlphaTest(false);
8323 }
8324
8325 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
8326 {
8327         const entity_render_t *queueentity = r_refdef.scene.worldentity;
8328         CHECKGLERROR
8329         if (depthonly)
8330         {
8331                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8332                         return;
8333                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8334                         return;
8335                 RSurf_SetupDepthAndCulling();
8336                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8337                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8338         }
8339         else if (prepass)
8340         {
8341                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8342                         return;
8343                 if (!rsurface.texture->currentnumlayers)
8344                         return;
8345                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
8346         }
8347         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
8348         {
8349                 RSurf_SetupDepthAndCulling();
8350                 GL_AlphaTest(false);
8351                 R_Mesh_ColorPointer(NULL, 0, 0);
8352                 R_Mesh_ResetTextureState();
8353                 R_SetupGenericShader(false);
8354                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8355                 GL_DepthMask(true);
8356                 GL_BlendFunc(GL_ONE, GL_ZERO);
8357                 GL_Color(0, 0, 0, 1);
8358                 GL_DepthTest(writedepth);
8359                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8360         }
8361         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8362         {
8363                 RSurf_SetupDepthAndCulling();
8364                 GL_AlphaTest(false);
8365                 R_Mesh_ColorPointer(NULL, 0, 0);
8366                 R_Mesh_ResetTextureState();
8367                 R_SetupGenericShader(false);
8368                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8369                 GL_DepthMask(true);
8370                 GL_BlendFunc(GL_ONE, GL_ZERO);
8371                 GL_DepthTest(true);
8372                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
8373         }
8374         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
8375                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8376         else if (!rsurface.texture->currentnumlayers)
8377                 return;
8378         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
8379         {
8380                 // transparent surfaces get pushed off into the transparent queue
8381                 int surfacelistindex;
8382                 const msurface_t *surface;
8383                 vec3_t tempcenter, center;
8384                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8385                 {
8386                         surface = texturesurfacelist[surfacelistindex];
8387                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8388                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8389                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8390                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8391                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8392                 }
8393         }
8394         else
8395         {
8396                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8397                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
8398         }
8399         CHECKGLERROR
8400 }
8401
8402 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
8403 {
8404         int i, j;
8405         texture_t *texture;
8406         // break the surface list down into batches by texture and use of lightmapping
8407         for (i = 0;i < numsurfaces;i = j)
8408         {
8409                 j = i + 1;
8410                 // texture is the base texture pointer, rsurface.texture is the
8411                 // current frame/skin the texture is directing us to use (for example
8412                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8413                 // use skin 1 instead)
8414                 texture = surfacelist[i]->texture;
8415                 rsurface.texture = R_GetCurrentTexture(texture);
8416                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
8417                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8418                 {
8419                         // if this texture is not the kind we want, skip ahead to the next one
8420                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8421                                 ;
8422                         continue;
8423                 }
8424                 // simply scan ahead until we find a different texture or lightmap state
8425                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8426                         ;
8427                 // render the range of surfaces
8428                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
8429         }
8430 }
8431
8432 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
8433 {
8434         CHECKGLERROR
8435         if (depthonly)
8436         {
8437                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8438                         return;
8439                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8440                         return;
8441                 RSurf_SetupDepthAndCulling();
8442                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8443                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8444         }
8445         else if (prepass)
8446         {
8447                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8448                         return;
8449                 if (!rsurface.texture->currentnumlayers)
8450                         return;
8451                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
8452         }
8453         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
8454         {
8455                 RSurf_SetupDepthAndCulling();
8456                 GL_AlphaTest(false);
8457                 R_Mesh_ColorPointer(NULL, 0, 0);
8458                 R_Mesh_ResetTextureState();
8459                 R_SetupGenericShader(false);
8460                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8461                 GL_DepthMask(true);
8462                 GL_BlendFunc(GL_ONE, GL_ZERO);
8463                 GL_Color(0, 0, 0, 1);
8464                 GL_DepthTest(writedepth);
8465                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8466         }
8467         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8468         {
8469                 RSurf_SetupDepthAndCulling();
8470                 GL_AlphaTest(false);
8471                 R_Mesh_ColorPointer(NULL, 0, 0);
8472                 R_Mesh_ResetTextureState();
