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oops... fog is now colorscaled, so handle this correctly. Now fog + HDR works again.
[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 //
32 // screen size info
33 //
34 r_refdef_t r_refdef;
35 r_view_t r_view;
36 r_viewcache_t r_viewcache;
37
38 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
39 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
40 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
41 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
42 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
43 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
44 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
46 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
47 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
48 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
49 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
50 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
51 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
52 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
53 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
54 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
55 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
56 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
57 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
58 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
59 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
60 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
61 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
62 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
63 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
64 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
65 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
66 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
67
68 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
69 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
70 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
71 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
72 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
73 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
74 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
75
76 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
77
78 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
79 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
80 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
81 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
82 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
83 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
84
85 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
86 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
87 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
88 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
89 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
90
91 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
92 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
93 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
94 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
95
96 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
97 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
98 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
99 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
100 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
101 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
102 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
103
104 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
105 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
106 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
107 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
108
109 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
110
111 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
112
113 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
114
115 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
116 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
117 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
118 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
119 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
120 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
121
122 extern qboolean v_flipped_state;
123
124 typedef struct r_glsl_bloomshader_s
125 {
126         int program;
127         int loc_Texture_Bloom;
128 }
129 r_glsl_bloomshader_t;
130
131 static struct r_bloomstate_s
132 {
133         qboolean enabled;
134         qboolean hdr;
135
136         int bloomwidth, bloomheight;
137
138         int screentexturewidth, screentextureheight;
139         rtexture_t *texture_screen;
140
141         int bloomtexturewidth, bloomtextureheight;
142         rtexture_t *texture_bloom;
143
144         r_glsl_bloomshader_t *shader;
145
146         // arrays for rendering the screen passes
147         float screentexcoord2f[8];
148         float bloomtexcoord2f[8];
149         float offsettexcoord2f[8];
150 }
151 r_bloomstate;
152
153 typedef struct r_waterstate_waterplane_s
154 {
155         rtexture_t *texture_refraction;
156         rtexture_t *texture_reflection;
157         mplane_t plane;
158         int materialflags; // combined flags of all water surfaces on this plane
159         unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
160         qboolean pvsvalid;
161 }
162 r_waterstate_waterplane_t;
163
164 #define MAX_WATERPLANES 16
165
166 static struct r_waterstate_s
167 {
168         qboolean enabled;
169
170         qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
171
172         int waterwidth, waterheight;
173         int texturewidth, textureheight;
174
175         int maxwaterplanes; // same as MAX_WATERPLANES
176         int numwaterplanes;
177         r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
178
179         float screenscale[2];
180         float screencenter[2];
181 }
182 r_waterstate;
183
184 // shadow volume bsp struct with automatically growing nodes buffer
185 svbsp_t r_svbsp;
186
187 rtexture_t *r_texture_blanknormalmap;
188 rtexture_t *r_texture_white;
189 rtexture_t *r_texture_grey128;
190 rtexture_t *r_texture_black;
191 rtexture_t *r_texture_notexture;
192 rtexture_t *r_texture_whitecube;
193 rtexture_t *r_texture_normalizationcube;
194 rtexture_t *r_texture_fogattenuation;
195 //rtexture_t *r_texture_fogintensity;
196
197 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
198 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
199
200 // vertex coordinates for a quad that covers the screen exactly
201 const static float r_screenvertex3f[12] =
202 {
203         0, 0, 0,
204         1, 0, 0,
205         1, 1, 0,
206         0, 1, 0
207 };
208
209 extern void R_DrawModelShadows(void);
210
211 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
212 {
213         int i;
214         for (i = 0;i < verts;i++)
215         {
216                 out[0] = in[0] * r;
217                 out[1] = in[1] * g;
218                 out[2] = in[2] * b;
219                 out[3] = in[3];
220                 in += 4;
221                 out += 4;
222         }
223 }
224
225 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
226 {
227         int i;
228         for (i = 0;i < verts;i++)
229         {
230                 out[0] = r;
231                 out[1] = g;
232                 out[2] = b;
233                 out[3] = a;
234                 out += 4;
235         }
236 }
237
238 // FIXME: move this to client?
239 void FOG_clear(void)
240 {
241         if (gamemode == GAME_NEHAHRA)
242         {
243                 Cvar_Set("gl_fogenable", "0");
244                 Cvar_Set("gl_fogdensity", "0.2");
245                 Cvar_Set("gl_fogred", "0.3");
246                 Cvar_Set("gl_foggreen", "0.3");
247                 Cvar_Set("gl_fogblue", "0.3");
248         }
249         r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
250         r_refdef.fog_start = 0;
251         r_refdef.fog_end = 1000000000;
252 }
253
254 float FogForDistance(vec_t dist)
255 {
256         unsigned int fogmasktableindex = (unsigned int)(bound(0, dist - r_refdef.fog_start, r_refdef.fog_end - r_refdef.fog_start) * r_refdef.fogmasktabledistmultiplier);
257         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
258 }
259
260 float FogPoint_World(const vec3_t p)
261 {
262         return FogForDistance(VectorDistance((p), r_view.origin));
263 }
264
265 float FogPoint_Model(const vec3_t p)
266 {
267         return FogForDistance(VectorDistance((p), rsurface.modelorg));
268 }
269
270 static void R_BuildBlankTextures(void)
271 {
272         unsigned char data[4];
273         data[2] = 128; // normal X
274         data[1] = 128; // normal Y
275         data[0] = 255; // normal Z
276         data[3] = 128; // height
277         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
278         data[0] = 255;
279         data[1] = 255;
280         data[2] = 255;
281         data[3] = 255;
282         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
283         data[0] = 128;
284         data[1] = 128;
285         data[2] = 128;
286         data[3] = 255;
287         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
288         data[0] = 0;
289         data[1] = 0;
290         data[2] = 0;
291         data[3] = 255;
292         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
293 }
294
295 static void R_BuildNoTexture(void)
296 {
297         int x, y;
298         unsigned char pix[16][16][4];
299         // this makes a light grey/dark grey checkerboard texture
300         for (y = 0;y < 16;y++)
301         {
302                 for (x = 0;x < 16;x++)
303                 {
304                         if ((y < 8) ^ (x < 8))
305                         {
306                                 pix[y][x][0] = 128;
307                                 pix[y][x][1] = 128;
308                                 pix[y][x][2] = 128;
309                                 pix[y][x][3] = 255;
310                         }
311                         else
312                         {
313                                 pix[y][x][0] = 64;
314                                 pix[y][x][1] = 64;
315                                 pix[y][x][2] = 64;
316                                 pix[y][x][3] = 255;
317                         }
318                 }
319         }
320         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
321 }
322
323 static void R_BuildWhiteCube(void)
324 {
325         unsigned char data[6*1*1*4];
326         memset(data, 255, sizeof(data));
327         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
328 }
329
330 static void R_BuildNormalizationCube(void)
331 {
332         int x, y, side;
333         vec3_t v;
334         vec_t s, t, intensity;
335 #define NORMSIZE 64
336         unsigned char data[6][NORMSIZE][NORMSIZE][4];
337         for (side = 0;side < 6;side++)
338         {
339                 for (y = 0;y < NORMSIZE;y++)
340                 {
341                         for (x = 0;x < NORMSIZE;x++)
342                         {
343                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
344                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
345                                 switch(side)
346                                 {
347                                 default:
348                                 case 0:
349                                         v[0] = 1;
350                                         v[1] = -t;
351                                         v[2] = -s;
352                                         break;
353                                 case 1:
354                                         v[0] = -1;
355                                         v[1] = -t;
356                                         v[2] = s;
357                                         break;
358                                 case 2:
359                                         v[0] = s;
360                                         v[1] = 1;
361                                         v[2] = t;
362                                         break;
363                                 case 3:
364                                         v[0] = s;
365                                         v[1] = -1;
366                                         v[2] = -t;
367                                         break;
368                                 case 4:
369                                         v[0] = s;
370                                         v[1] = -t;
371                                         v[2] = 1;
372                                         break;
373                                 case 5:
374                                         v[0] = -s;
375                                         v[1] = -t;
376                                         v[2] = -1;
377                                         break;
378                                 }
379                                 intensity = 127.0f / sqrt(DotProduct(v, v));
380                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
381                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
382                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
383                                 data[side][y][x][3] = 255;
384                         }
385                 }
386         }
387         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
388 }
389
390 static void R_BuildFogTexture(void)
391 {
392         int x, b;
393 #define FOGWIDTH 256
394         unsigned char data1[FOGWIDTH][4];
395         //unsigned char data2[FOGWIDTH][4];
396         for (x = 0;x < FOGWIDTH;x++)
397         {
398                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
399                 data1[x][0] = b;
400                 data1[x][1] = b;
401                 data1[x][2] = b;
402                 data1[x][3] = 255;
403                 //data2[x][0] = 255 - b;
404                 //data2[x][1] = 255 - b;
405                 //data2[x][2] = 255 - b;
406                 //data2[x][3] = 255;
407         }
408         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);
409         //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
410 }
411
412 static const char *builtinshaderstring =
413 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
414 "// written by Forest 'LordHavoc' Hale\n"
415 "\n"
416 "// common definitions between vertex shader and fragment shader:\n"
417 "\n"
418 "#ifdef __GLSL_CG_DATA_TYPES\n"
419 "# define myhalf half\n"
420 "# define myhvec2 hvec2\n"
421 "# define myhvec3 hvec3\n"
422 "# define myhvec4 hvec4\n"
423 "#else\n"
424 "# define myhalf float\n"
425 "# define myhvec2 vec2\n"
426 "# define myhvec3 vec3\n"
427 "# define myhvec4 vec4\n"
428 "#endif\n"
429 "\n"
430 "varying vec2 TexCoord;\n"
431 "varying vec2 TexCoordLightmap;\n"
432 "\n"
433 "//#ifdef MODE_LIGHTSOURCE\n"
434 "varying vec3 CubeVector;\n"
435 "//#endif\n"
436 "\n"
437 "//#ifdef MODE_LIGHTSOURCE\n"
438 "varying vec3 LightVector;\n"
439 "//#else\n"
440 "//# ifdef MODE_LIGHTDIRECTION\n"
441 "//varying vec3 LightVector;\n"
442 "//# endif\n"
443 "//#endif\n"
444 "\n"
445 "varying vec3 EyeVector;\n"
446 "//#ifdef USEFOG\n"
447 "varying vec3 EyeVectorModelSpace;\n"
448 "//#endif\n"
449 "\n"
450 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
451 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
452 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
453 "\n"
454 "//#ifdef MODE_WATER\n"
455 "varying vec4 ModelViewProjectionPosition;\n"
456 "//#else\n"
457 "//# ifdef MODE_REFRACTION\n"
458 "//varying vec4 ModelViewProjectionPosition;\n"
459 "//# else\n"
460 "//#  ifdef USEREFLECTION\n"
461 "//varying vec4 ModelViewProjectionPosition;\n"
462 "//#  endif\n"
463 "//# endif\n"
464 "//#endif\n"
465 "\n"
466 "\n"
467 "\n"
468 "\n"
469 "\n"
470 "// vertex shader specific:\n"
471 "#ifdef VERTEX_SHADER\n"
472 "\n"
473 "uniform vec3 LightPosition;\n"
474 "uniform vec3 EyePosition;\n"
475 "uniform vec3 LightDir;\n"
476 "\n"
477 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
478 "\n"
479 "void main(void)\n"
480 "{\n"
481 "       gl_FrontColor = gl_Color;\n"
482 "       // copy the surface texcoord\n"
483 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
484 "#ifndef MODE_LIGHTSOURCE\n"
485 "# ifndef MODE_LIGHTDIRECTION\n"
486 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
487 "# endif\n"
488 "#endif\n"
489 "\n"
490 "#ifdef MODE_LIGHTSOURCE\n"
491 "       // transform vertex position into light attenuation/cubemap space\n"
492 "       // (-1 to +1 across the light box)\n"
493 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
494 "\n"
495 "       // transform unnormalized light direction into tangent space\n"
496 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
497 "       //  normalize it per pixel)\n"
498 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
499 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
500 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
501 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
502 "#endif\n"
503 "\n"
504 "#ifdef MODE_LIGHTDIRECTION\n"
505 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
506 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
507 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
508 "#endif\n"
509 "\n"
510 "       // transform unnormalized eye direction into tangent space\n"
511 "#ifndef USEFOG\n"
512 "       vec3 EyeVectorModelSpace;\n"
513 "#endif\n"
514 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
515 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
516 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
517 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
518 "\n"
519 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
520 "       VectorS = gl_MultiTexCoord1.xyz;\n"
521 "       VectorT = gl_MultiTexCoord2.xyz;\n"
522 "       VectorR = gl_MultiTexCoord3.xyz;\n"
523 "#endif\n"
524 "\n"
525 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
526 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
527 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
528 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
529 "//#endif\n"
530 "\n"
531 "// transform vertex to camera space, using ftransform to match non-VS\n"
532 "       // rendering\n"
533 "       gl_Position = ftransform();\n"
534 "\n"
535 "#ifdef MODE_WATER\n"
536 "       ModelViewProjectionPosition = gl_Position;\n"
537 "#endif\n"
538 "#ifdef MODE_REFRACTION\n"
539 "       ModelViewProjectionPosition = gl_Position;\n"
540 "#endif\n"
541 "#ifdef USEREFLECTION\n"
542 "       ModelViewProjectionPosition = gl_Position;\n"
543 "#endif\n"
544 "}\n"
545 "\n"
546 "#endif // VERTEX_SHADER\n"
547 "\n"
548 "\n"
549 "\n"
550 "\n"
551 "// fragment shader specific:\n"
552 "#ifdef FRAGMENT_SHADER\n"
553 "\n"
554 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
555 "uniform sampler2D Texture_Normal;\n"
556 "uniform sampler2D Texture_Color;\n"
557 "uniform sampler2D Texture_Gloss;\n"
558 "uniform samplerCube Texture_Cube;\n"
559 "uniform sampler2D Texture_Attenuation;\n"
560 "uniform sampler2D Texture_FogMask;\n"
561 "uniform sampler2D Texture_Pants;\n"
562 "uniform sampler2D Texture_Shirt;\n"
563 "uniform sampler2D Texture_Lightmap;\n"
564 "uniform sampler2D Texture_Deluxemap;\n"
565 "uniform sampler2D Texture_Glow;\n"
566 "uniform sampler2D Texture_Reflection;\n"
567 "uniform sampler2D Texture_Refraction;\n"
568 "\n"
569 "uniform myhvec3 LightColor;\n"
570 "uniform myhvec3 AmbientColor;\n"
571 "uniform myhvec3 DiffuseColor;\n"
572 "uniform myhvec3 SpecularColor;\n"
573 "uniform myhvec3 Color_Pants;\n"
574 "uniform myhvec3 Color_Shirt;\n"
575 "uniform myhvec3 FogColor;\n"
576 "\n"
577 "//#ifdef MODE_WATER\n"
578 "uniform vec4 DistortScaleRefractReflect;\n"
579 "uniform vec4 ScreenScaleRefractReflect;\n"
580 "uniform vec4 ScreenCenterRefractReflect;\n"
581 "uniform myhvec4 RefractColor;\n"
582 "uniform myhvec4 ReflectColor;\n"
583 "uniform myhalf ReflectFactor;\n"
584 "uniform myhalf ReflectOffset;\n"
585 "//#else\n"
586 "//# ifdef MODE_REFRACTION\n"
587 "//uniform vec4 DistortScaleRefractReflect;\n"
588 "//uniform vec4 ScreenScaleRefractReflect;\n"
589 "//uniform vec4 ScreenCenterRefractReflect;\n"
590 "//uniform myhvec4 RefractColor;\n"
591 "//#  ifdef USEREFLECTION\n"
592 "//uniform myhvec4 ReflectColor;\n"
593 "//#  endif\n"
594 "//# else\n"
595 "//#  ifdef USEREFLECTION\n"
596 "//uniform vec4 DistortScaleRefractReflect;\n"
597 "//uniform vec4 ScreenScaleRefractReflect;\n"
598 "//uniform vec4 ScreenCenterRefractReflect;\n"
599 "//uniform myhvec4 ReflectColor;\n"
600 "//#  endif\n"
601 "//# endif\n"
602 "//#endif\n"
603 "\n"
604 "uniform myhalf GlowScale;\n"
605 "uniform myhalf SceneBrightness;\n"
606 "#ifdef USECONTRASTBOOST\n"
607 "uniform myhalf ContrastBoostCoeff;\n"
608 "#endif\n"
609 "\n"
610 "uniform float OffsetMapping_Scale;\n"
611 "uniform float OffsetMapping_Bias;\n"
612 "uniform float FogRangeRecip;\n"
613 "uniform float FogStart;\n"
614 "uniform float FogLength;\n"
615 "\n"
616 "uniform myhalf AmbientScale;\n"
617 "uniform myhalf DiffuseScale;\n"
618 "uniform myhalf SpecularScale;\n"
619 "uniform myhalf SpecularPower;\n"
620 "\n"
621 "#ifdef USEOFFSETMAPPING\n"
622 "vec2 OffsetMapping(vec2 TexCoord)\n"
623 "{\n"
624 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
625 "       // 14 sample relief mapping: linear search and then binary search\n"
626 "       // this basically steps forward a small amount repeatedly until it finds\n"
627 "       // itself inside solid, then jitters forward and back using decreasing\n"
628 "       // amounts to find the impact\n"
629 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
630 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
631 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
632 "       vec3 RT = vec3(TexCoord, 1);\n"
633 "       OffsetVector *= 0.1;\n"
634 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
635 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
636 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
637 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
638 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
639 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
640 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
641 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
642 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
643 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
644 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
645 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
646 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
647 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
648 "       return RT.xy;\n"
649 "#else\n"
650 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
651 "       // this basically moves forward the full distance, and then backs up based\n"
652 "       // on height of samples\n"
653 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
654 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
655 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
656 "       TexCoord += OffsetVector;\n"
657 "       OffsetVector *= 0.333;\n"
658 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
659 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
660 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
661 "       return TexCoord;\n"
662 "#endif\n"
663 "}\n"
664 "#endif // USEOFFSETMAPPING\n"
665 "\n"
666 "#ifdef MODE_WATER\n"
667 "\n"
668 "// water pass\n"
669 "void main(void)\n"
670 "{\n"
671 "#ifdef USEOFFSETMAPPING\n"
672 "       // apply offsetmapping\n"
673 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
674 "#define TexCoord TexCoordOffset\n"
675 "#endif\n"
676 "\n"
677 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
678 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
679 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
680 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n"
681 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
682 "}\n"
683 "\n"
684 "#else // MODE_WATER\n"
685 "#ifdef MODE_REFRACTION\n"
686 "\n"
687 "// refraction pass\n"
688 "void main(void)\n"
689 "{\n"
690 "#ifdef USEOFFSETMAPPING\n"
691 "       // apply offsetmapping\n"
692 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
693 "#define TexCoord TexCoordOffset\n"
694 "#endif\n"
695 "\n"
696 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
697 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
698 "       vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
699 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
700 "}\n"
701 "\n"
702 "#else // MODE_REFRACTION\n"
703 "void main(void)\n"
704 "{\n"
705 "#ifdef USEOFFSETMAPPING\n"
706 "       // apply offsetmapping\n"
707 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
708 "#define TexCoord TexCoordOffset\n"
709 "#endif\n"
710 "\n"
711 "       // combine the diffuse textures (base, pants, shirt)\n"
712 "       myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
713 "#ifdef USECOLORMAPPING\n"
714 "       color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
715 "#endif\n"
716 "\n"
717 "\n"
718 "\n"
719 "\n"
720 "#ifdef MODE_LIGHTSOURCE\n"
721 "       // light source\n"
722 "\n"
723 "       // calculate surface normal, light normal, and specular normal\n"
724 "       // compute color intensity for the two textures (colormap and glossmap)\n"
725 "       // scale by light color and attenuation as efficiently as possible\n"
726 "       // (do as much scalar math as possible rather than vector math)\n"
727 "# ifdef USESPECULAR\n"
728 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
729 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
730 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
731 "\n"
732 "       // calculate directional shading\n"
733 "       color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
734 "# else\n"
735 "#  ifdef USEDIFFUSE\n"
736 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
737 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
738 "\n"
739 "       // calculate directional shading\n"
740 "       color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
741 "#  else\n"
742 "       // calculate directionless shading\n"
743 "       color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
744 "#  endif\n"
745 "# endif\n"
746 "\n"
747 "# ifdef USECUBEFILTER\n"
748 "       // apply light cubemap filter\n"
749 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
750 "       color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
751 "# endif\n"
752 "       color *= myhvec4(gl_Color);\n"
753 "#endif // MODE_LIGHTSOURCE\n"
754 "\n"
755 "\n"
756 "\n"
757 "\n"
758 "#ifdef MODE_LIGHTDIRECTION\n"
759 "       // directional model lighting\n"
760 "# ifdef USESPECULAR\n"
761 "       // get the surface normal and light normal\n"
762 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
763 "       myhvec3 diffusenormal = myhvec3(LightVector);\n"
764 "\n"
765 "       // calculate directional shading\n"
766 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
767 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
768 "       color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
769 "# else\n"
770 "#  ifdef USEDIFFUSE\n"
771 "       // get the surface normal and light normal\n"
772 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
773 "       myhvec3 diffusenormal = myhvec3(LightVector);\n"
774 "\n"
775 "       // calculate directional shading\n"
776 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
777 "#  else\n"
778 "       color.rgb *= AmbientColor;\n"
779 "#  endif\n"
780 "# endif\n"
781 "\n"
782 "       color *= myhvec4(gl_Color);\n"
783 "#endif // MODE_LIGHTDIRECTION\n"
784 "\n"
785 "\n"
786 "\n"
787 "\n"
788 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
789 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
790 "\n"
791 "       // get the surface normal and light normal\n"
792 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
793 "\n"
794 "       myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
795 "       myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
796 "       // calculate directional shading\n"
797 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
798 "# ifdef USESPECULAR\n"
799 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
800 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
801 "# endif\n"
802 "\n"
803 "       // apply lightmap color\n"
804 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec3(gl_Color);\n"
805 "       color.a *= myhalf(gl_Color.a);\n"
806 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
807 "\n"
808 "\n"
809 "\n"
810 "\n"
811 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
812 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
813 "\n"
814 "       // get the surface normal and light normal\n"
815 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
816 "\n"
817 "       myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
818 "       // calculate directional shading\n"
819 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
820 "# ifdef USESPECULAR\n"
821 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
822 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
823 "# endif\n"
824 "\n"
825 "       // apply lightmap color\n"
826 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec3(gl_Color);\n"
827 "       color.a *= myhalf(gl_Color.a);\n"
828 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
829 "\n"
830 "\n"
831 "\n"
832 "\n"
833 "#ifdef MODE_LIGHTMAP\n"
834 "       // apply lightmap color\n"
835 "       color *= myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) * myhvec4(myhvec3(DiffuseScale), 1) + myhvec4(myhvec3(AmbientScale), 0);\n"
836 "#endif // MODE_LIGHTMAP\n"
837 "\n"
838 "\n"
839 "\n"
840 "\n"
841 "\n"
842 "\n"
843 "\n"
844 "\n"
845 "#ifdef USEGLOW\n"
846 "       color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
847 "#endif\n"
848 "\n"
849 "#ifndef MODE_LIGHTSOURCE\n"
850 "# ifdef USEREFLECTION\n"
851 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
852 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
853 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
854 "       color.rgb = mix(color.rgb, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
855 "# endif\n"
856 "#endif\n"
857 "\n"
858 "#ifdef USECONTRASTBOOST\n"
859 "       color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
860 "#endif\n"
861 "\n"
862 "       color.rgb *= SceneBrightness;\n"
863 "\n"
864 "#ifdef USEFOG\n"
865 "       // apply fog\n"
866 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(max(0.0, min(length(EyeVectorModelSpace) - FogStart, FogLength))*FogRangeRecip, 0.0))));\n"
867 //"      color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
868 "#endif\n"
869 "\n"
870 "       gl_FragColor = vec4(color);\n"
871 "}\n"
872 "#endif // MODE_REFRACTION\n"
873 "#endif // MODE_WATER\n"
874 "\n"
875 "#endif // FRAGMENT_SHADER\n"
876 ;
877
878 #define SHADERPERMUTATION_COLORMAPPING (1<<0) // indicates this is a colormapped skin
879 #define SHADERPERMUTATION_CONTRASTBOOST (1<<1) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
880 #define SHADERPERMUTATION_FOG (1<<2) // tint the color by fog color or black if using additive blend mode
881 #define SHADERPERMUTATION_CUBEFILTER (1<<3) // (lightsource) use cubemap light filter
882 #define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture
883 #define SHADERPERMUTATION_DIFFUSE (1<<5) // (lightsource) whether to use directional shading
884 #define SHADERPERMUTATION_SPECULAR (1<<6) // (lightsource or deluxemapping) render specular effects
885 #define SHADERPERMUTATION_REFLECTION (1<<7) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
886 #define SHADERPERMUTATION_OFFSETMAPPING (1<<8) // adjust texcoords to roughly simulate a displacement mapped surface
887 #define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<9) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
888 #define SHADERPERMUTATION_MODEBASE (1<<10) // multiplier for the SHADERMODE_ values to get a valid index
889
890 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
891 const char *shaderpermutationinfo[][2] =
892 {
893         {"#define USECOLORMAPPING\n", " colormapping"},
894         {"#define USECONTRASTBOOST\n", " contrastboost"},
895         {"#define USEFOG\n", " fog"},
896         {"#define USECUBEFILTER\n", " cubefilter"},
897         {"#define USEGLOW\n", " glow"},
898         {"#define USEDIFFUSE\n", " diffuse"},
899         {"#define USESPECULAR\n", " specular"},
900         {"#define USEREFLECTION\n", " reflection"},
901         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
902         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
903         {NULL, NULL}
904 };
905
906 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
907 typedef enum shadermode_e
908 {
909         SHADERMODE_LIGHTMAP, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
910         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap)
911         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (deluxemap)
912         SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
913         SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
914         SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
915         SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
916         SHADERMODE_COUNT
917 }
918 shadermode_t;
919
920 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
921 const char *shadermodeinfo[][2] =
922 {
923         {"#define MODE_LIGHTMAP\n", " lightmap"},
924         {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
925         {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
926         {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
927         {"#define MODE_LIGHTSOURCE\n", " lightsource"},
928         {"#define MODE_REFRACTION\n", " refraction"},
929         {"#define MODE_WATER\n", " water"},
930         {NULL, NULL}
931 };
932
933 #define SHADERPERMUTATION_INDICES (SHADERPERMUTATION_MODEBASE * SHADERMODE_COUNT)
934
935 typedef struct r_glsl_permutation_s
936 {
937         // indicates if we have tried compiling this permutation already
938         qboolean compiled;
939         // 0 if compilation failed
940         int program;
941         // locations of detected uniforms in program object, or -1 if not found
942         int loc_Texture_Normal;
943         int loc_Texture_Color;
944         int loc_Texture_Gloss;
945         int loc_Texture_Cube;
946         int loc_Texture_Attenuation;
947         int loc_Texture_FogMask;
948         int loc_Texture_Pants;
949         int loc_Texture_Shirt;
950         int loc_Texture_Lightmap;
951         int loc_Texture_Deluxemap;
952         int loc_Texture_Glow;
953         int loc_Texture_Refraction;
954         int loc_Texture_Reflection;
955         int loc_FogColor;
956         int loc_LightPosition;
957         int loc_EyePosition;
958         int loc_LightColor;
959         int loc_Color_Pants;
960         int loc_Color_Shirt;
961         int loc_FogRangeRecip;
962         int loc_FogStart;
963         int loc_FogLength;
964         int loc_AmbientScale;
965         int loc_DiffuseScale;
966         int loc_SpecularScale;
967         int loc_SpecularPower;
968         int loc_GlowScale;
969         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
970         int loc_OffsetMapping_Scale;
971         int loc_AmbientColor;
972         int loc_DiffuseColor;
973         int loc_SpecularColor;
974         int loc_LightDir;
975         int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
976         int loc_DistortScaleRefractReflect;
977         int loc_ScreenScaleRefractReflect;
978         int loc_ScreenCenterRefractReflect;
979         int loc_RefractColor;
980         int loc_ReflectColor;
981         int loc_ReflectFactor;
982         int loc_ReflectOffset;
983 }
984 r_glsl_permutation_t;
985
986 // information about each possible shader permutation
987 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_INDICES];
988 // currently selected permutation
989 r_glsl_permutation_t *r_glsl_permutation;
990
991 // these are additional flags used only by R_GLSL_CompilePermutation
992 #define SHADERTYPE_USES_VERTEXSHADER (1<<0)
993 #define SHADERTYPE_USES_GEOMETRYSHADER (1<<1)
994 #define SHADERTYPE_USES_FRAGMENTSHADER (1<<2)
995
996 static void R_GLSL_CompilePermutation(const char *filename, int permutation, int shadertype)
997 {
998         int i;
999         qboolean shaderfound;
1000         r_glsl_permutation_t *p = r_glsl_permutations + permutation;
1001         int vertstrings_count;
1002         int geomstrings_count;
1003         int fragstrings_count;
1004         char *shaderstring;
1005         const char *vertstrings_list[32+1];
1006         const char *geomstrings_list[32+1];
1007         const char *fragstrings_list[32+1];
1008         char permutationname[256];
1009         if (p->compiled)
1010                 return;
1011         p->compiled = true;
1012         p->program = 0;
1013         vertstrings_list[0] = "#define VERTEX_SHADER\n";
1014         geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
1015         fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
1016         vertstrings_count = 1;
1017         geomstrings_count = 1;
1018         fragstrings_count = 1;
1019         permutationname[0] = 0;
1020         i = permutation / SHADERPERMUTATION_MODEBASE;
1021         vertstrings_list[vertstrings_count++] = shadermodeinfo[i][0];
1022         geomstrings_list[geomstrings_count++] = shadermodeinfo[i][0];
1023         fragstrings_list[fragstrings_count++] = shadermodeinfo[i][0];
1024         strlcat(permutationname, shadermodeinfo[i][1], sizeof(permutationname));
1025         for (i = 0;shaderpermutationinfo[i][0];i++)
1026         {
1027                 if (permutation & (1<<i))
1028                 {
1029                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i][0];
1030                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i][0];
1031                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i][0];
1032                         strlcat(permutationname, shaderpermutationinfo[i][1], sizeof(permutationname));
1033                 }
1034                 else
1035                 {
1036                         // keep line numbers correct
1037                         vertstrings_list[vertstrings_count++] = "\n";
1038                         geomstrings_list[geomstrings_count++] = "\n";
1039                         fragstrings_list[fragstrings_count++] = "\n";
1040                 }
1041         }
1042         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1043         shaderfound = false;
1044         if (shaderstring)
1045         {
1046                 Con_DPrint("from disk... ");
1047                 vertstrings_list[vertstrings_count++] = shaderstring;
1048                 geomstrings_list[geomstrings_count++] = shaderstring;
1049                 fragstrings_list[fragstrings_count++] = shaderstring;
1050                 shaderfound = true;
1051         }
1052         else if (!strcmp(filename, "glsl/default.glsl"))
1053         {
1054                 vertstrings_list[vertstrings_count++] = builtinshaderstring;
1055                 geomstrings_list[geomstrings_count++] = builtinshaderstring;
1056                 fragstrings_list[fragstrings_count++] = builtinshaderstring;
1057                 shaderfound = true;
1058         }
1059         // clear any lists that are not needed by this shader
1060         if (!(shadertype & SHADERTYPE_USES_VERTEXSHADER))
1061                 vertstrings_count = 0;
1062         if (!(shadertype & SHADERTYPE_USES_GEOMETRYSHADER))
1063                 geomstrings_count = 0;
1064         if (!(shadertype & SHADERTYPE_USES_FRAGMENTSHADER))
1065                 fragstrings_count = 0;
1066         // compile the shader program
1067         if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
1068                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1069         if (p->program)
1070         {
1071                 CHECKGLERROR
1072                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1073                 // look up all the uniform variable names we care about, so we don't
1074                 // have to look them up every time we set them
1075                 p->loc_Texture_Normal      = qglGetUniformLocationARB(p->program, "Texture_Normal");
1076                 p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
1077                 p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1078                 p->loc_Texture_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
1079                 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1080                 p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1081                 p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
1082                 p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1083                 p->loc_Texture_Lightmap    = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1084                 p->loc_Texture_Deluxemap   = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1085                 p->loc_Texture_Glow        = qglGetUniformLocationARB(p->program, "Texture_Glow");
1086                 p->loc_Texture_Refraction  = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1087                 p->loc_Texture_Reflection  = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1088                 p->loc_FogColor            = qglGetUniformLocationARB(p->program, "FogColor");
1089                 p->loc_LightPosition       = qglGetUniformLocationARB(p->program, "LightPosition");
1090                 p->loc_EyePosition         = qglGetUniformLocationARB(p->program, "EyePosition");
1091                 p->loc_LightColor          = qglGetUniformLocationARB(p->program, "LightColor");
1092                 p->loc_Color_Pants         = qglGetUniformLocationARB(p->program, "Color_Pants");
1093                 p->loc_Color_Shirt         = qglGetUniformLocationARB(p->program, "Color_Shirt");
1094                 p->loc_FogRangeRecip       = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1095                 p->loc_FogStart            = qglGetUniformLocationARB(p->program, "FogStart");
1096                 p->loc_FogLength           = qglGetUniformLocationARB(p->program, "FogLength");
1097                 p->loc_AmbientScale        = qglGetUniformLocationARB(p->program, "AmbientScale");
1098                 p->loc_DiffuseScale        = qglGetUniformLocationARB(p->program, "DiffuseScale");
1099                 p->loc_SpecularPower       = qglGetUniformLocationARB(p->program, "SpecularPower");
1100                 p->loc_SpecularScale       = qglGetUniformLocationARB(p->program, "SpecularScale");
1101                 p->loc_GlowScale           = qglGetUniformLocationARB(p->program, "GlowScale");
1102                 p->loc_SceneBrightness     = qglGetUniformLocationARB(p->program, "SceneBrightness");
1103                 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1104                 p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
1105                 p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
1106                 p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
1107                 p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
1108                 p->loc_ContrastBoostCoeff  = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1109                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1110                 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1111                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1112                 p->loc_RefractColor        = qglGetUniformLocationARB(p->program, "RefractColor");
1113                 p->loc_ReflectColor        = qglGetUniformLocationARB(p->program, "ReflectColor");
1114                 p->loc_ReflectFactor       = qglGetUniformLocationARB(p->program, "ReflectFactor");
1115                 p->loc_ReflectOffset       = qglGetUniformLocationARB(p->program, "ReflectOffset");
1116                 // initialize the samplers to refer to the texture units we use
1117                 if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
1118                 if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
1119                 if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
1120                 if (p->loc_Texture_Cube >= 0)      qglUniform1iARB(p->loc_Texture_Cube, 3);
1121                 if (p->loc_Texture_FogMask >= 0)   qglUniform1iARB(p->loc_Texture_FogMask, 4);
1122                 if (p->loc_Texture_Pants >= 0)     qglUniform1iARB(p->loc_Texture_Pants, 5);
1123                 if (p->loc_Texture_Shirt >= 0)     qglUniform1iARB(p->loc_Texture_Shirt, 6);
1124                 if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
1125                 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
1126                 if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
1127                 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
1128                 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction, 11);
1129                 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12);
1130                 CHECKGLERROR
1131                 qglUseProgramObjectARB(0);CHECKGLERROR
1132                 if (developer.integer)
1133                         Con_Printf("GLSL shader %s :%s compiled.\n", filename, permutationname);
1134         }
1135         else
1136         {
1137                 if (developer.integer)
1138                         Con_Printf("GLSL shader %s :%s failed!  source code line offset for above errors is %i.\n", permutationname, filename, -(vertstrings_count - 1));
1139                 else
1140                         Con_Printf("GLSL shader %s :%s failed!  some features may not work properly.\n", permutationname, filename);
1141         }
1142         if (shaderstring)
1143                 Mem_Free(shaderstring);
1144 }
1145
1146 void R_GLSL_Restart_f(void)
1147 {
1148         int i;
1149         for (i = 0;i < SHADERPERMUTATION_INDICES;i++)
1150                 if (r_glsl_permutations[i].program)
1151                         GL_Backend_FreeProgram(r_glsl_permutations[i].program);
1152         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1153 }
1154
1155 void R_GLSL_DumpShader_f(void)
1156 {
1157         int i;
1158
1159         qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1160         if(!file)
1161         {
1162                 Con_Printf("failed to write to glsl/default.glsl\n");
1163                 return;
1164         }
1165
1166         FS_Print(file, "// The engine may define the following macros:\n");
1167         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1168         for (i = 0;shadermodeinfo[i][0];i++)
1169                 FS_Printf(file, "// %s", shadermodeinfo[i][0]);
1170         for (i = 0;shaderpermutationinfo[i][0];i++)
1171                 FS_Printf(file, "// %s", shaderpermutationinfo[i][0]);
1172         FS_Print(file, "\n");
1173         FS_Print(file, builtinshaderstring);
1174         FS_Close(file);
1175
1176         Con_Printf("glsl/default.glsl written\n");
1177 }
1178
1179 extern rtexture_t *r_shadow_attenuationgradienttexture;
1180 extern rtexture_t *r_shadow_attenuation2dtexture;
1181 extern rtexture_t *r_shadow_attenuation3dtexture;
1182 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1183 {
1184         // select a permutation of the lighting shader appropriate to this
1185         // combination of texture, entity, light source, and fogging, only use the
1186         // minimum features necessary to avoid wasting rendering time in the
1187         // fragment shader on features that are not being used
1188         const char *shaderfilename = NULL;
1189         unsigned int permutation = 0;
1190         unsigned int shadertype = 0;
1191         shadermode_t mode = 0;
1192         r_glsl_permutation = NULL;
1193         shaderfilename = "glsl/default.glsl";
1194         shadertype = SHADERTYPE_USES_VERTEXSHADER | SHADERTYPE_USES_FRAGMENTSHADER;
1195         // TODO: implement geometry-shader based shadow volumes someday
1196         if (r_glsl_offsetmapping.integer)
1197         {
1198                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1199                 if (r_glsl_offsetmapping_reliefmapping.integer)
1200                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1201         }
1202         if (rsurfacepass == RSURFPASS_BACKGROUND)
1203         {
1204                 // distorted background
1205                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1206                         mode = SHADERMODE_WATER;
1207                 else
1208                         mode = SHADERMODE_REFRACTION;
1209         }
1210         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1211         {
1212                 // light source
1213                 mode = SHADERMODE_LIGHTSOURCE;
1214                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1215                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1216                 if (diffusescale > 0)
1217                         permutation |= SHADERPERMUTATION_DIFFUSE;
1218                 if (specularscale > 0)
1219                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1220                 if (r_refdef.fogenabled)
1221                         permutation |= SHADERPERMUTATION_FOG;
1222                 if (rsurface.texture->colormapping)
1223                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1224                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1225                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1226                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1227                         permutation |= SHADERPERMUTATION_REFLECTION;
1228         }
1229         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1230         {
1231                 // unshaded geometry (fullbright or ambient model lighting)
1232                 mode = SHADERMODE_LIGHTMAP;
1233                 if (rsurface.texture->currentskinframe->glow)
1234                         permutation |= SHADERPERMUTATION_GLOW;
1235                 if (r_refdef.fogenabled)
1236                         permutation |= SHADERPERMUTATION_FOG;
1237                 if (rsurface.texture->colormapping)
1238                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1239                 if (r_glsl_offsetmapping.integer)
1240                 {
1241                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1242                         if (r_glsl_offsetmapping_reliefmapping.integer)
1243                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1244                 }
1245                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1246                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1247                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1248                         permutation |= SHADERPERMUTATION_REFLECTION;
1249         }
1250         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1251         {
1252                 // directional model lighting
1253                 mode = SHADERMODE_LIGHTDIRECTION;
1254                 if (rsurface.texture->currentskinframe->glow)
1255                         permutation |= SHADERPERMUTATION_GLOW;
1256                 permutation |= SHADERPERMUTATION_DIFFUSE;
1257                 if (specularscale > 0)
1258                         permutation |= SHADERPERMUTATION_SPECULAR;
1259                 if (r_refdef.fogenabled)
1260                         permutation |= SHADERPERMUTATION_FOG;
1261                 if (rsurface.texture->colormapping)