8473                 R_SetupGenericShader(false);
8474                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8475                 GL_DepthMask(true);
8476                 GL_BlendFunc(GL_ONE, GL_ZERO);
8477                 GL_DepthTest(true);
8478                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
8479         }
8480         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
8481                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8482         else if (!rsurface.texture->currentnumlayers)
8483                 return;
8484         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
8485         {
8486                 // transparent surfaces get pushed off into the transparent queue
8487                 int surfacelistindex;
8488                 const msurface_t *surface;
8489                 vec3_t tempcenter, center;
8490                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8491                 {
8492                         surface = texturesurfacelist[surfacelistindex];
8493                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8494                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8495                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8496                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8497                         if (queueentity->transparent_offset) // transparent offset
8498                         {
8499                                 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
8500                                 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
8501                                 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
8502                         }
8503                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8504                 }
8505         }
8506         else
8507         {
8508                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8509                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
8510         }
8511         CHECKGLERROR
8512 }
8513
8514 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
8515 {
8516         int i, j;
8517         texture_t *texture;
8518         // break the surface list down into batches by texture and use of lightmapping
8519         for (i = 0;i < numsurfaces;i = j)
8520         {
8521                 j = i + 1;
8522                 // texture is the base texture pointer, rsurface.texture is the
8523                 // current frame/skin the texture is directing us to use (for example
8524                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8525                 // use skin 1 instead)
8526                 texture = surfacelist[i]->texture;
8527                 rsurface.texture = R_GetCurrentTexture(texture);
8528                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
8529                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8530                 {
8531                         // if this texture is not the kind we want, skip ahead to the next one
8532                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8533                                 ;
8534                         continue;
8535                 }
8536                 // simply scan ahead until we find a different texture or lightmap state
8537                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8538                         ;
8539                 // render the range of surfaces
8540                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
8541         }
8542 }
8543
8544 float locboxvertex3f[6*4*3] =
8545 {
8546         1,0,1, 1,0,0, 1,1,0, 1,1,1,
8547         0,1,1, 0,1,0, 0,0,0, 0,0,1,
8548         1,1,1, 1,1,0, 0,1,0, 0,1,1,
8549         0,0,1, 0,0,0, 1,0,0, 1,0,1,
8550         0,0,1, 1,0,1, 1,1,1, 0,1,1,
8551         1,0,0, 0,0,0, 0,1,0, 1,1,0
8552 };
8553
8554 unsigned short locboxelements[6*2*3] =
8555 {
8556          0, 1, 2, 0, 2, 3,
8557          4, 5, 6, 4, 6, 7,
8558          8, 9,10, 8,10,11,
8559         12,13,14, 12,14,15,
8560         16,17,18, 16,18,19,
8561         20,21,22, 20,22,23
8562 };
8563
8564 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8565 {
8566         int i, j;
8567         cl_locnode_t *loc = (cl_locnode_t *)ent;
8568         vec3_t mins, size;
8569         float vertex3f[6*4*3];
8570         CHECKGLERROR
8571         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8572         GL_DepthMask(false);
8573         GL_DepthRange(0, 1);
8574         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8575         GL_DepthTest(true);
8576         GL_CullFace(GL_NONE);
8577         R_Mesh_Matrix(&identitymatrix);
8578
8579         R_Mesh_VertexPointer(vertex3f, 0, 0);
8580         R_Mesh_ColorPointer(NULL, 0, 0);
8581         R_Mesh_ResetTextureState();
8582         R_SetupGenericShader(false);
8583
8584         i = surfacelist[0];
8585         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8586                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8587                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8588                         surfacelist[0] < 0 ? 0.5f : 0.125f);
8589
8590         if (VectorCompare(loc->mins, loc->maxs))
8591         {
8592                 VectorSet(size, 2, 2, 2);
8593                 VectorMA(loc->mins, -0.5f, size, mins);
8594         }
8595         else
8596         {
8597                 VectorCopy(loc->mins, mins);
8598                 VectorSubtract(loc->maxs, loc->mins, size);
8599         }
8600
8601         for (i = 0;i < 6*4*3;)
8602                 for (j = 0;j < 3;j++, i++)
8603                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
8604
8605         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
8606 }
8607
8608 void R_DrawLocs(void)
8609 {
8610         int index;
8611         cl_locnode_t *loc, *nearestloc;
8612         vec3_t center;
8613         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
8614         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
8615         {
8616                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
8617                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
8618         }
8619 }
8620
8621 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
8622 {
8623         if (decalsystem->decals)
8624                 Mem_Free(decalsystem->decals);
8625         memset(decalsystem, 0, sizeof(*decalsystem));
8626 }
8627
8628 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
8629 {
8630         tridecal_t *decal;
8631         tridecal_t *decals;
8632         int i;
8633         int maxdecals;
8634
8635         // expand or initialize the system
8636         if (decalsystem->maxdecals <= decalsystem->numdecals)
8637         {
8638                 decalsystem_t old = *decalsystem;
8639                 qboolean useshortelements;
8640                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