1262                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1263                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1264                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1265                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1266                         permutation |= SHADERPERMUTATION_REFLECTION;
1267         }
1268         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1269         {
1270                 // ambient model lighting
1271                 mode = SHADERMODE_LIGHTDIRECTION;
1272                 if (rsurface.texture->currentskinframe->glow)
1273                         permutation |= SHADERPERMUTATION_GLOW;
1274                 if (r_refdef.fogenabled)
1275                         permutation |= SHADERPERMUTATION_FOG;
1276                 if (rsurface.texture->colormapping)
1277                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1278                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1279                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1280                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1281                         permutation |= SHADERPERMUTATION_REFLECTION;
1282         }
1283         else
1284         {
1285                 // lightmapped wall
1286                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
1287                 {
1288                         // deluxemapping (light direction texture)
1289                         if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
1290                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1291                         else
1292                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1293                         if (specularscale > 0)
1294                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1295                 }
1296                 else if (r_glsl_deluxemapping.integer >= 2)
1297                 {
1298                         // fake deluxemapping (uniform light direction in tangentspace)
1299                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1300                         if (specularscale > 0)
1301                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1302                 }
1303                 else
1304                 {
1305                         // ordinary lightmapping
1306                         mode = SHADERMODE_LIGHTMAP;
1307                 }
1308                 if (rsurface.texture->currentskinframe->glow)
1309                         permutation |= SHADERPERMUTATION_GLOW;
1310                 if (r_refdef.fogenabled)
1311                         permutation |= SHADERPERMUTATION_FOG;
1312                 if (rsurface.texture->colormapping)
1313                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1314                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1315                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1316                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1317                         permutation |= SHADERPERMUTATION_REFLECTION;
1318         }
1319         permutation |= mode * SHADERPERMUTATION_MODEBASE;
1320         if (!r_glsl_permutations[permutation].program)
1321         {
1322                 if (!r_glsl_permutations[permutation].compiled)
1323                         R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
1324                 if (!r_glsl_permutations[permutation].program)
1325                 {
1326                         // remove features until we find a valid permutation
1327                         unsigned int i;
1328                         for (i = (SHADERPERMUTATION_MODEBASE >> 1);;i>>=1)
1329                         {
1330                                 if (!i)
1331                                 {
1332                                         Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1333                                         Cvar_SetValueQuick(&r_glsl, 0);
1334                                         return 0; // no bit left to clear
1335                                 }
1336                                 // reduce i more quickly whenever it would not remove any bits
1337                                 if (!(permutation & i))
1338                                         continue;
1339                                 permutation &= ~i;
1340                                 if (!r_glsl_permutations[permutation].compiled)
1341                                         R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
1342                                 if (r_glsl_permutations[permutation].program)
1343                                         break;
1344                         }
1345                 }
1346         }
1347         r_glsl_permutation = r_glsl_permutations + permutation;
1348         CHECKGLERROR
1349         qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1350         if (mode == SHADERMODE_LIGHTSOURCE)
1351         {
1352                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1353                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1354                 {
1355                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
1356                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1357                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1358                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1359                 }
1360                 else
1361                 {
1362                         // ambient only is simpler
1363                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
1364                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1365                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1366                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1367                 }
1368         }
1369         else if (mode == SHADERMODE_LIGHTDIRECTION)
1370         {
1371                 if (r_glsl_permutation->loc_AmbientColor >= 0)
1372                         qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
1373                 if (r_glsl_permutation->loc_DiffuseColor >= 0)
1374                         qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
1375                 if (r_glsl_permutation->loc_SpecularColor >= 0)
1376                         qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
1377                 if (r_glsl_permutation->loc_LightDir >= 0)
1378                         qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1379         }
1380         else
1381         {
1382                 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
1383                 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
1384                 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
1385         }
1386         if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1387         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1388         {
1389                 // The formula used is actually:
1390                 //   color.rgb *= SceneBrightness;
1391                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1392                 // I simplify that to
1393                 //   color.rgb *= [[SceneBrightness * ContrastBoost]];
1394                 //   color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
1395                 // and Black:
1396                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[(ContrastBoost - 1) * SceneBrightness]] * color.rgb + 1);
1397                 // and do [[calculations]] here in the engine
1398                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
1399                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
1400         }
1401         else
1402                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1403         if (r_glsl_permutation->loc_FogColor >= 0)
1404         {
1405                 // additive passes are only darkened by fog, not tinted
1406                 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1407                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1408                 else
1409                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1410         }
1411         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1412         if (r_glsl_permutation->loc_Color_Pants >= 0)
1413         {
1414                 if (rsurface.texture->currentskinframe->pants)
1415                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1416                 else
1417                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1418         }
1419         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1420         {
1421                 if (rsurface.texture->currentskinframe->shirt)
1422                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1423                 else
1424                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1425         }
1426         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1427         if (r_glsl_permutation->loc_FogStart >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogStart, r_refdef.fog_start);
1428         if (r_glsl_permutation->loc_FogLength >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogLength, r_refdef.fog_end - r_refdef.fog_start);
1429         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1430         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1431         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);
1432         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]);
1433         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]);
1434         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1435         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1436         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1437         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1438         CHECKGLERROR
1439         return permutation;
1440 }
1441
1442 #define SKINFRAME_HASH 1024
1443
1444 struct
1445 {
1446         int loadsequence; // incremented each level change
1447         memexpandablearray_t array;
1448         skinframe_t *hash[SKINFRAME_HASH];
1449 }
1450 r_skinframe;
1451
1452 void R_SkinFrame_PrepareForPurge(void)
1453 {
1454         r_skinframe.loadsequence++;
1455         // wrap it without hitting zero
1456         if (r_skinframe.loadsequence >= 200)
1457                 r_skinframe.loadsequence = 1;
1458 }
1459
1460 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1461 {
1462         if (!skinframe)
1463                 return;
1464         // mark the skinframe as used for the purging code
1465         skinframe->loadsequence = r_skinframe.loadsequence;
1466 }
1467
1468 void R_SkinFrame_Purge(void)
1469 {
1470         int i;
1471         skinframe_t *s;
1472         for (i = 0;i < SKINFRAME_HASH;i++)
1473         {
1474                 for (s = r_skinframe.hash[i];s;s = s->next)
1475                 {
1476                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1477                         {
1478                                 if (s->merged == s->base)
1479                                         s->merged = NULL;
1480                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1481                                 R_PurgeTexture(s->stain );s->stain  = NULL;
1482                                 R_PurgeTexture(s->merged);s->merged = NULL;
1483                                 R_PurgeTexture(s->base  );s->base   = NULL;
1484                                 R_PurgeTexture(s->pants );s->pants  = NULL;
1485                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
1486                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
1487                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
1488                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
1489                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
1490                                 s->loadsequence = 0;
1491                         }
1492                 }
1493         }
1494 }
1495
1496 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1497         skinframe_t *item;
1498         char basename[MAX_QPATH];
1499
1500         Image_StripImageExtension(name, basename, sizeof(basename));
1501
1502         if( last == NULL ) {
1503                 int hashindex;
1504                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1505                 item = r_skinframe.hash[hashindex];
1506         } else {
1507                 item = last->next;
1508         }
1509
1510         // linearly search through the hash bucket
1511         for( ; item ; item = item->next ) {
1512                 if( !strcmp( item->basename, basename ) ) {
1513                         return item;
1514                 }
1515         }
1516         return NULL;
1517 }
1518
1519 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1520 {
1521         skinframe_t *item;
1522         int hashindex;
1523         char basename[MAX_QPATH];
1524         
1525         Image_StripImageExtension(name, basename, sizeof(basename));
1526
1527         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1528         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1529                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1530                         break;
1531
1532         if (!item) {
1533                 rtexture_t *dyntexture;
1534                 // check whether its a dynamic texture
1535                 dyntexture = CL_GetDynTexture( basename );
1536                 if (!add && !dyntexture)
1537                         return NULL;
1538                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1539                 memset(item, 0, sizeof(*item));
1540                 strlcpy(item->basename, basename, sizeof(item->basename));
1541                 item->base = dyntexture; // either NULL or dyntexture handle
1542                 item->textureflags = textureflags;
1543                 item->comparewidth = comparewidth;
1544                 item->compareheight = compareheight;
1545                 item->comparecrc = comparecrc;
1546                 item->next = r_skinframe.hash[hashindex];       
1547                 r_skinframe.hash[hashindex] = item;
1548         }
1549         else if( item->base == NULL )
1550         {
1551                 rtexture_t *dyntexture;
1552                 // check whether its a dynamic texture
1553                 // 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]
1554                 dyntexture = CL_GetDynTexture( basename );
1555                 item->base = dyntexture; // either NULL or dyntexture handle
1556         }
1557
1558         R_SkinFrame_MarkUsed(item);
1559         return item;
1560 }
1561
1562 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1563 {
1564         // FIXME: it should be possible to disable loading various layers using
1565         // cvars, to prevent wasted loading time and memory usage if the user does
1566         // not want them
1567         qboolean loadnormalmap = true;
1568         qboolean loadgloss = true;
1569         qboolean loadpantsandshirt = true;
1570         qboolean loadglow = true;
1571         int j;
1572         unsigned char *pixels;
1573         unsigned char *bumppixels;
1574         unsigned char *basepixels = NULL;
1575         int basepixels_width;
1576         int basepixels_height;
1577         skinframe_t *skinframe;
1578
1579         if (cls.state == ca_dedicated)
1580                 return NULL;
1581
1582         // return an existing skinframe if already loaded
1583         // if loading of the first image fails, don't make a new skinframe as it
1584         // would cause all future lookups of this to be missing
1585         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1586         if (skinframe && skinframe->base)
1587                 return skinframe;
1588
1589         basepixels = loadimagepixelsbgra(name, complain, true);
1590         if (basepixels == NULL)
1591                 return NULL;
1592
1593         // we've got some pixels to store, so really allocate this new texture now
1594         if (!skinframe)
1595                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1596         skinframe->stain = NULL;
1597         skinframe->merged = NULL;
1598         skinframe->base = r_texture_notexture;
1599         skinframe->pants = NULL;
1600         skinframe->shirt = NULL;
1601         skinframe->nmap = r_texture_blanknormalmap;
1602         skinframe->gloss = NULL;
1603         skinframe->glow = NULL;
1604         skinframe->fog = NULL;
1605
1606         basepixels_width = image_width;
1607         basepixels_height = image_height;
1608         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);
1609
1610         if (textureflags & TEXF_ALPHA)
1611         {
1612                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1613                         if (basepixels[j] < 255)
1614                                 break;
1615                 if (j < basepixels_width * basepixels_height * 4)
1616                 {
1617                         // has transparent pixels
1618                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1619                         for (j = 0;j < image_width * image_height * 4;j += 4)
1620                         {
1621                                 pixels[j+0] = 255;
1622                                 pixels[j+1] = 255;
1623                                 pixels[j+2] = 255;
1624                                 pixels[j+3] = basepixels[j+3];
1625                         }
1626                         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);
1627                         Mem_Free(pixels);
1628                 }
1629         }
1630
1631         // _norm is the name used by tenebrae and has been adopted as standard
1632         if (loadnormalmap)
1633         {
1634                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1635                 {
1636                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1637                         Mem_Free(pixels);
1638                         pixels = NULL;
1639                 }
1640                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1641                 {
1642                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1643                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1644                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1645                         Mem_Free(pixels);
1646                         Mem_Free(bumppixels);
1647                 }
1648                 else if (r_shadow_bumpscale_basetexture.value > 0)
1649                 {
1650                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1651                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1652                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1653                         Mem_Free(pixels);
1654                 }
1655         }
1656         // _luma is supported for tenebrae compatibility
1657         // (I think it's a very stupid name, but oh well)
1658         // _glow is the preferred name
1659         if (loadglow          && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1660         if (loadgloss         && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1661         if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1662         if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1663
1664         if (basepixels)
1665                 Mem_Free(basepixels);
1666
1667         return skinframe;
1668 }
1669
1670 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
1671 {
1672         int i;
1673         if (!force)
1674         {
1675                 for (i = 0;i < width*height;i++)
1676                         if (((unsigned char *)&palette[in[i]])[3] > 0)
1677                                 break;
1678                 if (i == width*height)
1679                         return NULL;
1680         }
1681         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1682 }
1683
1684 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1685 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1686 {
1687         int i;
1688         unsigned char *temp1, *temp2;
1689         skinframe_t *skinframe;
1690
1691         if (cls.state == ca_dedicated)
1692                 return NULL;
1693
1694         // if already loaded just return it, otherwise make a new skinframe
1695         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
1696         if (skinframe && skinframe->base)
1697                 return skinframe;
1698
1699         skinframe->stain = NULL;
1700         skinframe->merged = NULL;
1701         skinframe->base = r_texture_notexture;
1702         skinframe->pants = NULL;
1703         skinframe->shirt = NULL;
1704         skinframe->nmap = r_texture_blanknormalmap;
1705         skinframe->gloss = NULL;
1706         skinframe->glow = NULL;
1707         skinframe->fog = NULL;
1708
1709         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1710         if (!skindata)
1711                 return NULL;
1712
1713         if (r_shadow_bumpscale_basetexture.value > 0)
1714         {
1715                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1716                 temp2 = temp1 + width * height * 4;
1717                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1718                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1719                 Mem_Free(temp1);
1720         }
1721         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1722         if (textureflags & TEXF_ALPHA)
1723         {
1724                 for (i = 3;i < width * height * 4;i += 4)
1725                         if (skindata[i] < 255)
1726                                 break;
1727                 if (i < width * height * 4)
1728                 {
1729                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1730                         memcpy(fogpixels, skindata, width * height * 4);
1731                         for (i = 0;i < width * height * 4;i += 4)
1732                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1733                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1734                         Mem_Free(fogpixels);
1735                 }
1736         }
1737
1738         return skinframe;
1739 }
1740
1741 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
1742 {
1743         int i;
1744         unsigned char *temp1, *temp2;
1745         skinframe_t *skinframe;
1746
1747         if (cls.state == ca_dedicated)
1748                 return NULL;
1749
1750         // if already loaded just return it, otherwise make a new skinframe
1751         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
1752         if (skinframe && skinframe->base)
1753                 return skinframe;
1754
1755         skinframe->stain = NULL;
1756         skinframe->merged = NULL;
1757         skinframe->base = r_texture_notexture;
1758         skinframe->pants = NULL;
1759         skinframe->shirt = NULL;
1760         skinframe->nmap = r_texture_blanknormalmap;
1761         skinframe->gloss = NULL;
1762         skinframe->glow = NULL;
1763         skinframe->fog = NULL;
1764
1765         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1766         if (!skindata)
1767                 return NULL;
1768
1769         if (r_shadow_bumpscale_basetexture.value > 0)
1770         {
1771                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1772                 temp2 = temp1 + width * height * 4;
1773                 // use either a custom palette or the quake palette
1774                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
1775                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1776                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1777                 Mem_Free(temp1);
1778         }
1779         // use either a custom palette, or the quake palette
1780         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
1781         if (loadglowtexture)
1782                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
1783         if (loadpantsandshirt)
1784         {
1785                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
1786                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
1787         }
1788         if (skinframe->pants || skinframe->shirt)
1789                 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
1790         if (textureflags & TEXF_ALPHA)
1791         {
1792                 for (i = 0;i < width * height;i++)
1793                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
1794                                 break;
1795                 if (i < width * height)
1796                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
1797         }
1798
1799         return skinframe;
1800 }
1801
1802 skinframe_t *R_SkinFrame_LoadMissing(void)
1803 {
1804         skinframe_t *skinframe;
1805
1806         if (cls.state == ca_dedicated)
1807                 return NULL;
1808
1809         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1810         skinframe->stain = NULL;
1811         skinframe->merged = NULL;
1812         skinframe->base = r_texture_notexture;
1813         skinframe->pants = NULL;
1814         skinframe->shirt = NULL;
1815         skinframe->nmap = r_texture_blanknormalmap;
1816         skinframe->gloss = NULL;
1817         skinframe->glow = NULL;
1818         skinframe->fog = NULL;
1819
1820         return skinframe;
1821 }
1822
1823 void gl_main_start(void)
1824 {
1825         int x;
1826         double r, alpha;
1827
1828         r = -16.0 / (1.0 * FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1829         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1830         {
1831                 alpha = exp(r * ((double)x*(double)x));
1832                 if (x == FOGMASKTABLEWIDTH - 1)
1833                         alpha = 0;