8641                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
8642                 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
8643                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
8644                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
8645                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
8646                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
8647                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
8648                 if (decalsystem->numdecals)
8649                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
8650                 if (old.decals)
8651                         Mem_Free(old.decals);
8652                 for (i = 0;i < decalsystem->maxdecals*3;i++)
8653                         decalsystem->element3i[i] = i;
8654                 if (useshortelements)
8655                         for (i = 0;i < decalsystem->maxdecals*3;i++)
8656                                 decalsystem->element3s[i] = i;
8657         }
8658
8659         // grab a decal and search for another free slot for the next one
8660         maxdecals = decalsystem->maxdecals;
8661         decals = decalsystem->decals;
8662         decal = decalsystem->decals + (i = decalsystem->freedecal++);
8663         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
8664                 ;
8665         decalsystem->freedecal = i;
8666         if (decalsystem->numdecals <= i)
8667                 decalsystem->numdecals = i + 1;
8668
8669         // initialize the decal
8670         decal->lived = 0;
8671         decal->triangleindex = triangleindex;
8672         decal->surfaceindex = surfaceindex;
8673         decal->decalsequence = decalsequence;
8674         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
8675         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
8676         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
8677         decal->color4ub[0][3] = 255;
8678         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
8679         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
8680         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
8681         decal->color4ub[1][3] = 255;
8682         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
8683         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
8684         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
8685         decal->color4ub[2][3] = 255;
8686         decal->vertex3f[0][0] = v0[0];
8687         decal->vertex3f[0][1] = v0[1];
8688         decal->vertex3f[0][2] = v0[2];
8689         decal->vertex3f[1][0] = v1[0];
8690         decal->vertex3f[1][1] = v1[1];
8691         decal->vertex3f[1][2] = v1[2];
8692         decal->vertex3f[2][0] = v2[0];
8693         decal->vertex3f[2][1] = v2[1];
8694         decal->vertex3f[2][2] = v2[2];
8695         decal->texcoord2f[0][0] = t0[0];
8696         decal->texcoord2f[0][1] = t0[1];
8697         decal->texcoord2f[1][0] = t1[0];
8698         decal->texcoord2f[1][1] = t1[1];
8699         decal->texcoord2f[2][0] = t2[0];
8700         decal->texcoord2f[2][1] = t2[1];
8701 }
8702
8703 extern cvar_t cl_decals_bias;
8704 extern cvar_t cl_decals_models;
8705 extern cvar_t cl_decals_newsystem_intensitymultiplier;
8706 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
8707 {
8708         matrix4x4_t projection;
8709         decalsystem_t *decalsystem;
8710         qboolean dynamic;
8711         dp_model_t *model;
8712         const float *vertex3f;
8713         const msurface_t *surface;
8714         const msurface_t *surfaces;
8715         const int *surfacelist;
8716         const texture_t *texture;
8717         int numvertices;
8718         int numtriangles;
8719         int numsurfacelist;
8720         int surfacelistindex;
8721         int surfaceindex;
8722         int triangleindex;
8723         int decalsurfaceindex;
8724         int cornerindex;
8725         int index;
8726         int numpoints;
8727         const int *e;
8728         float localorigin[3];
8729         float localnormal[3];
8730         float localmins[3];
8731         float localmaxs[3];
8732         float localsize;
8733         float ilocalsize;
8734         float v[9][3];
8735         float tc[9][2];
8736         float c[9][4];
8737         //float normal[3];
8738         float planes[6][4];
8739         float f;
8740         float points[2][9][3];
8741         float angles[3];
8742         float temp[3];
8743
8744         decalsystem = &ent->decalsystem;
8745         model = ent->model;
8746         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
8747         {
8748                 R_DecalSystem_Reset(&ent->decalsystem);
8749                 return;
8750         }
8751
8752         if (!model->brush.data_nodes && !cl_decals_models.integer)
8753         {
8754                 if (decalsystem->model)
8755                         R_DecalSystem_Reset(decalsystem);
8756                 return;
8757         }
8758
8759         if (decalsystem->model != model)
8760                 R_DecalSystem_Reset(decalsystem);
8761         decalsystem->model = model;
8762
8763         RSurf_ActiveModelEntity(ent, false, false);
8764
8765         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
8766         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
8767         VectorNormalize(localnormal);
8768         localsize = worldsize*rsurface.inversematrixscale;
8769         ilocalsize = 1.0f / localsize;
8770         localmins[0] = localorigin[0] - localsize;
8771         localmins[1] = localorigin[1] - localsize;
8772         localmins[2] = localorigin[2] - localsize;
8773         localmaxs[0] = localorigin[0] + localsize;
8774         localmaxs[1] = localorigin[1] + localsize;
8775         localmaxs[2] = localorigin[2] + localsize;
8776
8777         //VectorCopy(localnormal, planes[4]);
8778         //VectorVectors(planes[4], planes[2], planes[0]);
8779         AnglesFromVectors(angles, localnormal, NULL, false);
8780         AngleVectors(angles, planes[0], planes[2], planes[4]);
8781         VectorNegate(planes[0], planes[1]);
8782         VectorNegate(planes[2], planes[3]);
8783         VectorNegate(planes[4], planes[5]);
8784         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
8785         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
8786         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
8787         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
8788         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
8789         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
8790
8791 #if 1
8792 // works
8793 {
8794         matrix4x4_t forwardprojection;
8795         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
8796         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
8797 }
8798 #else
8799 // broken
8800 {
8801         float projectionvector[4][3];
8802         VectorScale(planes[0], ilocalsize, projectionvector[0]);
8803         VectorScale(planes[2], ilocalsize, projectionvector[1]);
8804         VectorScale(planes[4], ilocalsize, projectionvector[2]);
8805         projectionvector[0][0] = planes[0][0] * ilocalsize;
8806         projectionvector[0][1] = planes[1][0] * ilocalsize;
8807         projectionvector[0][2] = planes[2][0] * ilocalsize;
8808         projectionvector[1][0] = planes[0][1] * ilocalsize;
8809         projectionvector[1][1] = planes[1][1] * ilocalsize;
8810         projectionvector[1][2] = planes[2][1] * ilocalsize;
8811         projectionvector[2][0] = planes[0][2] * ilocalsize;
8812         projectionvector[2][1] = planes[1][2] * ilocalsize;
8813         projectionvector[2][2] = planes[2][2] * ilocalsize;
8814         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
8815         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
8816         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
8817         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
8818 }
8819 #endif
8820
8821         dynamic = model->surfmesh.isanimated;
8822         vertex3f = rsurface.modelvertex3f;
8823         numsurfacelist = model->nummodelsurfaces;
8824         surfacelist = model->sortedmodelsurfaces;
8825         surfaces = model->data_surfaces;
8826         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
8827         {
8828                 surfaceindex = surfacelist[surfacelistindex];
8829                 surface = surfaces + surfaceindex;
8830                 // skip transparent surfaces
8831                 texture = surface->texture;
8832                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8833                         continue;
8834                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
8835                         continue;
8836                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
8837                         continue;
8838                 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
8839                 numvertices = surface->num_vertices;
8840                 numtriangles = surface->num_triangles;
8841                 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
8842                 {
8843                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
8844                         {
8845                                 index = 3*e[cornerindex];
8846                                 VectorCopy(vertex3f + index, v[cornerindex]);
8847                         }
8848                         // cull backfaces
8849                         //TriangleNormal(v[0], v[1], v[2], normal);
8850                         //if (DotProduct(normal, localnormal) < 0.0f)
8851                         //      continue;
8852                         // clip by each of the box planes formed from the projection matrix
8853                         // if anything survives, we emit the decal
8854                         numpoints = PolygonF_Clip(3        , v[0]        , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8855                         if (numpoints < 3)
8856                                 continue;
8857                         numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
8858                         if (numpoints < 3)
8859                                 continue;
8860                         numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8861                         if (numpoints < 3)
8862                                 continue;
8863                         numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
8864                         if (numpoints < 3)
8865                                 continue;
8866                         numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8867                         if (numpoints < 3)
8868                                 continue;
8869                         numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
8870                         if (numpoints < 3)
8871                                 continue;
8872                         // some part of the triangle survived, so we have to accept it...
8873                         if (dynamic)
8874                         {
8875                                 // dynamic always uses the original triangle
8876                                 numpoints = 3;
8877                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
8878                                 {
8879                                         index = 3*e[cornerindex];
8880                                         VectorCopy(vertex3f + index, v[cornerindex]);
8881                                 }
8882                         }
8883                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
8884                         {
8885                                 // convert vertex positions to texcoords
8886                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
8887                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
8888                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
8889                                 // calculate distance fade from the projection origin
8890                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
8891                                 f = bound(0.0f, f, 1.0f);
8892                                 c[cornerindex][0] = r * f;
8893                                 c[cornerindex][1] = g * f;
8894                                 c[cornerindex][2] = b * f;
8895                                 c[cornerindex][3] = 1.0f;
8896                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
8897                         }
8898                         if (dynamic)
8899                                 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
8900                         else
8901                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
8902                                         R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
8903                 }
8904         }
8905 }
8906
8907 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
8908 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
8909 {
8910         int renderentityindex;
8911         float worldmins[3];
8912         float worldmaxs[3];
8913         entity_render_t *ent;
8914
8915         if (!cl_decals_newsystem.integer)
8916                 return;
8917
8918         worldmins[0] = worldorigin[0] - worldsize;
8919         worldmins[1] = worldorigin[1] - worldsize;
8920         worldmins[2] = worldorigin[2] - worldsize;
8921         worldmaxs[0] = worldorigin[0] + worldsize;
8922         worldmaxs[1] = worldorigin[1] + worldsize;
8923         worldmaxs[2] = worldorigin[2] + worldsize;
8924
8925         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
8926
8927         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
8928         {
8929                 ent = r_refdef.scene.entities[renderentityindex];
8930                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
8931                         continue;