1834                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1835         }
1836
1837         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1838         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1839
1840         // set up r_skinframe loading system for textures
1841         memset(&r_skinframe, 0, sizeof(r_skinframe));
1842         r_skinframe.loadsequence = 1;
1843         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1844
1845         r_main_texturepool = R_AllocTexturePool();
1846         R_BuildBlankTextures();
1847         R_BuildNoTexture();
1848         if (gl_texturecubemap)
1849         {
1850                 R_BuildWhiteCube();
1851                 R_BuildNormalizationCube();
1852         }
1853         R_BuildFogTexture();
1854         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1855         memset(&r_waterstate, 0, sizeof(r_waterstate));
1856         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1857         memset(&r_svbsp, 0, sizeof (r_svbsp));
1858 }
1859
1860 void gl_main_shutdown(void)
1861 {
1862         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1863         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1864
1865         // clear out the r_skinframe state
1866         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1867         memset(&r_skinframe, 0, sizeof(r_skinframe));
1868
1869         if (r_svbsp.nodes)
1870                 Mem_Free(r_svbsp.nodes);
1871         memset(&r_svbsp, 0, sizeof (r_svbsp));
1872         R_FreeTexturePool(&r_main_texturepool);
1873         r_texture_blanknormalmap = NULL;
1874         r_texture_white = NULL;
1875         r_texture_grey128 = NULL;
1876         r_texture_black = NULL;
1877         r_texture_whitecube = NULL;
1878         r_texture_normalizationcube = NULL;
1879         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1880         memset(&r_waterstate, 0, sizeof(r_waterstate));
1881         R_GLSL_Restart_f();
1882 }
1883
1884 extern void CL_ParseEntityLump(char *entitystring);
1885 void gl_main_newmap(void)
1886 {
1887         // FIXME: move this code to client
1888         int l;
1889         char *entities, entname[MAX_QPATH];
1890         if (cl.worldmodel)
1891         {
1892                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1893                 l = (int)strlen(entname) - 4;
1894                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1895                 {
1896                         memcpy(entname + l, ".ent", 5);
1897                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1898                         {
1899                                 CL_ParseEntityLump(entities);
1900                                 Mem_Free(entities);
1901                                 return;
1902                         }
1903                 }
1904                 if (cl.worldmodel->brush.entities)
1905                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
1906         }
1907 }
1908
1909 void GL_Main_Init(void)
1910 {
1911         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1912
1913         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1914         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
1915         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1916         if (gamemode == GAME_NEHAHRA)
1917         {
1918                 Cvar_RegisterVariable (&gl_fogenable);
1919                 Cvar_RegisterVariable (&gl_fogdensity);
1920                 Cvar_RegisterVariable (&gl_fogred);
1921                 Cvar_RegisterVariable (&gl_foggreen);
1922                 Cvar_RegisterVariable (&gl_fogblue);
1923                 Cvar_RegisterVariable (&gl_fogstart);
1924                 Cvar_RegisterVariable (&gl_fogend);
1925         }
1926         Cvar_RegisterVariable(&r_depthfirst);
1927         Cvar_RegisterVariable(&r_nearclip);
1928         Cvar_RegisterVariable(&r_showbboxes);
1929         Cvar_RegisterVariable(&r_showsurfaces);
1930         Cvar_RegisterVariable(&r_showtris);
1931         Cvar_RegisterVariable(&r_shownormals);
1932         Cvar_RegisterVariable(&r_showlighting);
1933         Cvar_RegisterVariable(&r_showshadowvolumes);
1934         Cvar_RegisterVariable(&r_showcollisionbrushes);
1935         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1936         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1937         Cvar_RegisterVariable(&r_showdisabledepthtest);
1938         Cvar_RegisterVariable(&r_drawportals);
1939         Cvar_RegisterVariable(&r_drawentities);
1940         Cvar_RegisterVariable(&r_cullentities_trace);
1941         Cvar_RegisterVariable(&r_cullentities_trace_samples);
1942         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1943         Cvar_RegisterVariable(&r_cullentities_trace_delay);
1944         Cvar_RegisterVariable(&r_drawviewmodel);
1945         Cvar_RegisterVariable(&r_speeds);
1946         Cvar_RegisterVariable(&r_fullbrights);
1947         Cvar_RegisterVariable(&r_wateralpha);
1948         Cvar_RegisterVariable(&r_dynamic);
1949         Cvar_RegisterVariable(&r_fullbright);
1950         Cvar_RegisterVariable(&r_shadows);
1951         Cvar_RegisterVariable(&r_shadows_throwdistance);
1952         Cvar_RegisterVariable(&r_q1bsp_skymasking);
1953         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
1954         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
1955         Cvar_RegisterVariable(&r_textureunits);
1956         Cvar_RegisterVariable(&r_glsl);
1957         Cvar_RegisterVariable(&r_glsl_offsetmapping);
1958         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1959         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1960         Cvar_RegisterVariable(&r_glsl_deluxemapping);
1961         Cvar_RegisterVariable(&r_water);
1962         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
1963         Cvar_RegisterVariable(&r_water_clippingplanebias);
1964         Cvar_RegisterVariable(&r_water_refractdistort);
1965         Cvar_RegisterVariable(&r_water_reflectdistort);
1966         Cvar_RegisterVariable(&r_lerpsprites);
1967         Cvar_RegisterVariable(&r_lerpmodels);
1968         Cvar_RegisterVariable(&r_lerplightstyles);
1969         Cvar_RegisterVariable(&r_waterscroll);
1970         Cvar_RegisterVariable(&r_bloom);
1971         Cvar_RegisterVariable(&r_bloom_colorscale);
1972         Cvar_RegisterVariable(&r_bloom_brighten);
1973         Cvar_RegisterVariable(&r_bloom_blur);
1974         Cvar_RegisterVariable(&r_bloom_resolution);
1975         Cvar_RegisterVariable(&r_bloom_colorexponent);
1976         Cvar_RegisterVariable(&r_bloom_colorsubtract);
1977         Cvar_RegisterVariable(&r_hdr);
1978         Cvar_RegisterVariable(&r_hdr_scenebrightness);
1979         Cvar_RegisterVariable(&r_glsl_contrastboost);
1980         Cvar_RegisterVariable(&r_hdr_glowintensity);
1981         Cvar_RegisterVariable(&r_hdr_range);
1982         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1983         Cvar_RegisterVariable(&developer_texturelogging);
1984         Cvar_RegisterVariable(&gl_lightmaps);
1985         Cvar_RegisterVariable(&r_test);
1986         Cvar_RegisterVariable(&r_batchmode);
1987         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1988                 Cvar_SetValue("r_fullbrights", 0);
1989         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1990
1991         Cvar_RegisterVariable(&r_track_sprites);
1992         Cvar_RegisterVariable(&r_track_sprites_flags);
1993         Cvar_RegisterVariable(&r_track_sprites_scalew);
1994         Cvar_RegisterVariable(&r_track_sprites_scaleh);
1995 }
1996
1997 extern void R_Textures_Init(void);
1998 extern void GL_Draw_Init(void);
1999 extern void GL_Main_Init(void);
2000 extern void R_Shadow_Init(void);
2001 extern void R_Sky_Init(void);
2002 extern void GL_Surf_Init(void);
2003 extern void R_Particles_Init(void);
2004 extern void R_Explosion_Init(void);
2005 extern void gl_backend_init(void);
2006 extern void Sbar_Init(void);
2007 extern void R_LightningBeams_Init(void);
2008 extern void Mod_RenderInit(void);
2009
2010 void Render_Init(void)
2011 {
2012         gl_backend_init();
2013         R_Textures_Init();
2014         GL_Main_Init();
2015         GL_Draw_Init();
2016         R_Shadow_Init();
2017         R_Sky_Init();
2018         GL_Surf_Init();
2019         Sbar_Init();
2020         R_Particles_Init();
2021         R_Explosion_Init();
2022         R_LightningBeams_Init();
2023         Mod_RenderInit();
2024 }
2025
2026 /*
2027 ===============
2028 GL_Init
2029 ===============
2030 */
2031 extern char *ENGINE_EXTENSIONS;
2032 void GL_Init (void)
2033 {
2034         VID_CheckExtensions();
2035
2036         // LordHavoc: report supported extensions
2037         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2038
2039         // clear to black (loading plaque will be seen over this)
2040         CHECKGLERROR
2041         qglClearColor(0,0,0,1);CHECKGLERROR
2042         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2043 }
2044
2045 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2046 {
2047         int i;
2048         mplane_t *p;
2049         for (i = 0;i < r_view.numfrustumplanes;i++)
2050         {
2051                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2052                 if (i == 4)
2053                         continue;
2054                 p = r_view.frustum + i;
2055                 switch(p->signbits)
2056                 {
2057                 default:
2058                 case 0:
2059                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2060                                 return true;
2061                         break;
2062                 case 1:
2063                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2064                                 return true;
2065                         break;
2066                 case 2:
2067                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2068                                 return true;
2069                         break;
2070                 case 3:
2071                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2072                                 return true;
2073                         break;
2074                 case 4:
2075                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2076                                 return true;
2077                         break;
2078                 case 5:
2079                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2080                                 return true;
2081                         break;
2082                 case 6:
2083                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2084                                 return true;
2085                         break;
2086                 case 7:
2087                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2088                                 return true;
2089                         break;
2090                 }
2091         }
2092         return false;
2093 }
2094
2095 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2096 {
2097         int i;
2098         const mplane_t *p;
2099         for (i = 0;i < numplanes;i++)
2100         {
2101                 p = planes + i;
2102                 switch(p->signbits)
2103                 {
2104                 default:
2105                 case 0:
2106                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2107                                 return true;
2108                         break;
2109                 case 1:
2110                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2111                                 return true;
2112                         break;
2113                 case 2:
2114                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2115                                 return true;
2116                         break;
2117                 case 3:
2118                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2119                                 return true;
2120                         break;
2121                 case 4:
2122                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2123                                 return true;
2124                         break;
2125                 case 5:
2126                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2127                                 return true;
2128                         break;
2129                 case 6:
2130                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2131                                 return true;
2132                         break;
2133                 case 7:
2134                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2135                                 return true;
2136                         break;
2137                 }
2138         }
2139         return false;
2140 }
2141
2142 //==================================================================================
2143
2144 static void R_UpdateEntityLighting(entity_render_t *ent)
2145 {
2146         vec3_t tempdiffusenormal;
2147
2148         // fetch the lighting from the worldmodel data
2149         VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
2150         VectorClear(ent->modellight_diffuse);
2151         VectorClear(tempdiffusenormal);
2152         if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
2153         {
2154                 vec3_t org;
2155                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2156                 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
2157         }
2158         else // highly rare
2159                 VectorSet(ent->modellight_ambient, 1, 1, 1);
2160
2161         // move the light direction into modelspace coordinates for lighting code
2162         Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
2163         if(VectorLength2(ent->modellight_lightdir) > 0)
2164         {
2165                 VectorNormalize(ent->modellight_lightdir);
2166         }
2167         else
2168         {
2169                 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2170         }
2171
2172         // scale ambient and directional light contributions according to rendering variables
2173         ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
2174         ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
2175         ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
2176         ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
2177         ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
2178         ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
2179 }
2180
2181 static void R_View_UpdateEntityVisible (void)
2182 {
2183         int i, renderimask;
2184         entity_render_t *ent;
2185
2186         if (!r_drawentities.integer)
2187                 return;
2188
2189         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2190         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
2191         {
2192                 // worldmodel can check visibility
2193                 for (i = 0;i < r_refdef.numentities;i++)
2194                 {
2195                         ent = r_refdef.entities[i];
2196                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
2197
2198                 }
2199                 if(r_cullentities_trace.integer)
2200                 {
2201                         for (i = 0;i < r_refdef.numentities;i++)
2202                         {
2203                                 ent = r_refdef.entities[i];
2204                                 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2205                                 {
2206                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
2207                                                 ent->last_trace_visibility = realtime;
2208                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2209                                                 r_viewcache.entityvisible[i] = 0;
2210                                 }
2211                         }
2212                 }
2213         }
2214         else
2215         {
2216                 // no worldmodel or it can't check visibility
2217                 for (i = 0;i < r_refdef.numentities;i++)
2218                 {
2219                         ent = r_refdef.entities[i];
2220                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2221                 }
2222         }
2223
2224         // update entity lighting (even on hidden entities for r_shadows)
2225         for (i = 0;i < r_refdef.numentities;i++)
2226                 R_UpdateEntityLighting(r_refdef.entities[i]);
2227 }
2228
2229 // only used if skyrendermasked, and normally returns false
2230 int R_DrawBrushModelsSky (void)
2231 {
2232         int i, sky;
2233         entity_render_t *ent;
2234
2235         if (!r_drawentities.integer)
2236                 return false;
2237
2238         sky = false;
2239         for (i = 0;i < r_refdef.numentities;i++)
2240         {
2241                 if (!r_viewcache.entityvisible[i])
2242                         continue;
2243                 ent = r_refdef.entities[i];
2244                 if (!ent->model || !ent->model->DrawSky)
2245                         continue;
2246                 ent->model->DrawSky(ent);
2247                 sky = true;
2248         }
2249         return sky;
2250 }
2251
2252 static void R_DrawNoModel(entity_render_t *ent);
2253 static void R_DrawModels(void)
2254 {
2255         int i;
2256         entity_render_t *ent;
2257
2258         if (!r_drawentities.integer)
2259                 return;
2260
2261         for (i = 0;i < r_refdef.numentities;i++)
2262         {
2263                 if (!r_viewcache.entityvisible[i])
2264                         continue;
2265                 ent = r_refdef.entities[i];
2266                 r_refdef.stats.entities++;
2267                 if (ent->model && ent->model->Draw != NULL)
2268                         ent->model->Draw(ent);
2269                 else
2270                         R_DrawNoModel(ent);
2271         }
2272 }
2273
2274 static void R_DrawModelsDepth(void)
2275 {
2276         int i;
2277         entity_render_t *ent;
2278
2279         if (!r_drawentities.integer)
2280                 return;
2281
2282         for (i = 0;i < r_refdef.numentities;i++)
2283         {
2284                 if (!r_viewcache.entityvisible[i])
2285                         continue;
2286                 ent = r_refdef.entities[i];
2287                 if (ent->model && ent->model->DrawDepth != NULL)
2288                         ent->model->DrawDepth(ent);
2289         }
2290 }
2291
2292 static void R_DrawModelsDebug(void)
2293 {
2294         int i;
2295         entity_render_t *ent;
2296
2297         if (!r_drawentities.integer)
2298                 return;
2299
2300         for (i = 0;i < r_refdef.numentities;i++)
2301         {
2302                 if (!r_viewcache.entityvisible[i])
2303                         continue;
2304                 ent = r_refdef.entities[i];
2305                 if (ent->model && ent->model->DrawDebug != NULL)
2306                         ent->model->DrawDebug(ent);
2307         }
2308 }
2309
2310 static void R_DrawModelsAddWaterPlanes(void)
2311 {
2312         int i;
2313         entity_render_t *ent;
2314
2315         if (!r_drawentities.integer)
2316                 return;
2317
2318         for (i = 0;i < r_refdef.numentities;i++)
2319         {
2320                 if (!r_viewcache.entityvisible[i])
2321                         continue;
2322                 ent = r_refdef.entities[i];
2323                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2324                         ent->model->DrawAddWaterPlanes(ent);
2325         }
2326 }
2327
2328 static void R_View_SetFrustum(void)
2329 {
2330         int i;
2331         double slopex, slopey;
2332
2333         // break apart the view matrix into vectors for various purposes
2334         Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
2335         VectorNegate(r_view.left, r_view.right);
2336
2337 #if 0
2338         r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
2339         r_view.frustum[0].normal[1] = 0 - 0;
2340         r_view.frustum[0].normal[2] = -1 - 0;
2341         r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
2342         r_view.frustum[1].normal[1] = 0 + 0;
2343         r_view.frustum[1].normal[2] = -1 + 0;
2344         r_view.frustum[2].normal[0] = 0 - 0;
2345         r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
2346         r_view.frustum[2].normal[2] = -1 - 0;
2347         r_view.frustum[3].normal[0] = 0 + 0;
2348         r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
2349         r_view.frustum[3].normal[2] = -1 + 0;
2350 #endif
2351
2352 #if 0
2353         zNear = r_refdef.nearclip;
2354         nudge = 1.0 - 1.0 / (1<<23);
2355         r_view.frustum[4].normal[0] = 0 - 0;
2356         r_view.frustum[4].normal[1] = 0 - 0;
2357         r_view.frustum[4].normal[2] = -1 - -nudge;
2358         r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
2359         r_view.frustum[5].normal[0] = 0 + 0;
2360         r_view.frustum[5].normal[1] = 0 + 0;
2361         r_view.frustum[5].normal[2] = -1 + -nudge;
2362         r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
2363 #endif
2364
2365
2366
2367 #if 0
2368         r_view.frustum[0].normal[0] = m[3] - m[0];
2369         r_view.frustum[0].normal[1] = m[7] - m[4];
2370         r_view.frustum[0].normal[2] = m[11] - m[8];
2371         r_view.frustum[0].dist = m[15] - m[12];
2372
2373         r_view.frustum[1].normal[0] = m[3] + m[0];
2374         r_view.frustum[1].normal[1] = m[7] + m[4];
2375         r_view.frustum[1].normal[2] = m[11] + m[8];
2376         r_view.frustum[1].dist = m[15] + m[12];
2377
2378         r_view.frustum[2].normal[0] = m[3] - m[1];
2379         r_view.frustum[2].normal[1] = m[7] - m[5];
2380         r_view.frustum[2].normal[2] = m[11] - m[9];
2381         r_view.frustum[2].dist = m[15] - m[13];
2382
2383         r_view.frustum[3].normal[0] = m[3] + m[1];
2384         r_view.frustum[3].normal[1] = m[7] + m[5];
2385         r_view.frustum[3].normal[2] = m[11] + m[9];
2386         r_view.frustum[3].dist = m[15] + m[13];
2387
2388         r_view.frustum[4].normal[0] = m[3] - m[2];
2389         r_view.frustum[4].normal[1] = m[7] - m[6];
2390         r_view.frustum[4].normal[2] = m[11] - m[10];
2391         r_view.frustum[4].dist = m[15] - m[14];
2392
2393         r_view.frustum[5].normal[0] = m[3] + m[2];
2394         r_view.frustum[5].normal[1] = m[7] + m[6];
2395         r_view.frustum[5].normal[2] = m[11] + m[10];
2396         r_view.frustum[5].dist = m[15] + m[14];
2397 #endif
2398
2399         if (r_view.useperspective)
2400         {
2401                 slopex = 1.0 / r_view.frustum_x;
2402                 slopey = 1.0 / r_view.frustum_y;
2403                 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
2404                 VectorMA(r_view.forward,  slopex, r_view.left, r_view.frustum[1].normal);
2405                 VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
2406                 VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
2407                 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2408                 
2409                 // Leaving those out was a mistake, those were in the old code, and they
2410                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2411                 // I couldn't reproduce it after adding those normalizations. --blub
2412                 VectorNormalize(r_view.frustum[0].normal);
2413                 VectorNormalize(r_view.frustum[1].normal);
2414                 VectorNormalize(r_view.frustum[2].normal);
2415                 VectorNormalize(r_view.frustum[3].normal);
2416
2417                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2418                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
2419                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
2420                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[2]);
2421                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[3]);
2422
2423                 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
2424                 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
2425                 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
2426                 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
2427                 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2428         }
2429         else
2430         {
2431                 VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal);
2432                 VectorScale(r_view.left,  r_view.ortho_x, r_view.frustum[1].normal);
2433                 VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal);
2434                 VectorScale(r_view.up,  r_view.ortho_y, r_view.frustum[3].normal);
2435                 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2436                 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x;
2437                 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x;
2438                 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y;
2439                 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y;
2440                 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2441         }
2442         r_view.numfrustumplanes = 5;
2443
2444         if (r_view.useclipplane)
2445         {
2446                 r_view.numfrustumplanes = 6;
2447                 r_view.frustum[5] = r_view.clipplane;
2448         }
2449
2450         for (i = 0;i < r_view.numfrustumplanes;i++)
2451                 PlaneClassify(r_view.frustum + i);
2452
2453         // LordHavoc: note to all quake engine coders, Quake had a special case
2454         // for 90 degrees which assumed a square view (wrong), so I removed it,
2455         // Quake2 has it disabled as well.