8932
8933                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
8934         }
8935 }
8936
8937 typedef struct r_decalsystem_splatqueue_s
8938 {
8939         vec3_t worldorigin;
8940         vec3_t worldnormal;
8941         float color[4];
8942         float tcrange[4];
8943         float worldsize;
8944         int decalsequence;
8945 }
8946 r_decalsystem_splatqueue_t;
8947
8948 int r_decalsystem_numqueued = 0;
8949 #define MAX_DECALSYSTEM_QUEUE 1024
8950 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
8951
8952 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
8953 {
8954         r_decalsystem_splatqueue_t *queue;
8955
8956         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
8957                 return;
8958
8959         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
8960         VectorCopy(worldorigin, queue->worldorigin);
8961         VectorCopy(worldnormal, queue->worldnormal);
8962         Vector4Set(queue->color, r, g, b, a);
8963         Vector4Set(queue->tcrange, s1, t1, s2, t2);
8964         queue->worldsize = worldsize;
8965         queue->decalsequence = cl.decalsequence++;
8966 }
8967
8968 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
8969 {
8970         int i;
8971         r_decalsystem_splatqueue_t *queue;
8972
8973         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
8974                 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
8975         r_decalsystem_numqueued = 0;
8976 }
8977
8978 extern cvar_t cl_decals_max;
8979 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
8980 {
8981         int i;
8982         decalsystem_t *decalsystem = &ent->decalsystem;
8983         int numdecals;
8984         int killsequence;
8985         tridecal_t *decal;
8986         float frametime;
8987         float lifetime;
8988
8989         if (!decalsystem->numdecals)
8990                 return;
8991
8992         if (r_showsurfaces.integer)
8993                 return;
8994
8995         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
8996         {
8997                 R_DecalSystem_Reset(decalsystem);
8998                 return;
8999         }
9000
9001         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
9002         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9003
9004         if (decalsystem->lastupdatetime)
9005                 frametime = (cl.time - decalsystem->lastupdatetime);
9006         else
9007                 frametime = 0;
9008         decalsystem->lastupdatetime = cl.time;
9009         decal = decalsystem->decals;
9010         numdecals = decalsystem->numdecals;
9011
9012         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9013         {
9014                 if (decal->color4ub[0][3])
9015                 {
9016                         decal->lived += frametime;
9017                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
9018                         {
9019                                 memset(decal, 0, sizeof(*decal));
9020                                 if (decalsystem->freedecal > i)
9021                                         decalsystem->freedecal = i;
9022                         }
9023                 }
9024         }
9025         decal = decalsystem->decals;
9026         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
9027                 numdecals--;
9028
9029         // collapse the array by shuffling the tail decals into the gaps
9030         for (;;)
9031         {
9032                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
9033                         decalsystem->freedecal++;
9034                 if (decalsystem->freedecal == numdecals)
9035                         break;
9036                 decal[decalsystem->freedecal] = decal[--numdecals];
9037         }
9038
9039         decalsystem->numdecals = numdecals;
9040
9041         if (numdecals <= 0)
9042         {
9043                 // if there are no decals left, reset decalsystem
9044                 R_DecalSystem_Reset(decalsystem);
9045         }
9046 }
9047
9048 extern skinframe_t *decalskinframe;
9049 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9050 {
9051         int i;
9052         decalsystem_t *decalsystem = &ent->decalsystem;
9053         int numdecals;
9054         tridecal_t *decal;
9055         float fadedelay;
9056         float faderate;
9057         float alpha;
9058         float *v3f;
9059         float *c4f;
9060         float *t2f;
9061         const int *e;
9062         const unsigned char *surfacevisible = r_refdef.viewcache.world_surfacevisible;
9063         int numtris = 0;
9064
9065         numdecals = decalsystem->numdecals;
9066         if (!numdecals)
9067                 return;
9068
9069         if (r_showsurfaces.integer)
9070                 return;
9071
9072         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9073         {
9074                 R_DecalSystem_Reset(decalsystem);
9075                 return;
9076         }
9077
9078         // if the model is static it doesn't matter what value we give for
9079         // wantnormals and wanttangents, so this logic uses only rules applicable
9080         // to a model, knowing that they are meaningless otherwise
9081         if (ent == r_refdef.scene.worldentity)
9082                 RSurf_ActiveWorldEntity();
9083         else
9084                 RSurf_ActiveModelEntity(ent, false, false);
9085
9086         decalsystem->lastupdatetime = cl.time;
9087         decal = decalsystem->decals;
9088
9089         fadedelay = cl_decals_time.value;
9090         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9091
9092         // update vertex positions for animated models
9093         v3f = decalsystem->vertex3f;
9094         c4f = decalsystem->color4f;
9095         t2f = decalsystem->texcoord2f;
9096         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9097         {
9098                 if (!decal->color4ub[0][3])
9099                         continue;
9100
9101                 if (decal->surfaceindex >= 0 && !surfacevisible[decal->surfaceindex])
9102                         continue;
9103
9104                 // update color values for fading decals
9105                 if (decal->lived >= cl_decals_time.value)
9106                 {
9107                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9108                         alpha *= (1.0f/255.0f);
9109                 }
9110                 else
9111                         alpha = 1.0f/255.0f;
9112
9113                 c4f[ 0] = decal->color4ub[0][0] * alpha;
9114                 c4f[ 1] = decal->color4ub[0][1] * alpha;
9115                 c4f[ 2] = decal->color4ub[0][2] * alpha;
9116                 c4f[ 3] = 1;
9117                 c4f[ 4] = decal->color4ub[1][0] * alpha;
9118                 c4f[ 5] = decal->color4ub[1][1] * alpha;
9119                 c4f[ 6] = decal->color4ub[1][2] * alpha;
9120                 c4f[ 7] = 1;
9121                 c4f[ 8] = decal->color4ub[2][0] * alpha;