2456
2457         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2458         //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
2459         //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
2460         //PlaneClassify(&frustum[0]);
2461
2462         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2463         //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
2464         //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
2465         //PlaneClassify(&frustum[1]);
2466
2467         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2468         //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
2469         //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
2470         //PlaneClassify(&frustum[2]);
2471
2472         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2473         //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
2474         //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
2475         //PlaneClassify(&frustum[3]);
2476
2477         // nearclip plane
2478         //VectorCopy(r_view.forward, r_view.frustum[4].normal);
2479         //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
2480         //PlaneClassify(&frustum[4]);
2481 }
2482
2483 void R_View_Update(void)
2484 {
2485         R_View_SetFrustum();
2486         R_View_WorldVisibility(r_view.useclipplane);
2487         R_View_UpdateEntityVisible();
2488 }
2489
2490 void R_SetupView(void)
2491 {
2492         if (!r_view.useperspective)
2493                 GL_SetupView_Mode_Ortho(-r_view.ortho_x, -r_view.ortho_y, r_view.ortho_x, r_view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2494         else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2495                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
2496         else
2497                 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2498
2499         GL_SetupView_Orientation_FromEntity(&r_view.matrix);
2500
2501         if (r_view.useclipplane)
2502         {
2503                 // LordHavoc: couldn't figure out how to make this approach the
2504                 vec_t dist = r_view.clipplane.dist - r_water_clippingplanebias.value;
2505                 vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal);
2506                 if (viewdist < r_view.clipplane.dist + r_water_clippingplanebias.value)
2507                         dist = r_view.clipplane.dist;
2508                 GL_SetupView_ApplyCustomNearClipPlane(r_view.clipplane.normal[0], r_view.clipplane.normal[1], r_view.clipplane.normal[2], dist);
2509         }
2510 }
2511
2512 void R_ResetViewRendering2D(void)
2513 {
2514         if (gl_support_fragment_shader)
2515         {
2516                 qglUseProgramObjectARB(0);CHECKGLERROR
2517         }
2518
2519         DrawQ_Finish();
2520
2521         // GL is weird because it's bottom to top, r_view.y is top to bottom
2522         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2523         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2524         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2525         GL_Color(1, 1, 1, 1);
2526         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2527         GL_BlendFunc(GL_ONE, GL_ZERO);
2528         GL_AlphaTest(false);
2529         GL_ScissorTest(false);
2530         GL_DepthMask(false);
2531         GL_DepthRange(0, 1);
2532         GL_DepthTest(false);
2533         R_Mesh_Matrix(&identitymatrix);
2534         R_Mesh_ResetTextureState();
2535         GL_PolygonOffset(0, 0);
2536         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2537         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2538         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2539         qglStencilMask(~0);CHECKGLERROR
2540         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2541         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2542         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2543 }
2544
2545 void R_ResetViewRendering3D(void)
2546 {
2547         if (gl_support_fragment_shader)
2548         {
2549                 qglUseProgramObjectARB(0);CHECKGLERROR
2550         }
2551
2552         DrawQ_Finish();
2553
2554         // GL is weird because it's bottom to top, r_view.y is top to bottom
2555         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2556         R_SetupView();
2557         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2558         GL_Color(1, 1, 1, 1);
2559         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2560         GL_BlendFunc(GL_ONE, GL_ZERO);
2561         GL_AlphaTest(false);
2562         GL_ScissorTest(true);
2563         GL_DepthMask(true);
2564         GL_DepthRange(0, 1);
2565         GL_DepthTest(true);
2566         R_Mesh_Matrix(&identitymatrix);
2567         R_Mesh_ResetTextureState();
2568         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2569         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2570         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2571         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2572         qglStencilMask(~0);CHECKGLERROR
2573         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2574         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2575         GL_CullFace(r_view.cullface_back);
2576 }
2577
2578 /*
2579         R_Bloom_SetupShader(
2580 "// bloom shader\n"
2581 "// written by Forest 'LordHavoc' Hale\n"
2582 "\n"
2583 "// common definitions between vertex shader and fragment shader:\n"
2584 "\n"
2585 "#ifdef __GLSL_CG_DATA_TYPES\n"
2586 "#define myhalf half\n"
2587 "#define myhvec2 hvec2\n"
2588 "#define myhvec3 hvec3\n"
2589 "#define myhvec4 hvec4\n"
2590 "#else\n"
2591 "#define myhalf float\n"
2592 "#define myhvec2 vec2\n"
2593 "#define myhvec3 vec3\n"
2594 "#define myhvec4 vec4\n"
2595 "#endif\n"
2596 "\n"
2597 "varying vec2 ScreenTexCoord;\n"
2598 "varying vec2 BloomTexCoord;\n"
2599 "\n"
2600 "\n"
2601 "\n"
2602 "\n"
2603 "// vertex shader specific:\n"
2604 "#ifdef VERTEX_SHADER\n"
2605 "\n"
2606 "void main(void)\n"
2607 "{\n"
2608 "       ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2609 "       BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2610 "       // transform vertex to camera space, using ftransform to match non-VS\n"
2611 "       // rendering\n"
2612 "       gl_Position = ftransform();\n"
2613 "}\n"
2614 "\n"
2615 "#endif // VERTEX_SHADER\n"
2616 "\n"
2617 "\n"
2618 "\n"
2619 "\n"
2620 "// fragment shader specific:\n"
2621 "#ifdef FRAGMENT_SHADER\n"
2622 "\n"
2623 "void main(void)\n"
2624 "{\n"
2625 "       int x, y;
2626 "       myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2627 "       for (x = -BLUR_X;x <= BLUR_X;x++)
2628 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2629 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2630 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2631 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2632
2633 "       gl_FragColor = vec4(color);\n"
2634 "}\n"
2635 "\n"
2636 "#endif // FRAGMENT_SHADER\n"
2637 */
2638
2639 void R_RenderScene(qboolean addwaterplanes);
2640
2641 static void R_Water_StartFrame(void)
2642 {
2643         int i;
2644         int waterwidth, waterheight, texturewidth, textureheight;
2645         r_waterstate_waterplane_t *p;
2646
2647         // set waterwidth and waterheight to the water resolution that will be
2648         // used (often less than the screen resolution for faster rendering)
2649         waterwidth = (int)bound(1, r_view.width * r_water_resolutionmultiplier.value, r_view.width);
2650         waterheight = (int)bound(1, r_view.height * r_water_resolutionmultiplier.value, r_view.height);
2651
2652         // calculate desired texture sizes
2653         // can't use water if the card does not support the texture size
2654         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2655                 texturewidth = textureheight = waterwidth = waterheight = 0;
2656         else if (gl_support_arb_texture_non_power_of_two)
2657         {
2658                 texturewidth = waterwidth;
2659                 textureheight = waterheight;
2660         }
2661         else
2662         {
2663                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
2664                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
2665         }
2666
2667         // allocate textures as needed
2668         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2669         {
2670                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2671                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2672                 {
2673                         if (p->texture_refraction)
2674                                 R_FreeTexture(p->texture_refraction);
2675                         p->texture_refraction = NULL;
2676                         if (p->texture_reflection)
2677                                 R_FreeTexture(p->texture_reflection);
2678                         p->texture_reflection = NULL;
2679                 }
2680                 memset(&r_waterstate, 0, sizeof(r_waterstate));
2681                 r_waterstate.waterwidth = waterwidth;
2682                 r_waterstate.waterheight = waterheight;
2683                 r_waterstate.texturewidth = texturewidth;
2684                 r_waterstate.textureheight = textureheight;
2685         }
2686
2687         if (r_waterstate.waterwidth)
2688         {
2689                 r_waterstate.enabled = true;
2690
2691                 // set up variables that will be used in shader setup
2692                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2693                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2694                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2695                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2696         }
2697
2698         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2699         r_waterstate.numwaterplanes = 0;
2700 }
2701
2702 static void R_Water_AddWaterPlane(msurface_t *surface)
2703 {
2704         int triangleindex, planeindex;
2705         const int *e;
2706         vec3_t vert[3];
2707         vec3_t normal;
2708         vec3_t center;
2709         r_waterstate_waterplane_t *p;
2710         // just use the first triangle with a valid normal for any decisions
2711         VectorClear(normal);
2712         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2713         {
2714                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2715                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2716                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2717                 TriangleNormal(vert[0], vert[1], vert[2], normal);
2718                 if (VectorLength2(normal) >= 0.001)
2719                         break;
2720         }
2721
2722         // find a matching plane if there is one
2723         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2724                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2725                         break;
2726         if (planeindex >= r_waterstate.maxwaterplanes)
2727                 return; // nothing we can do, out of planes
2728
2729         // if this triangle does not fit any known plane rendered this frame, add one
2730         if (planeindex >= r_waterstate.numwaterplanes)
2731         {
2732                 // store the new plane
2733                 r_waterstate.numwaterplanes++;
2734                 VectorCopy(normal, p->plane.normal);
2735                 VectorNormalize(p->plane.normal);
2736                 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2737                 PlaneClassify(&p->plane);
2738                 // flip the plane if it does not face the viewer
2739                 if (PlaneDiff(r_view.origin, &p->plane) < 0)
2740                 {
2741                         VectorNegate(p->plane.normal, p->plane.normal);
2742                         p->plane.dist *= -1;
2743                         PlaneClassify(&p->plane);
2744                 }
2745                 // clear materialflags and pvs
2746                 p->materialflags = 0;
2747                 p->pvsvalid = false;
2748         }
2749         // merge this surface's materialflags into the waterplane
2750         p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2751         // merge this surface's PVS into the waterplane
2752         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2753         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS
2754          && r_refdef.worldmodel->brush.PointInLeaf && r_refdef.worldmodel->brush.PointInLeaf(r_refdef.worldmodel, center)->clusterindex >= 0)
2755         {
2756                 r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2757                 p->pvsvalid = true;
2758         }
2759 }
2760
2761 static void R_Water_ProcessPlanes(void)
2762 {
2763         r_view_t originalview;
2764         int planeindex;
2765         r_waterstate_waterplane_t *p;
2766
2767         originalview = r_view;
2768
2769         // make sure enough textures are allocated
2770         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2771         {
2772                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2773                 {
2774                         if (!p->texture_refraction)
2775                                 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);
2776                         if (!p->texture_refraction)
2777                                 goto error;
2778                 }
2779
2780                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2781                 {
2782                         if (!p->texture_reflection)
2783                                 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);
2784                         if (!p->texture_reflection)
2785                                 goto error;
2786                 }
2787         }
2788
2789         // render views
2790         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2791         {
2792                 r_view.showdebug = false;
2793                 r_view.width = r_waterstate.waterwidth;
2794                 r_view.height = r_waterstate.waterheight;
2795                 r_view.useclipplane = true;
2796                 r_waterstate.renderingscene = true;
2797
2798                 // render the normal view scene and copy into texture
2799                 // (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)
2800                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2801                 {
2802                         r_view.clipplane = p->plane;
2803                         VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal);
2804                         r_view.clipplane.dist = -r_view.clipplane.dist;
2805                         PlaneClassify(&r_view.clipplane);
2806
2807                         R_RenderScene(false);
2808
2809                         // copy view into the screen texture
2810                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
2811                         GL_ActiveTexture(0);
2812                         CHECKGLERROR
2813                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2814                 }
2815
2816                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2817                 {
2818                         // render reflected scene and copy into texture
2819                         Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
2820                         r_view.clipplane = p->plane;
2821                         // reverse the cullface settings for this render
2822                         r_view.cullface_front = GL_FRONT;
2823                         r_view.cullface_back = GL_BACK;
2824                         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.num_pvsclusterbytes)
2825                         {
2826                                 r_view.usecustompvs = true;
2827                                 if (p->pvsvalid)
2828                                         memcpy(r_viewcache.world_pvsbits, p->pvsbits, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2829                                 else
2830                                         memset(r_viewcache.world_pvsbits, 0xFF, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2831                         }
2832
2833                         R_ResetViewRendering3D();
2834                         R_ClearScreen();
2835                         if (r_timereport_active)
2836                                 R_TimeReport("viewclear");
2837
2838                         R_RenderScene(false);
2839
2840                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
2841                         GL_ActiveTexture(0);
2842                         CHECKGLERROR
2843                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2844
2845                         R_ResetViewRendering3D();
2846                         R_ClearScreen();
2847                         if (r_timereport_active)
2848                                 R_TimeReport("viewclear");
2849                 }
2850
2851                 r_view = originalview;
2852                 r_view.clear = true;
2853                 r_waterstate.renderingscene = false;
2854         }
2855         return;
2856 error:
2857         r_view = originalview;
2858         r_waterstate.renderingscene = false;
2859         Cvar_SetValueQuick(&r_water, 0);
2860         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
2861         return;
2862 }
2863
2864 void R_Bloom_StartFrame(void)
2865 {
2866         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2867
2868         // set bloomwidth and bloomheight to the bloom resolution that will be
2869         // used (often less than the screen resolution for faster rendering)
2870         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2871         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2872         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2873
2874         // calculate desired texture sizes
2875         if (gl_support_arb_texture_non_power_of_two)
2876         {
2877                 screentexturewidth = r_view.width;
2878                 screentextureheight = r_view.height;
2879                 bloomtexturewidth = r_bloomstate.bloomwidth;
2880                 bloomtextureheight = r_bloomstate.bloomheight;
2881         }
2882         else
2883         {
2884                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
2885                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
2886                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
2887                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
2888         }
2889
2890         if (r_hdr.integer)
2891         {
2892                 screentexturewidth = screentextureheight = 0;
2893         }
2894         else if (r_bloom.integer)
2895         {
2896         }
2897         else
2898         {
2899                 screentexturewidth = screentextureheight = 0;
2900                 bloomtexturewidth = bloomtextureheight = 0;
2901         }
2902
2903         if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2904         {
2905                 // can't use bloom if the parameters are too weird
2906                 // can't use bloom if the card does not support the texture size
2907                 if (r_bloomstate.texture_screen)
2908                         R_FreeTexture(r_bloomstate.texture_screen);
2909                 if (r_bloomstate.texture_bloom)
2910                         R_FreeTexture(r_bloomstate.texture_bloom);
2911                 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2912                 return;
2913         }
2914
2915         r_bloomstate.enabled = true;
2916         r_bloomstate.hdr = r_hdr.integer != 0;
2917
2918         // allocate textures as needed
2919         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2920         {
2921                 if (r_bloomstate.texture_screen)
2922                         R_FreeTexture(r_bloomstate.texture_screen);
2923                 r_bloomstate.texture_screen = NULL;
2924                 r_bloomstate.screentexturewidth = screentexturewidth;
2925                 r_bloomstate.screentextureheight = screentextureheight;
2926                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2927                         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);
2928         }
2929         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2930         {
2931                 if (r_bloomstate.texture_bloom)
2932                         R_FreeTexture(r_bloomstate.texture_bloom);
2933                 r_bloomstate.texture_bloom = NULL;
2934                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2935                 r_bloomstate.bloomtextureheight = bloomtextureheight;
2936                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2937                         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);
2938         }
2939
2940         // set up a texcoord array for the full resolution screen image
2941         // (we have to keep this around to copy back during final render)
2942         r_bloomstate.screentexcoord2f[0] = 0;
2943         r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2944         r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2945         r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2946         r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2947         r_bloomstate.screentexcoord2f[5] = 0;
2948         r_bloomstate.screentexcoord2f[6] = 0;
2949         r_bloomstate.screentexcoord2f[7] = 0;
2950
2951         // set up a texcoord array for the reduced resolution bloom image
2952         // (which will be additive blended over the screen image)
2953         r_bloomstate.bloomtexcoord2f[0] = 0;
2954         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2955         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2956         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2957         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2958         r_bloomstate.bloomtexcoord2f[5] = 0;
2959         r_bloomstate.bloomtexcoord2f[6] = 0;
2960         r_bloomstate.bloomtexcoord2f[7] = 0;
2961 }
2962
2963 void R_Bloom_CopyScreenTexture(float colorscale)
2964 {
2965         r_refdef.stats.bloom++;
2966
2967         R_ResetViewRendering2D();
2968         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2969         R_Mesh_ColorPointer(NULL, 0, 0);
2970         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2971         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2972
2973         // copy view into the screen texture
2974         GL_ActiveTexture(0);
2975         CHECKGLERROR
2976         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2977         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2978
2979         // now scale it down to the bloom texture size
2980         CHECKGLERROR
2981         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2982         GL_BlendFunc(GL_ONE, GL_ZERO);
2983         GL_Color(colorscale, colorscale, colorscale, 1);
2984         // TODO: optimize with multitexture or GLSL
2985         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2986         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2987
2988         // we now have a bloom image in the framebuffer
2989         // copy it into the bloom image texture for later processing
2990         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2991         GL_ActiveTexture(0);
2992         CHECKGLERROR
2993         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2994         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2995 }
2996
2997 void R_Bloom_CopyHDRTexture(void)
2998 {
2999         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3000         GL_ActiveTexture(0);
3001         CHECKGLERROR
3002         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
3003         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
3004 }
3005
3006 void R_Bloom_MakeTexture(void)
3007 {
3008         int x, range, dir;