9122                 c4f[ 9] = decal->color4ub[2][1] * alpha;
9123                 c4f[10] = decal->color4ub[2][2] * alpha;
9124                 c4f[11] = 1;
9125
9126                 t2f[0] = decal->texcoord2f[0][0];
9127                 t2f[1] = decal->texcoord2f[0][1];
9128                 t2f[2] = decal->texcoord2f[1][0];
9129                 t2f[3] = decal->texcoord2f[1][1];
9130                 t2f[4] = decal->texcoord2f[2][0];
9131                 t2f[5] = decal->texcoord2f[2][1];
9132
9133                 // update vertex positions for animated models
9134                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
9135                 {
9136                         e = rsurface.modelelement3i + 3*decal->triangleindex;
9137                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
9138                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
9139                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
9140                 }
9141                 else
9142                 {
9143                         VectorCopy(decal->vertex3f[0], v3f);
9144                         VectorCopy(decal->vertex3f[1], v3f + 3);
9145                         VectorCopy(decal->vertex3f[2], v3f + 6);
9146                 }
9147
9148                 v3f += 9;
9149                 c4f += 12;
9150                 t2f += 6;
9151                 numtris++;
9152         }
9153
9154         if (numtris > 0)
9155         {
9156                 r_refdef.stats.drawndecals += numtris;
9157                 // now render the decals all at once
9158                 // (this assumes they all use one particle font texture!)
9159                 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
9160                 R_Mesh_ResetTextureState();
9161                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
9162                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
9163                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
9164                 R_SetupGenericShader(true);
9165                 GL_DepthMask(false);
9166                 GL_DepthRange(0, 1);
9167                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9168                 GL_DepthTest(true);
9169                 GL_CullFace(GL_NONE);
9170                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9171                 R_Mesh_TexBind(0, R_GetTexture(decalskinframe->base));
9172                 //R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
9173                 GL_LockArrays(0, numtris * 3);
9174                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
9175                 GL_LockArrays(0, 0);
9176         }
9177 }
9178
9179 static void R_DrawModelDecals(void)
9180 {
9181         int i, numdecals;
9182
9183         // fade faster when there are too many decals
9184         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9185         for (i = 0;i < r_refdef.scene.numentities;i++)
9186                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9187
9188         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9189         for (i = 0;i < r_refdef.scene.numentities;i++)
9190                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9191                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9192
9193         R_DecalSystem_ApplySplatEntitiesQueue();
9194
9195         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9196         for (i = 0;i < r_refdef.scene.numentities;i++)
9197                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9198
9199         r_refdef.stats.totaldecals += numdecals;
9200
9201         if (r_showsurfaces.integer)
9202                 return;
9203
9204         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9205
9206         for (i = 0;i < r_refdef.scene.numentities;i++)
9207         {
9208                 if (!r_refdef.viewcache.entityvisible[i])
9209                         continue;
9210                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9211                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9212         }
9213 }
9214
9215 void R_DrawDebugModel(void)
9216 {
9217         entity_render_t *ent = rsurface.entity;
9218         int i, j, k, l, flagsmask;
9219         const int *elements;
9220         q3mbrush_t *brush;
9221         const msurface_t *surface;
9222         dp_model_t *model = ent->model;
9223         vec3_t v;
9224
9225         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9226
9227         R_Mesh_ColorPointer(NULL, 0, 0);
9228         R_Mesh_ResetTextureState();
9229         R_SetupGenericShader(false);
9230         GL_DepthRange(0, 1);
9231         GL_DepthTest(!r_showdisabledepthtest.integer);
9232         GL_DepthMask(false);
9233         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9234
9235         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
9236         {
9237                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9238                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
9239                 {
9240                         if (brush->colbrushf && brush->colbrushf->numtriangles)
9241                         {
9242                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
9243                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
9244                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
9245                         }
9246                 }
9247                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
9248                 {
9249                         if (surface->num_collisiontriangles)
9250                         {
9251                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
9252                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
9253                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
9254                         }
9255                 }
9256         }
9257
9258         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9259
9260         if (r_showtris.integer || r_shownormals.integer)
9261         {
9262                 if (r_showdisabledepthtest.integer)
9263                 {
9264                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9265                         GL_DepthMask(false);
9266                 }
9267                 else
9268                 {
9269                         GL_BlendFunc(GL_ONE, GL_ZERO);
9270                         GL_DepthMask(true);
9271                 }
9272                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9273                 {
9274                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9275                                 continue;
9276                         rsurface.texture = R_GetCurrentTexture(surface->texture);
9277                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9278                         {
9279                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
9280                                 if (r_showtris.value > 0)
9281                                 {
9282                                         if (!rsurface.texture->currentlayers->depthmask)
9283                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9284                                         else if (ent == r_refdef.scene.worldentity)
9285                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9286                                         else
9287                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9288                                         elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
9289                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
9290                                         R_Mesh_ColorPointer(NULL, 0, 0);
9291                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
9292                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
9293                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
9294                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9295                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
9296                                         CHECKGLERROR
9297                                 }
9298                                 if (r_shownormals.value < 0)
9299                                 {
9300                                         qglBegin(GL_LINES);
9301                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
9302                                         {
9303                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
9304                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9305                                                 qglVertex3f(v[0], v[1], v[2]);
9306                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
9307                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
9308                                                 qglVertex3f(v[0], v[1], v[2]);
9309                                         }
9310                                         qglEnd();
9311                                         CHECKGLERROR
9312                                 }
9313                                 if (r_shownormals.value > 0)
9314                                 {
9315                                         qglBegin(GL_LINES);
9316                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
9317                                         {
9318                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
9319                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9320                                                 qglVertex3f(v[0], v[1], v[2]);
9321                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
9322                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
9323                                                 qglVertex3f(v[0], v[1], v[2]);
9324                                         }
9325                                         qglEnd();
9326                                         CHECKGLERROR
9327                                         qglBegin(GL_LINES);
9328                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
9329                                         {
9330                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
9331                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
9332                                                 qglVertex3f(v[0], v[1], v[2]);
9333                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
9334                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
9335                                                 qglVertex3f(v[0], v[1], v[2]);
9336                                         }
9337                                         qglEnd();
9338                                         CHECKGLERROR
9339                                         qglBegin(GL_LINES);
9340                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
9341                                         {
9342                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
9343                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9344                                                 qglVertex3f(v[0], v[1], v[2]);
9345                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
9346                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
9347                                                 qglVertex3f(v[0], v[1], v[2]);
9348                                         }
9349                                         qglEnd();
9350                                         CHECKGLERROR
9351                                 }
9352                         }
9353                 }
9354                 rsurface.texture = NULL;
9355         }
9356 }
9357
9358 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
9359 int r_maxsurfacelist = 0;
9360 const msurface_t **r_surfacelist = NULL;
9361 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
9362 {
9363         int i, j, endj, f, flagsmask;
9364         texture_t *t;
9365         dp_model_t *model = r_refdef.scene.worldmodel;
9366         msurface_t *surfaces;
9367         unsigned char *update;
9368         int numsurfacelist = 0;
9369         if (model == NULL)
9370                 return;
9371
9372         if (r_maxsurfacelist < model->num_surfaces)
9373         {
9374                 r_maxsurfacelist = model->num_surfaces;
9375                 if (r_surfacelist)
9376                         Mem_Free((msurface_t**)r_surfacelist);
9377                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
9378         }
9379
9380         RSurf_ActiveWorldEntity();
9381
9382         surfaces = model->data_surfaces;
9383         update = model->brushq1.lightmapupdateflags;
9384
9385         // update light styles on this submodel
9386         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
9387         {
9388                 model_brush_lightstyleinfo_t *style;
9389                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
9390                 {
9391                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
9392                         {
9393                                 int *list = style->surfacelist;
9394                                 style->value = r_refdef.scene.lightstylevalue[style->style];
9395                                 for (j = 0;j < style->numsurfaces;j++)
9396                                         update[list[j]] = true;
9397                         }
9398                 }
9399         }
9400
9401         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9402
9403         if (debug)
9404         {
9405                 R_DrawDebugModel();
9406                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9407                 return;
9408         }
9409
9410         f = 0;
9411         t = NULL;
9412         rsurface.uselightmaptexture = false;