3009         float xoffset, yoffset, r, brighten;
3010
3011         r_refdef.stats.bloom++;
3012
3013         R_ResetViewRendering2D();
3014         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3015         R_Mesh_ColorPointer(NULL, 0, 0);
3016
3017         // we have a bloom image in the framebuffer
3018         CHECKGLERROR
3019         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3020
3021         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3022         {
3023                 x *= 2;
3024                 r = bound(0, r_bloom_colorexponent.value / x, 1);
3025                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3026                 GL_Color(r, r, r, 1);
3027                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3028                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3029                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3030                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3031
3032                 // copy the vertically blurred bloom view to a texture
3033                 GL_ActiveTexture(0);
3034                 CHECKGLERROR
3035                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3036                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3037         }
3038
3039         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3040         brighten = r_bloom_brighten.value;
3041         if (r_hdr.integer)
3042                 brighten *= r_hdr_range.value;
3043         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3044         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3045
3046         for (dir = 0;dir < 2;dir++)
3047         {
3048                 // blend on at multiple vertical offsets to achieve a vertical blur
3049                 // TODO: do offset blends using GLSL
3050                 GL_BlendFunc(GL_ONE, GL_ZERO);
3051                 for (x = -range;x <= range;x++)
3052                 {
3053                         if (!dir){xoffset = 0;yoffset = x;}
3054                         else {xoffset = x;yoffset = 0;}
3055                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
3056                         yoffset /= (float)r_bloomstate.bloomtextureheight;
3057                         // compute a texcoord array with the specified x and y offset
3058                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3059                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3060                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3061                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3062                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3063                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3064                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3065                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3066                         // this r value looks like a 'dot' particle, fading sharply to
3067                         // black at the edges
3068                         // (probably not realistic but looks good enough)
3069                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3070                         //r = (dir ? 1.0f : brighten)/(range*2+1);
3071                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3072                         GL_Color(r, r, r, 1);
3073                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3074                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3075                         GL_BlendFunc(GL_ONE, GL_ONE);
3076                 }
3077
3078                 // copy the vertically blurred bloom view to a texture
3079                 GL_ActiveTexture(0);
3080                 CHECKGLERROR
3081                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3082                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3083         }
3084
3085         // apply subtract last
3086         // (just like it would be in a GLSL shader)
3087         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3088         {
3089                 GL_BlendFunc(GL_ONE, GL_ZERO);
3090                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3091                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3092                 GL_Color(1, 1, 1, 1);
3093                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3094                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3095
3096                 GL_BlendFunc(GL_ONE, GL_ONE);
3097                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3098                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3099                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3100                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3101                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3102                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3103                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3104
3105                 // copy the darkened bloom view to a texture
3106                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3107                 GL_ActiveTexture(0);
3108                 CHECKGLERROR
3109                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3110                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3111         }
3112 }
3113
3114 void R_HDR_RenderBloomTexture(void)
3115 {
3116         int oldwidth, oldheight;
3117
3118         oldwidth = r_view.width;
3119         oldheight = r_view.height;
3120         r_view.width = r_bloomstate.bloomwidth;
3121         r_view.height = r_bloomstate.bloomheight;
3122
3123         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
3124         // TODO: add exposure compensation features
3125         // TODO: add fp16 framebuffer support
3126
3127         r_view.showdebug = false;
3128         r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
3129         if (r_hdr.integer)
3130                 r_view.colorscale /= r_hdr_range.value;
3131         r_waterstate.numwaterplanes = 0;
3132         R_RenderScene(r_waterstate.enabled);
3133         r_view.showdebug = true;
3134
3135         R_ResetViewRendering2D();
3136
3137         R_Bloom_CopyHDRTexture();
3138         R_Bloom_MakeTexture();
3139
3140         R_ResetViewRendering3D();
3141
3142         R_ClearScreen();
3143         if (r_timereport_active)
3144                 R_TimeReport("viewclear");
3145
3146         // restore the view settings
3147         r_view.width = oldwidth;
3148         r_view.height = oldheight;
3149 }
3150
3151 static void R_BlendView(void)
3152 {
3153         if (r_bloomstate.enabled && r_bloomstate.hdr)
3154         {
3155                 // render high dynamic range bloom effect
3156                 // the bloom texture was made earlier this render, so we just need to
3157                 // blend it onto the screen...
3158                 R_ResetViewRendering2D();
3159                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3160                 R_Mesh_ColorPointer(NULL, 0, 0);
3161                 GL_Color(1, 1, 1, 1);
3162                 GL_BlendFunc(GL_ONE, GL_ONE);
3163                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3164                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3165                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3166                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3167         }
3168         else if (r_bloomstate.enabled)
3169         {
3170                 // render simple bloom effect
3171                 // copy the screen and shrink it and darken it for the bloom process
3172                 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
3173                 // make the bloom texture
3174                 R_Bloom_MakeTexture();
3175                 // put the original screen image back in place and blend the bloom
3176                 // texture on it
3177                 R_ResetViewRendering2D();
3178                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3179                 R_Mesh_ColorPointer(NULL, 0, 0);
3180                 GL_Color(1, 1, 1, 1);
3181                 GL_BlendFunc(GL_ONE, GL_ZERO);
3182                 // do both in one pass if possible
3183                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3184                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3185                 if (r_textureunits.integer >= 2 && gl_combine.integer)
3186                 {
3187                         R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
3188                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3189                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3190                 }
3191                 else
3192                 {
3193                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3194                         r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3195                         // now blend on the bloom texture
3196                         GL_BlendFunc(GL_ONE, GL_ONE);
3197                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3198                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3199                 }
3200                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3201                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3202         }
3203         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3204         {
3205                 // apply a color tint to the whole view
3206                 R_ResetViewRendering2D();
3207                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3208                 R_Mesh_ColorPointer(NULL, 0, 0);
3209                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3210                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3211                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3212         }
3213 }
3214
3215 void R_RenderScene(qboolean addwaterplanes);
3216
3217 matrix4x4_t r_waterscrollmatrix;
3218
3219 void R_UpdateVariables(void)
3220 {
3221         R_Textures_Frame();
3222
3223         r_refdef.farclip = 4096;
3224         if (r_refdef.worldmodel)
3225                 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
3226         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3227
3228         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3229                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3230         r_refdef.polygonfactor = 0;
3231         r_refdef.polygonoffset = 0;
3232         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3233         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3234
3235         r_refdef.rtworld = r_shadow_realtime_world.integer;
3236         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3237         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3238         r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3239         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3240         if (r_showsurfaces.integer)
3241         {
3242                 r_refdef.rtworld = false;
3243                 r_refdef.rtworldshadows = false;
3244                 r_refdef.rtdlight = false;
3245                 r_refdef.rtdlightshadows = false;
3246                 r_refdef.lightmapintensity = 0;
3247         }
3248
3249         if (gamemode == GAME_NEHAHRA)
3250         {
3251                 if (gl_fogenable.integer)
3252                 {
3253                         r_refdef.oldgl_fogenable = true;
3254                         r_refdef.fog_density = gl_fogdensity.value;
3255                         r_refdef.fog_red = gl_fogred.value;
3256                         r_refdef.fog_green = gl_foggreen.value;
3257                         r_refdef.fog_blue = gl_fogblue.value;
3258                 }
3259                 else if (r_refdef.oldgl_fogenable)
3260                 {
3261                         r_refdef.oldgl_fogenable = false;
3262                         r_refdef.fog_density = 0;
3263                         r_refdef.fog_red = 0;
3264                         r_refdef.fog_green = 0;
3265                         r_refdef.fog_blue = 0;
3266                 }
3267         }
3268         if (r_refdef.fog_density)
3269         {
3270                 r_refdef.fogcolor[0] = r_refdef.fog_red;
3271                 r_refdef.fogcolor[1] = r_refdef.fog_green;
3272                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3273
3274                 {
3275                         vec3_t fogvec;
3276                         //   color.rgb *= SceneBrightness;
3277                         VectorScale(r_refdef.fogcolor, r_view.colorscale, fogvec);
3278                         if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3279                         {
3280                                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
3281                                 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3282                                 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3283                                 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3284                         }
3285                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3286                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3287                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3288                 }
3289         }
3290
3291         if (r_refdef.fog_start >= r_refdef.fog_end || r_refdef.fog_start < 0)
3292         {
3293                 r_refdef.fog_start = 0;
3294                 r_refdef.fog_end = 1000000000;
3295                 // TODO update fog cvars here too
3296         }
3297
3298         if (r_refdef.fog_density)
3299         {
3300                 r_refdef.fogenabled = true;
3301                 // this is the point where the fog reaches 0.9986 alpha, which we
3302                 // consider a good enough cutoff point for the texture
3303                 // (0.9986 * 256 == 255.6)
3304                 r_refdef.fogrange = 16 / (r_refdef.fog_density * r_refdef.fog_density);
3305                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3306                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3307                 // fog color was already set
3308         }
3309         else
3310                 r_refdef.fogenabled = false;
3311 }
3312
3313 /*
3314 ================
3315 R_RenderView
3316 ================
3317 */
3318 void R_RenderView(void)
3319 {
3320         if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
3321                 return; //Host_Error ("R_RenderView: NULL worldmodel");
3322
3323         R_Shadow_UpdateWorldLightSelection();
3324
3325         R_Bloom_StartFrame();
3326         R_Water_StartFrame();
3327
3328         CHECKGLERROR
3329         if (r_timereport_active)
3330                 R_TimeReport("viewsetup");
3331
3332         R_ResetViewRendering3D();
3333
3334         if (r_view.clear)
3335         {
3336                 R_ClearScreen();
3337                 if (r_timereport_active)
3338                         R_TimeReport("viewclear");
3339         }
3340         r_view.clear = true;
3341
3342         r_view.showdebug = true;
3343
3344         // this produces a bloom texture to be used in R_BlendView() later
3345         if (r_hdr.integer)
3346                 R_HDR_RenderBloomTexture();
3347
3348         r_view.colorscale = r_hdr_scenebrightness.value;
3349         r_waterstate.numwaterplanes = 0;
3350         R_RenderScene(r_waterstate.enabled);
3351
3352         R_BlendView();
3353         if (r_timereport_active)
3354                 R_TimeReport("blendview");
3355
3356         GL_Scissor(0, 0, vid.width, vid.height);
3357         GL_ScissorTest(false);
3358         CHECKGLERROR
3359 }
3360
3361 extern void R_DrawLightningBeams (void);
3362 extern void VM_CL_AddPolygonsToMeshQueue (void);
3363 extern void R_DrawPortals (void);
3364 extern cvar_t cl_locs_show;
3365 static void R_DrawLocs(void);
3366 static void R_DrawEntityBBoxes(void);
3367 void R_RenderScene(qboolean addwaterplanes)
3368 {
3369         if (addwaterplanes)
3370         {
3371                 R_ResetViewRendering3D();
3372
3373                 R_View_Update();
3374                 if (r_timereport_active)
3375                         R_TimeReport("watervis");
3376
3377                 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes)
3378                 {
3379                         r_refdef.worldmodel->DrawAddWaterPlanes(r_refdef.worldentity);
3380                         if (r_timereport_active)
3381                                 R_TimeReport("waterworld");
3382                 }
3383
3384                 // don't let sound skip if going slow
3385                 if (r_refdef.extraupdate)
3386                         S_ExtraUpdate ();
3387
3388                 R_DrawModelsAddWaterPlanes();
3389                 if (r_timereport_active)
3390                         R_TimeReport("watermodels");
3391
3392                 R_Water_ProcessPlanes();
3393                 if (r_timereport_active)
3394                         R_TimeReport("waterscenes");
3395         }
3396
3397         R_ResetViewRendering3D();
3398
3399         // don't let sound skip if going slow
3400         if (r_refdef.extraupdate)
3401                 S_ExtraUpdate ();
3402
3403         R_MeshQueue_BeginScene();
3404
3405         R_SkyStartFrame();
3406
3407         R_View_Update();
3408         if (r_timereport_active)
3409                 R_TimeReport("visibility");
3410
3411         Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
3412
3413         if (cl.csqc_vidvars.drawworld)
3414         {
3415                 // don't let sound skip if going slow
3416                 if (r_refdef.extraupdate)
3417                         S_ExtraUpdate ();
3418
3419                 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
3420                 {
3421                         r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
3422                         if (r_timereport_active)
3423                                 R_TimeReport("worldsky");
3424                 }
3425
3426                 if (R_DrawBrushModelsSky() && r_timereport_active)
3427                         R_TimeReport("bmodelsky");
3428         }
3429
3430         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
3431         {
3432                 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
3433                 if (r_timereport_active)
3434                         R_TimeReport("worlddepth");
3435         }
3436         if (r_depthfirst.integer >= 2)
3437         {
3438                 R_DrawModelsDepth();
3439                 if (r_timereport_active)
3440                         R_TimeReport("modeldepth");
3441         }
3442
3443         if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
3444         {
3445                 r_refdef.worldmodel->Draw(r_refdef.worldentity);
3446                 if (r_timereport_active)
3447                         R_TimeReport("world");
3448         }
3449
3450         // don't let sound skip if going slow
3451         if (r_refdef.extraupdate)
3452                 S_ExtraUpdate ();
3453
3454         R_DrawModels();
3455         if (r_timereport_active)
3456                 R_TimeReport("models");
3457
3458         // don't let sound skip if going slow
3459         if (r_refdef.extraupdate)
3460                 S_ExtraUpdate ();
3461
3462         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3463         {
3464                 R_DrawModelShadows();
3465
3466                 R_ResetViewRendering3D();
3467
3468                 // don't let sound skip if going slow
3469                 if (r_refdef.extraupdate)
3470                         S_ExtraUpdate ();
3471         }
3472
3473         R_ShadowVolumeLighting(false);
3474         if (r_timereport_active)
3475                 R_TimeReport("rtlights");
3476
3477         // don't let sound skip if going slow
3478         if (r_refdef.extraupdate)
3479                 S_ExtraUpdate ();
3480
3481         if (cl.csqc_vidvars.drawworld)
3482         {
3483                 R_DrawLightningBeams();
3484                 if (r_timereport_active)
3485                         R_TimeReport("lightning");
3486
3487                 R_DrawDecals();
3488                 if (r_timereport_active)
3489                         R_TimeReport("decals");
3490
3491                 R_DrawParticles();
3492                 if (r_timereport_active)
3493                         R_TimeReport("particles");
3494
3495                 R_DrawExplosions();
3496                 if (r_timereport_active)
3497                         R_TimeReport("explosions");
3498         }
3499
3500         if (gl_support_fragment_shader)
3501         {
3502                 qglUseProgramObjectARB(0);CHECKGLERROR
3503         }
3504         VM_CL_AddPolygonsToMeshQueue();
3505
3506         if (r_view.showdebug)
3507         {
3508                 if (cl_locs_show.integer)
3509                 {
3510                         R_DrawLocs();
3511                         if (r_timereport_active)
3512                                 R_TimeReport("showlocs");
3513                 }
3514
3515                 if (r_drawportals.integer)
3516                 {
3517                         R_DrawPortals();
3518                         if (r_timereport_active)
3519                                 R_TimeReport("portals");
3520                 }
3521
3522                 if (r_showbboxes.value > 0)
3523                 {
3524                         R_DrawEntityBBoxes();
3525                         if (r_timereport_active)
3526                                 R_TimeReport("bboxes");
3527                 }
3528         }
3529
3530         if (gl_support_fragment_shader)
3531         {
3532                 qglUseProgramObjectARB(0);CHECKGLERROR
3533         }
3534         R_MeshQueue_RenderTransparent();
3535         if (r_timereport_active)
3536                 R_TimeReport("drawtrans");
3537
3538         if (gl_support_fragment_shader)
3539         {
3540                 qglUseProgramObjectARB(0);CHECKGLERROR
3541         }
3542
3543         if (r_view.showdebug && r_refdef.worldmodel && r_refdef.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
3544         {
3545                 r_refdef.worldmodel->DrawDebug(r_refdef.worldentity);
3546                 if (r_timereport_active)
3547                         R_TimeReport("worlddebug");
3548                 R_DrawModelsDebug();
3549                 if (r_timereport_active)
3550                         R_TimeReport("modeldebug");
3551         }
3552
3553         if (gl_support_fragment_shader)
3554         {
3555                 qglUseProgramObjectARB(0);CHECKGLERROR
3556         }
3557
3558         if (cl.csqc_vidvars.drawworld)
3559         {
3560                 R_DrawCoronas();
3561                 if (r_timereport_active)
3562                         R_TimeReport("coronas");
3563         }
3564
3565         // don't let sound skip if going slow
3566         if (r_refdef.extraupdate)
3567                 S_ExtraUpdate ();
3568
3569         R_ResetViewRendering2D();
3570 }
3571
3572 static const int bboxelements[36] =
3573 {
3574         5, 1, 3, 5, 3, 7,
3575         6, 2, 0, 6, 0, 4,
3576         7, 3, 2, 7, 2, 6,
3577         4, 0, 1, 4, 1, 5,
3578         4, 5, 7, 4, 7, 6,
3579         1, 0, 2, 1, 2, 3,
3580 };
3581
3582 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3583 {
3584         int i;
3585         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3586         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3587         GL_DepthMask(false);
3588         GL_DepthRange(0, 1);
3589         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3590         R_Mesh_Matrix(&identitymatrix);
3591         R_Mesh_ResetTextureState();
3592