9413         rsurface.texture = NULL;
9414         rsurface.rtlight = NULL;
9415         numsurfacelist = 0;
9416         // add visible surfaces to draw list
9417         for (i = 0;i < model->nummodelsurfaces;i++)
9418         {
9419                 j = model->sortedmodelsurfaces[i];
9420                 if (r_refdef.viewcache.world_surfacevisible[j])
9421                         r_surfacelist[numsurfacelist++] = surfaces + j;
9422         }
9423         // update lightmaps if needed
9424         if (update)
9425                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
9426                         if (r_refdef.viewcache.world_surfacevisible[j])
9427                                 if (update[j])
9428                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
9429         // don't do anything if there were no surfaces
9430         if (!numsurfacelist)
9431         {
9432                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9433                 return;
9434         }
9435         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
9436         GL_AlphaTest(false);
9437
9438         // add to stats if desired
9439         if (r_speeds.integer && !skysurfaces && !depthonly)
9440         {
9441                 r_refdef.stats.world_surfaces += numsurfacelist;
9442                 for (j = 0;j < numsurfacelist;j++)
9443                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
9444         }
9445
9446         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9447 }
9448
9449 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
9450 {
9451         int i, j, endj, f, flagsmask;
9452         texture_t *t;
9453         dp_model_t *model = ent->model;
9454         msurface_t *surfaces;
9455         unsigned char *update;
9456         int numsurfacelist = 0;
9457         if (model == NULL)
9458                 return;
9459
9460         if (r_maxsurfacelist < model->num_surfaces)
9461         {
9462                 r_maxsurfacelist = model->num_surfaces;
9463                 if (r_surfacelist)
9464                         Mem_Free((msurface_t **)r_surfacelist);
9465                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
9466         }
9467
9468         // if the model is static it doesn't matter what value we give for
9469         // wantnormals and wanttangents, so this logic uses only rules applicable
9470         // to a model, knowing that they are meaningless otherwise
9471         if (ent == r_refdef.scene.worldentity)
9472                 RSurf_ActiveWorldEntity();
9473         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
9474                 RSurf_ActiveModelEntity(ent, false, false);
9475         else if (prepass)
9476                 RSurf_ActiveModelEntity(ent, true, true);
9477         else if (depthonly)
9478                 RSurf_ActiveModelEntity(ent, false, false);
9479         else
9480         {
9481                 switch (vid.renderpath)
9482                 {
9483                 case RENDERPATH_GL20:
9484                         RSurf_ActiveModelEntity(ent, true, true);
9485                         break;
9486                 case RENDERPATH_GL13:
9487                 case RENDERPATH_GL11:
9488                         RSurf_ActiveModelEntity(ent, true, false);
9489                         break;
9490                 }
9491         }
9492
9493         surfaces = model->data_surfaces;
9494         update = model->brushq1.lightmapupdateflags;
9495
9496         // update light styles
9497         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
9498         {
9499                 model_brush_lightstyleinfo_t *style;
9500                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
9501                 {
9502                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
9503                         {
9504                                 int *list = style->surfacelist;
9505                                 style->value = r_refdef.scene.lightstylevalue[style->style];
9506                                 for (j = 0;j < style->numsurfaces;j++)
9507                                         update[list[j]] = true;
9508                         }
9509                 }
9510         }
9511
9512         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9513
9514         if (debug)
9515         {
9516                 R_DrawDebugModel();
9517                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9518                 return;
9519         }
9520
9521         f = 0;
9522         t = NULL;
9523         rsurface.uselightmaptexture = false;
9524         rsurface.texture = NULL;
9525         rsurface.rtlight = NULL;
9526         numsurfacelist = 0;
9527         // add visible surfaces to draw list
9528         for (i = 0;i < model->nummodelsurfaces;i++)
9529                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
9530         // don't do anything if there were no surfaces
9531         if (!numsurfacelist)
9532         {
9533                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9534                 return;
9535         }
9536         // update lightmaps if needed
9537         if (update)
9538                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
9539                         if (update[j])
9540                                 R_BuildLightMap(ent, surfaces + j);
9541         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
9542         GL_AlphaTest(false);
9543
9544         // add to stats if desired
9545         if (r_speeds.integer && !skysurfaces && !depthonly)
9546         {
9547                 r_refdef.stats.entities_surfaces += numsurfacelist;
9548                 for (j = 0;j < numsurfacelist;j++)
9549                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
9550         }
9551
9552         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9553 }
9554
9555 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
9556 {
9557         static texture_t texture;
9558         static msurface_t surface;
9559         const msurface_t *surfacelist = &surface;
9560
9561         // fake enough texture and surface state to render this geometry
9562
9563         texture.update_lastrenderframe = -1; // regenerate this texture
9564         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
9565         texture.currentskinframe = skinframe;
9566         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
9567         texture.specularscalemod = 1;
9568         texture.specularpowermod = 1;
9569
9570         surface.texture = &texture;
9571         surface.num_triangles = numtriangles;
9572         surface.num_firsttriangle = firsttriangle;
9573         surface.num_vertices = numvertices;
9574         surface.num_firstvertex = firstvertex;
9575
9576         // now render it
9577         rsurface.texture = R_GetCurrentTexture(surface.texture);
9578         rsurface.uselightmaptexture = false;
9579         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
9580 }