3593         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3594         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3595         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3596         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3597         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3598         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3599         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3600         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3601         R_FillColors(color4f, 8, cr, cg, cb, ca);
3602         if (r_refdef.fogenabled)
3603         {
3604                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3605                 {
3606                         f1 = FogPoint_World(v);
3607                         f2 = 1 - f1;
3608                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3609                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3610                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3611                 }
3612         }
3613         R_Mesh_VertexPointer(vertex3f, 0, 0);
3614         R_Mesh_ColorPointer(color4f, 0, 0);
3615         R_Mesh_ResetTextureState();
3616         R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3617 }
3618
3619 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3620 {
3621         int i;
3622         float color[4];
3623         prvm_edict_t *edict;
3624         // this function draws bounding boxes of server entities
3625         if (!sv.active)
3626                 return;
3627         SV_VM_Begin();
3628         for (i = 0;i < numsurfaces;i++)
3629         {
3630                 edict = PRVM_EDICT_NUM(surfacelist[i]);
3631                 switch ((int)edict->fields.server->solid)
3632                 {
3633                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
3634                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
3635                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
3636                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
3637                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
3638                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
3639                 }
3640                 color[3] *= r_showbboxes.value;
3641                 color[3] = bound(0, color[3], 1);
3642                 GL_DepthTest(!r_showdisabledepthtest.integer);
3643                 GL_CullFace(r_view.cullface_front);
3644                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
3645         }
3646         SV_VM_End();
3647 }
3648
3649 static void R_DrawEntityBBoxes(void)
3650 {
3651         int i;
3652         prvm_edict_t *edict;
3653         vec3_t center;
3654         // this function draws bounding boxes of server entities
3655         if (!sv.active)
3656                 return;
3657         SV_VM_Begin();
3658         for (i = 0;i < prog->num_edicts;i++)
3659         {
3660                 edict = PRVM_EDICT_NUM(i);
3661                 if (edict->priv.server->free)
3662                         continue;
3663                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
3664                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
3665         }
3666         SV_VM_End();
3667 }
3668
3669 int nomodelelements[24] =
3670 {
3671         5, 2, 0,
3672         5, 1, 2,
3673         5, 0, 3,
3674         5, 3, 1,
3675         0, 2, 4,
3676         2, 1, 4,
3677         3, 0, 4,
3678         1, 3, 4
3679 };
3680
3681 float nomodelvertex3f[6*3] =
3682 {
3683         -16,   0,   0,
3684          16,   0,   0,
3685           0, -16,   0,
3686           0,  16,   0,
3687           0,   0, -16,
3688           0,   0,  16
3689 };
3690
3691 float nomodelcolor4f[6*4] =
3692 {
3693         0.0f, 0.0f, 0.5f, 1.0f,
3694         0.0f, 0.0f, 0.5f, 1.0f,
3695         0.0f, 0.5f, 0.0f, 1.0f,
3696         0.0f, 0.5f, 0.0f, 1.0f,
3697         0.5f, 0.0f, 0.0f, 1.0f,
3698         0.5f, 0.0f, 0.0f, 1.0f
3699 };
3700
3701 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3702 {
3703         int i;
3704         float f1, f2, *c;
3705         float color4f[6*4];
3706         // this is only called once per entity so numsurfaces is always 1, and
3707         // surfacelist is always {0}, so this code does not handle batches
3708         R_Mesh_Matrix(&ent->matrix);
3709
3710         if (ent->flags & EF_ADDITIVE)
3711         {
3712                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
3713                 GL_DepthMask(false);
3714         }
3715         else if (ent->alpha < 1)
3716         {
3717                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3718                 GL_DepthMask(false);
3719         }
3720         else
3721         {
3722                 GL_BlendFunc(GL_ONE, GL_ZERO);
3723                 GL_DepthMask(true);
3724         }
3725         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
3726         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3727         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
3728         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_view.cullface_back);
3729         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
3730         if (r_refdef.fogenabled)
3731         {
3732                 vec3_t org;
3733                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3734                 R_Mesh_ColorPointer(color4f, 0, 0);
3735                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3736                 f1 = FogPoint_World(org);
3737                 f2 = 1 - f1;
3738                 for (i = 0, c = color4f;i < 6;i++, c += 4)
3739                 {
3740                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
3741                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
3742                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
3743                         c[3] *= ent->alpha;
3744                 }
3745         }
3746         else if (ent->alpha != 1)
3747         {
3748                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3749                 R_Mesh_ColorPointer(color4f, 0, 0);
3750                 for (i = 0, c = color4f;i < 6;i++, c += 4)
3751                         c[3] *= ent->alpha;
3752         }
3753         else
3754                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
3755         R_Mesh_ResetTextureState();
3756         R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
3757 }
3758
3759 void R_DrawNoModel(entity_render_t *ent)
3760 {
3761         vec3_t org;
3762         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3763         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
3764                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
3765         //else
3766         //      R_DrawNoModelCallback(ent, 0);
3767 }
3768
3769 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
3770 {
3771         vec3_t right1, right2, diff, normal;
3772
3773         VectorSubtract (org2, org1, normal);
3774
3775         // calculate 'right' vector for start
3776         VectorSubtract (r_view.origin, org1, diff);
3777         CrossProduct (normal, diff, right1);
3778         VectorNormalize (right1);
3779
3780         // calculate 'right' vector for end
3781         VectorSubtract (r_view.origin, org2, diff);
3782         CrossProduct (normal, diff, right2);
3783         VectorNormalize (right2);
3784
3785         vert[ 0] = org1[0] + width * right1[0];
3786         vert[ 1] = org1[1] + width * right1[1];
3787         vert[ 2] = org1[2] + width * right1[2];
3788         vert[ 3] = org1[0] - width * right1[0];
3789         vert[ 4] = org1[1] - width * right1[1];
3790         vert[ 5] = org1[2] - width * right1[2];
3791         vert[ 6] = org2[0] - width * right2[0];
3792         vert[ 7] = org2[1] - width * right2[1];
3793         vert[ 8] = org2[2] - width * right2[2];
3794         vert[ 9] = org2[0] + width * right2[0];
3795         vert[10] = org2[1] + width * right2[1];
3796         vert[11] = org2[2] + width * right2[2];
3797 }
3798
3799 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
3800
3801 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
3802 {
3803         float fog = 1.0f;
3804         float vertex3f[12];
3805
3806         if (r_refdef.fogenabled)
3807                 fog = FogPoint_World(origin);
3808
3809         R_Mesh_Matrix(&identitymatrix);
3810         GL_BlendFunc(blendfunc1, blendfunc2);
3811
3812         if(v_flipped_state)
3813         {
3814                 scalex1 = -scalex1;
3815                 scalex2 = -scalex2;
3816                 GL_CullFace(r_view.cullface_front);
3817         }
3818         else
3819                 GL_CullFace(r_view.cullface_back);
3820
3821         GL_DepthMask(false);
3822         GL_DepthRange(0, depthshort ? 0.0625 : 1);
3823         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3824         GL_DepthTest(!depthdisable);
3825
3826         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
3827         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
3828         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
3829         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
3830         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
3831         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
3832         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
3833         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
3834         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
3835         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
3836         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
3837         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
3838
3839         R_Mesh_VertexPointer(vertex3f, 0, 0);
3840         R_Mesh_ColorPointer(NULL, 0, 0);
3841         R_Mesh_ResetTextureState();
3842         R_Mesh_TexBind(0, R_GetTexture(texture));
3843         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
3844         // FIXME: fixed function path can't properly handle r_view.colorscale > 1
3845         GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
3846         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3847
3848         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
3849         {
3850                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
3851                 GL_BlendFunc(blendfunc1, GL_ONE);
3852                 fog = 1 - fog;
3853                 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
3854                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3855         }
3856 }
3857
3858 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3859 {
3860         int i;
3861         float *vertex3f;
3862         float v[3];
3863         VectorSet(v, x, y, z);
3864         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3865                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3866                         break;
3867         if (i == mesh->numvertices)
3868         {
3869                 if (mesh->numvertices < mesh->maxvertices)
3870                 {
3871                         VectorCopy(v, vertex3f);
3872                         mesh->numvertices++;
3873                 }
3874                 return mesh->numvertices;
3875         }
3876         else
3877                 return i;
3878 }
3879
3880 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3881 {
3882         int i;
3883         int *e, element[3];
3884         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3885         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3886         e = mesh->element3i + mesh->numtriangles * 3;
3887         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3888         {
3889                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3890                 if (mesh->numtriangles < mesh->maxtriangles)
3891                 {
3892                         *e++ = element[0];
3893                         *e++ = element[1];
3894                         *e++ = element[2];
3895                         mesh->numtriangles++;
3896                 }
3897                 element[1] = element[2];
3898         }
3899 }
3900
3901 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3902 {
3903         int i;
3904         int *e, element[3];
3905         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3906         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3907         e = mesh->element3i + mesh->numtriangles * 3;
3908         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3909         {
3910                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3911                 if (mesh->numtriangles < mesh->maxtriangles)
3912                 {
3913                         *e++ = element[0];
3914                         *e++ = element[1];
3915                         *e++ = element[2];
3916                         mesh->numtriangles++;
3917                 }
3918                 element[1] = element[2];
3919         }
3920 }
3921
3922 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3923 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3924 {
3925         int planenum, planenum2;
3926         int w;
3927         int tempnumpoints;
3928         mplane_t *plane, *plane2;
3929         double maxdist;
3930         double temppoints[2][256*3];
3931         // figure out how large a bounding box we need to properly compute this brush
3932         maxdist = 0;
3933         for (w = 0;w < numplanes;w++)
3934                 maxdist = max(maxdist, planes[w].dist);
3935         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3936         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3937         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3938         {
3939                 w = 0;
3940                 tempnumpoints = 4;
3941                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3942                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3943                 {
3944                         if (planenum2 == planenum)
3945                                 continue;
3946                         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);
3947                         w = !w;
3948                 }
3949                 if (tempnumpoints < 3)
3950                         continue;
3951                 // generate elements forming a triangle fan for this polygon
3952                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3953         }
3954 }
3955
3956 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)
3957 {
3958         texturelayer_t *layer;
3959         layer = t->currentlayers + t->currentnumlayers++;
3960         layer->type = type;
3961         layer->depthmask = depthmask;
3962         layer->blendfunc1 = blendfunc1;
3963         layer->blendfunc2 = blendfunc2;
3964         layer->texture = texture;
3965         layer->texmatrix = *matrix;
3966         layer->color[0] = r * r_view.colorscale;
3967         layer->color[1] = g * r_view.colorscale;
3968         layer->color[2] = b * r_view.colorscale;
3969         layer->color[3] = a;
3970 }
3971
3972 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
3973 {
3974         double index, f;
3975         index = parms[2] + r_refdef.time * parms[3];
3976         index -= floor(index);
3977         switch (func)
3978         {
3979         default:
3980         case Q3WAVEFUNC_NONE:
3981         case Q3WAVEFUNC_NOISE:
3982         case Q3WAVEFUNC_COUNT:
3983                 f = 0;
3984                 break;
3985         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
3986         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
3987         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
3988         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
3989         case Q3WAVEFUNC_TRIANGLE:
3990                 index *= 4;
3991                 f = index - floor(index);
3992                 if (index < 1)
3993                         f = f;
3994                 else if (index < 2)
3995                         f = 1 - f;
3996                 else if (index < 3)
3997                         f = -f;
3998                 else
3999                         f = -(1 - f);
4000                 break;
4001         }
4002         return (float)(parms[0] + parms[1] * f);
4003 }
4004
4005 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4006 {
4007         int i;
4008         model_t *model = ent->model;
4009         float f;
4010         float tcmat[12];
4011         q3shaderinfo_layer_tcmod_t *tcmod;
4012
4013         // switch to an alternate material if this is a q1bsp animated material
4014         {
4015                 texture_t *texture = t;
4016                 int s = ent->skinnum;
4017                 if ((unsigned int)s >= (unsigned int)model->numskins)
4018                         s = 0;
4019                 if (model->skinscenes)
4020                 {
4021                         if (model->skinscenes[s].framecount > 1)
4022                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4023                         else
4024                                 s = model->skinscenes[s].firstframe;
4025                 }
4026                 if (s > 0)
4027                         t = t + s * model->num_surfaces;
4028                 if (t->animated)
4029                 {
4030                         // use an alternate animation if the entity's frame is not 0,
4031                         // and only if the texture has an alternate animation
4032                         if (ent->frame2 != 0 && t->anim_total[1])
4033                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
4034                         else
4035                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
4036                 }
4037                 texture->currentframe = t;
4038         }
4039
4040         // update currentskinframe to be a qw skin or animation frame
4041         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4042         {
4043                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4044                 {
4045                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4046                         Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
4047                         r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4048                 }
4049                 t->currentskinframe = r_qwskincache_skinframe[i];
4050                 if (t->currentskinframe == NULL)
4051                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4052         }
4053         else if (t->numskinframes >= 2)
4054                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4055         if (t->backgroundnumskinframes >= 2)
4056                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4057
4058         t->currentmaterialflags = t->basematerialflags;
4059         t->currentalpha = ent->alpha;
4060         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4061         {
4062                 t->currentalpha *= r_wateralpha.value;
4063                 /*
4064                  * FIXME what is this supposed to do?
4065                 // if rendering refraction/reflection, disable transparency
4066                 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4067                         t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4068                 */
4069         }
4070         if(!r_waterstate.enabled)
4071                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4072         if (!(ent->flags & RENDER_LIGHT))
4073                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4074         else if (rsurface.modeltexcoordlightmap2f == NULL)
4075         {
4076                 // pick a model lighting mode
4077                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4078                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4079                 else
4080                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4081         }
4082         if (ent->effects & EF_ADDITIVE)
4083                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4084         else if (t->currentalpha < 1)
4085                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4086         if (ent->effects & EF_DOUBLESIDED)
4087                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4088         if (ent->effects & EF_NODEPTHTEST)
4089                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4090         if (ent->flags & RENDER_VIEWMODEL)
4091                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4092         if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4093                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4094
4095         // make sure that the waterscroll matrix is used on water surfaces when
4096         // there is no tcmod
4097         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4098                 t->currenttexmatrix = r_waterscrollmatrix;
4099
4100         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4101         {
4102                 matrix4x4_t matrix;
4103                 switch(tcmod->tcmod)
4104                 {
4105                 case Q3TCMOD_COUNT:
4106                 case Q3TCMOD_NONE:
4107                         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4108                                 matrix = r_waterscrollmatrix;
4109                         else
4110                                 matrix = identitymatrix;
4111                         break;
4112                 case Q3TCMOD_ENTITYTRANSLATE:
4113                         // this is used in Q3 to allow the gamecode to control texcoord
4114                         // scrolling on the entity, which is not supported in darkplaces yet.
4115                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4116                         break;
4117                 case Q3TCMOD_ROTATE:
4118                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4119                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1);
4120                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4121                         break;
4122                 case Q3TCMOD_SCALE:
4123                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4124                         break;
4125                 case Q3TCMOD_SCROLL:
4126                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.time, tcmod->parms[1] * r_refdef.time, 0);
4127                         break;
4128                 case Q3TCMOD_STRETCH:
4129                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4130                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4131                         break;
4132                 case Q3TCMOD_TRANSFORM:
4133                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
4134                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
4135                         VectorSet(tcmat +  6, 0                   , 0                , 1);
4136                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
4137                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4138                         break;
4139                 case Q3TCMOD_TURBULENT:
4140                         // this is handled in the RSurf_PrepareVertices function
4141                         matrix = identitymatrix;
4142                         break;
4143                 }
4144                 // either replace or concatenate the transformation
4145                 if (i < 1)
4146                         t->currenttexmatrix = matrix;
4147                 else
4148                 {
4149                         matrix4x4_t temp = t->currenttexmatrix;
4150                         Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4151                 }
4152         }
4153
4154         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4155         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4156         t->glosstexture = r_texture_black;
4157         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4158         t->backgroundglosstexture = r_texture_black;
4159         t->specularpower = r_shadow_glossexponent.value;
4160         // TODO: store reference values for these in the texture?
4161         t->specularscale = 0;
4162         if (r_shadow_gloss.integer > 0)
4163         {
4164                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4165                 {
4166                         if (r_shadow_glossintensity.value > 0)
4167                         {
4168                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4169                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4170                                 t->specularscale = r_shadow_glossintensity.value;
4171                         }
4172                 }
4173                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4174                 {
4175                         t->glosstexture = r_texture_white;
4176                         t->backgroundglosstexture = r_texture_white;
4177                         t->specularscale = r_shadow_gloss2intensity.value;
4178                 }
4179         }
4180
4181         // lightmaps mode looks bad with dlights using actual texturing, so turn
4182         // off the colormap and glossmap, but leave the normalmap on as it still
4183         // accurately represents the shading involved
4184         if (gl_lightmaps.integer && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
4185         {
4186                 t->basetexture = r_texture_white;
4187                 t->specularscale = 0;
4188         }
4189
4190         t->currentpolygonfactor = r_refdef.polygonfactor + t->basepolygonfactor;
4191         t->currentpolygonoffset = r_refdef.polygonoffset + t->basepolygonoffset;
4192         // submodels are biased to avoid z-fighting with world surfaces that they
4193         // may be exactly overlapping (avoids z-fighting artifacts on certain
4194         // doors and things in Quake maps)
4195         if (ent->model->brush.submodel)
4196         {
4197                 t->currentpolygonfactor += r_polygonoffset_submodel_factor.value;
4198                 t->currentpolygonoffset += r_polygonoffset_submodel_offset.value;
4199         }
4200
4201         VectorClear(t->dlightcolor);
4202         t->currentnumlayers = 0;
4203         if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
4204         {
4205                 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
4206                 {
4207                         int blendfunc1, blendfunc2, depthmask;
4208                         if (t->currentmaterialflags & MATERIALFLAG_ADD)
4209                         {
4210                                 blendfunc1 = GL_SRC_ALPHA;
4211                                 blendfunc2 = GL_ONE;
4212                         }
4213                         else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4214                         {
4215                                 blendfunc1 = GL_SRC_ALPHA;
4216                                 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4217                         }
4218                         else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4219                         {
4220                                 blendfunc1 = t->customblendfunc[0];
4221                                 blendfunc2 = t->customblendfunc[1];
4222                         }
4223                         else
4224                         {
4225                                 blendfunc1 = GL_ONE;
4226                                 blendfunc2 = GL_ZERO;
4227                         }
4228                         depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4229                         if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
4230                         {
4231                                 rtexture_t *currentbasetexture;
4232                                 int layerflags = 0;
4233                                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4234                                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4235                                 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4236                                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4237                                 {
4238                                         // fullbright is not affected by r_refdef.lightmapintensity
4239                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4240                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4241                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
4242                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4243                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
4244                                 }
4245                                 else
4246                                 {
4247                                         float colorscale;
4248                                         // set the color tint used for lights affecting this surface
4249                                         VectorSet(t->dlightcolor, ent->colormod[0] * t->currentalpha, ent->colormod[1] * t->currentalpha, ent->colormod[2] * t->currentalpha);
4250                                         colorscale = 2;
4251                                         // q3bsp has no lightmap updates, so the lightstylevalue that
4252                                         // would normally be baked into the lightmap must be
4253                                         // applied to the color
4254                                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4255                                         if (ent->model->type == mod_brushq3)
4256                                                 colorscale *= r_refdef.rtlightstylevalue[0];
4257                                         colorscale *= r_refdef.lightmapintensity;
4258                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
4259                                         if (r_ambient.value >= (1.0f/64.0f))
4260                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
4261                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4262                                         {
4263                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2]  * ent->colormod[2] * colorscale, t->currentalpha);
4264                                                 if (r_ambient.value >= (1.0f/64.0f))
4265                                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
4266                                         }
4267                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4268                                         {
4269                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
4270                                                 if (r_ambient.value >= (1.0f/64.0f))
4271                                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
4272                                         }
4273                                 }
4274                                 if (t->currentskinframe->glow != NULL)
4275                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->currentalpha);
4276                                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4277                                 {
4278                                         // if this is opaque use alpha blend which will darken the earlier
4279                                         // passes cheaply.
4280                                         //
4281                                         // if this is an alpha blended material, all the earlier passes
4282                                         // were darkened by fog already, so we only need to add the fog
4283                                         // color ontop through the fog mask texture
4284                                         //
4285                                         // if this is an additive blended material, all the earlier passes
4286                                         // were darkened by fog already, and we should not add fog color
4287                                         // (because the background was not darkened, there is no fog color
4288                                         // that was lost behind it).
4289                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
4290                                 }
4291                         }
4292                 }
4293         }
4294 }
4295
4296 void R_UpdateAllTextureInfo(entity_render_t *ent)
4297 {
4298         int i;
4299         if (ent->model)
4300                 for (i = 0;i < ent->model->num_texturesperskin;i++)
4301                         R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4302 }
4303
4304 rsurfacestate_t rsurface;
4305
4306 void R_Mesh_ResizeArrays(int newvertices)
4307 {
4308         float *base;
4309         if (rsurface.array_size >= newvertices)
4310                 return;
4311         if (rsurface.array_modelvertex3f)
4312                 Mem_Free(rsurface.array_modelvertex3f);
4313         rsurface.array_size = (newvertices + 1023) & ~1023;
4314         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4315         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
4316         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
4317         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
4318         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
4319         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
4320         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4321         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4322         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
4323         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
4324         rsurface.array_color4f           = base + rsurface.array_size * 27;
4325         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4326 }
4327
4328 void RSurf_CleanUp(void)
4329 {
4330         CHECKGLERROR
4331         if (rsurface.mode == RSURFMODE_GLSL)
4332         {
4333                 qglUseProgramObjectARB(0);CHECKGLERROR
4334         }
4335         GL_AlphaTest(false);
4336         rsurface.mode = RSURFMODE_NONE;
4337         rsurface.uselightmaptexture = false;
4338         rsurface.texture = NULL;
4339 }
4340
4341 void RSurf_ActiveWorldEntity(void)
4342 {
4343         model_t *model = r_refdef.worldmodel;
4344         RSurf_CleanUp();
4345         if (rsurface.array_size < model->surfmesh.num_vertices)
4346                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4347         rsurface.matrix = identitymatrix;
4348         rsurface.inversematrix = identitymatrix;
4349         R_Mesh_Matrix(&identitymatrix);
4350         VectorCopy(r_view.origin, rsurface.modelorg);
4351         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4352         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4353         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4354         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4355         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4356         rsurface.frameblend[0].frame = 0;
4357         rsurface.frameblend[0].lerp = 1;
4358         rsurface.frameblend[1].frame = 0;
4359         rsurface.frameblend[1].lerp = 0;
4360         rsurface.frameblend[2].frame = 0;
4361         rsurface.frameblend[2].lerp = 0;
4362         rsurface.frameblend[3].frame = 0;
4363         rsurface.frameblend[3].lerp = 0;
4364         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4365         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4366         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4367         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4368         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4369         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4370         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4371         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4372         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4373         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4374         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4375         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4376         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4377         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4378         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4379         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4380         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4381         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4382         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4383         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4384         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4385         rsurface.modelelement3i = model->surfmesh.data_element3i;
4386         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4387         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4388         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4389         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4390         rsurface.modelsurfaces = model->data_surfaces;
4391         rsurface.generatedvertex = false;
4392         rsurface.vertex3f  = rsurface.modelvertex3f;
4393         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4394         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4395         rsurface.svector3f = rsurface.modelsvector3f;
4396         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4397         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4398         rsurface.tvector3f = rsurface.modeltvector3f;
4399         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4400         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4401         rsurface.normal3f  = rsurface.modelnormal3f;
4402         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4403         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4404         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4405 }
4406
4407 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4408 {
4409         model_t *model = ent->model;
4410         RSurf_CleanUp();
4411         if (rsurface.array_size < model->surfmesh.num_vertices)
4412                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4413         rsurface.matrix = ent->matrix;
4414         rsurface.inversematrix = ent->inversematrix;
4415         R_Mesh_Matrix(&rsurface.matrix);
4416         Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
4417         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
4418         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4419         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4420         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4421         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4422         rsurface.frameblend[0] = ent->frameblend[0];
4423         rsurface.frameblend[1] = ent->frameblend[1];
4424         rsurface.frameblend[2] = ent->frameblend[2];
4425         rsurface.frameblend[3] = ent->frameblend[3];
4426         if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4427         {
4428                 if (wanttangents)
4429                 {
4430                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4431                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4432                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4433                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4434                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4435                 }
4436                 else if (wantnormals)
4437                 {
4438                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4439                         rsurface.modelsvector3f = NULL;
4440                         rsurface.modeltvector3f = NULL;
4441                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4442                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4443                 }
4444                 else
4445                 {
4446                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4447                         rsurface.modelsvector3f = NULL;
4448                         rsurface.modeltvector3f = NULL;
4449                         rsurface.modelnormal3f = NULL;
4450                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4451                 }
4452                 rsurface.modelvertex3f_bufferobject = 0;
4453                 rsurface.modelvertex3f_bufferoffset = 0;
4454                 rsurface.modelsvector3f_bufferobject = 0;
4455                 rsurface.modelsvector3f_bufferoffset = 0;
4456                 rsurface.modeltvector3f_bufferobject = 0;
4457                 rsurface.modeltvector3f_bufferoffset = 0;
4458                 rsurface.modelnormal3f_bufferobject = 0;
4459                 rsurface.modelnormal3f_bufferoffset = 0;
4460                 rsurface.generatedvertex = true;
4461         }
4462         else
4463         {
4464                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4465                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4466                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4467                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4468                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4469                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4470                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4471                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4472                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4473                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4474                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4475                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4476                 rsurface.generatedvertex = false;
4477         }
4478         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4479         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4480         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4481         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4482         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4483         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4484         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4485         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4486         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4487         rsurface.modelelement3i = model->surfmesh.data_element3i;
4488         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4489         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4490         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4491         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4492         rsurface.modelsurfaces = model->data_surfaces;
4493         rsurface.vertex3f  = rsurface.modelvertex3f;
4494         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4495         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4496         rsurface.svector3f = rsurface.modelsvector3f;
4497         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4498         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4499         rsurface.tvector3f = rsurface.modeltvector3f;
4500         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4501         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4502         rsurface.normal3f  = rsurface.modelnormal3f;
4503         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4504         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4505         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4506 }
4507
4508 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4509 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4510 {
4511         int deformindex;
4512         int texturesurfaceindex;
4513         int i, j;
4514         float amplitude;
4515         float animpos;
4516         float scale;
4517         const float *v1, *in_tc;
4518         float *out_tc;
4519         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4520         float waveparms[4];
4521         q3shaderinfo_deform_t *deform;
4522         // 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
4523         if (rsurface.generatedvertex)
4524         {
4525                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4526                         generatenormals = true;
4527                 for (i = 0;i < Q3MAXDEFORMS;i++)
4528                 {
4529                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4530                         {
4531                                 generatetangents = true;
4532                                 generatenormals = true;
4533                         }
4534                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4535                                 generatenormals = true;
4536                 }
4537                 if (generatenormals && !rsurface.modelnormal3f)
4538                 {
4539                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4540                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4541                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4542                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4543                 }
4544                 if (generatetangents && !rsurface.modelsvector3f)
4545                 {
4546                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4547                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4548                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4549                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4550                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4551                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4552                         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);
4553                 }
4554         }
4555         rsurface.vertex3f  = rsurface.modelvertex3f;
4556         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4557         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4558         rsurface.svector3f = rsurface.modelsvector3f;
4559         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4560         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4561         rsurface.tvector3f = rsurface.modeltvector3f;
4562         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4563         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4564         rsurface.normal3f  = rsurface.modelnormal3f;
4565         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4566         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4567         // if vertices are deformed (sprite flares and things in maps, possibly
4568         // water waves, bulges and other deformations), generate them into
4569         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4570         // (may be static model data or generated data for an animated model, or
4571         //  the previous deform pass)
4572         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4573         {
4574                 switch (deform->deform)
4575                 {
4576                 default:
4577                 case Q3DEFORM_PROJECTIONSHADOW:
4578                 case Q3DEFORM_TEXT0:
4579                 case Q3DEFORM_TEXT1:
4580                 case Q3DEFORM_TEXT2:
4581                 case Q3DEFORM_TEXT3:
4582                 case Q3DEFORM_TEXT4:
4583                 case Q3DEFORM_TEXT5:
4584                 case Q3DEFORM_TEXT6:
4585                 case Q3DEFORM_TEXT7:
4586                 case Q3DEFORM_NONE:
4587                         break;
4588                 case Q3DEFORM_AUTOSPRITE:
4589                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
4590                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
4591                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
4592                         VectorNormalize(newforward);
4593                         VectorNormalize(newright);
4594                         VectorNormalize(newup);
4595                         // make deformed versions of only the model vertices used by the specified surfaces
4596                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4597                         {
4598                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4599                                 // a single autosprite surface can contain multiple sprites...
4600                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
4601                                 {
4602                                         VectorClear(center);
4603                                         for (i = 0;i < 4;i++)
4604                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4605                                         VectorScale(center, 0.25f, center);
4606                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
4607                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4608                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4609                                         for (i = 0;i < 4;i++)
4610                                         {
4611                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4612                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4613                                         }
4614                                 }
4615                                 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);
4616                                 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);
4617                         }
4618                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4619                         rsurface.vertex3f_bufferobject = 0;
4620                         rsurface.vertex3f_bufferoffset = 0;
4621                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4622                         rsurface.svector3f_bufferobject = 0;
4623                         rsurface.svector3f_bufferoffset = 0;
4624                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4625                         rsurface.tvector3f_bufferobject = 0;
4626                         rsurface.tvector3f_bufferoffset = 0;
4627                         rsurface.normal3f = rsurface.array_deformednormal3f;
4628                         rsurface.normal3f_bufferobject = 0;
4629                         rsurface.normal3f_bufferoffset = 0;
4630                         break;
4631                 case Q3DEFORM_AUTOSPRITE2:
4632                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
4633                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
4634                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
4635                         VectorNormalize(newforward);
4636                         VectorNormalize(newright);
4637                         VectorNormalize(newup);
4638                         // make deformed versions of only the model vertices used by the specified surfaces
4639                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4640                         {
4641                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4642                                 const float *v1, *v2;
4643                                 vec3_t start, end;
4644                                 float f, l;
4645                                 struct
4646                                 {
4647                                         float length2;
4648                                         const float *v1;
4649                                         const float *v2;
4650                                 }
4651                                 shortest[2];
4652                                 memset(shortest, 0, sizeof(shortest));
4653                                 // a single autosprite surface can contain multiple sprites...
4654                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
4655                                 {
4656                                         VectorClear(center);
4657                                         for (i = 0;i < 4;i++)
4658                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4659                                         VectorScale(center, 0.25f, center);
4660                                         // find the two shortest edges, then use them to define the
4661                                         // axis vectors for rotating around the central axis
4662                                         for (i = 0;i < 6;i++)
4663                                         {
4664                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
4665                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
4666 #if 0
4667                                                 Debug_PolygonBegin(NULL, 0, false, 0);
4668                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
4669                                                 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);
4670                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
4671                                                 Debug_PolygonEnd();
4672 #endif
4673                                                 l = VectorDistance2(v1, v2);
4674                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
4675                                                 if (v1[2] != v2[2])
4676                                                         l += (1.0f / 1024.0f);
4677                                                 if (shortest[0].length2 > l || i == 0)
4678                                                 {
4679                                                         shortest[1] = shortest[0];
4680                                                         shortest[0].length2 = l;
4681                                                         shortest[0].v1 = v1;
4682                                                         shortest[0].v2 = v2;
4683                                                 }
4684                                                 else if (shortest[1].length2 > l || i == 1)
4685                                                 {
4686                                                         shortest[1].length2 = l;
4687                                                         shortest[1].v1 = v1;
4688                                                         shortest[1].v2 = v2;
4689                                                 }
4690                                         }
4691                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
4692                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
4693 #if 0
4694                                         Debug_PolygonBegin(NULL, 0, false, 0);
4695                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
4696                                         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);
4697                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
4698                                         Debug_PolygonEnd();
4699 #endif
4700                                         // this calculates the right vector from the shortest edge
4701                                         // and the up vector from the edge midpoints
4702                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
4703                                         VectorNormalize(right);
4704                                         VectorSubtract(end, start, up);
4705                                         VectorNormalize(up);
4706                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
4707                                         //VectorSubtract(rsurface.modelorg, center, forward);
4708                                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, forward);
4709                                         VectorNegate(forward, forward);
4710                                         VectorReflect(forward, 0, up, forward);
4711                                         VectorNormalize(forward);
4712                                         CrossProduct(up, forward, newright);
4713                                         VectorNormalize(newright);
4714 #if 0
4715                                         Debug_PolygonBegin(NULL, 0, false, 0);
4716                                         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);
4717                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
4718                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
4719                                         Debug_PolygonEnd();
4720 #endif
4721 #if 0
4722                                         Debug_PolygonBegin(NULL, 0, false, 0);
4723                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
4724                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
4725                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
4726                                         Debug_PolygonEnd();
4727 #endif
4728                                         // rotate the quad around the up axis vector, this is made
4729                                         // especially easy by the fact we know the quad is flat,
4730                                         // so we only have to subtract the center position and
4731                                         // measure distance along the right vector, and then
4732                                         // multiply that by the newright vector and add back the
4733                                         // center position
4734                                         // we also need to subtract the old position to undo the
4735                                         // displacement from the center, which we do with a
4736                                         // DotProduct, the subtraction/addition of center is also
4737                                         // optimized into DotProducts here
4738                                         l = DotProduct(right, center);
4739                                         for (i = 0;i < 4;i++)
4740                                         {
4741                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
4742                                                 f = DotProduct(right, v1) - l;
4743                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4744                                         }
4745                                 }
4746                                 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);
4747                                 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);
4748                         }
4749                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4750                         rsurface.vertex3f_bufferobject = 0;
4751                         rsurface.vertex3f_bufferoffset = 0;
4752                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4753                         rsurface.svector3f_bufferobject = 0;
4754                         rsurface.svector3f_bufferoffset = 0;
4755                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4756                         rsurface.tvector3f_bufferobject = 0;
4757                         rsurface.tvector3f_bufferoffset = 0;
4758                         rsurface.normal3f = rsurface.array_deformednormal3f;
4759                         rsurface.normal3f_bufferobject = 0;
4760                         rsurface.normal3f_bufferoffset = 0;
4761                         break;
4762                 case Q3DEFORM_NORMAL:
4763                         // deform the normals to make reflections wavey
4764                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4765                         {
4766                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4767                                 for (j = 0;j < surface->num_vertices;j++)
4768                                 {
4769                                         float vertex[3];
4770                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
4771                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
4772                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
4773                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4774                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4775                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4776                                         VectorNormalize(normal);
4777                                 }
4778                                 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);
4779                         }
4780                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4781                         rsurface.svector3f_bufferobject = 0;
4782                         rsurface.svector3f_bufferoffset = 0;
4783                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4784                         rsurface.tvector3f_bufferobject = 0;
4785                         rsurface.tvector3f_bufferoffset = 0;
4786                         rsurface.normal3f = rsurface.array_deformednormal3f;
4787                         rsurface.normal3f_bufferobject = 0;
4788                         rsurface.normal3f_bufferoffset = 0;
4789                         break;
4790                 case Q3DEFORM_WAVE:
4791                         // deform vertex array to make wavey water and flags and such
4792                         waveparms[0] = deform->waveparms[0];
4793                         waveparms[1] = deform->waveparms[1];
4794                         waveparms[2] = deform->waveparms[2];
4795                         waveparms[3] = deform->waveparms[3];
4796                         // this is how a divisor of vertex influence on deformation
4797                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
4798                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4799                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4800                         {
4801                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4802                                 for (j = 0;j < surface->num_vertices;j++)
4803                                 {
4804                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
4805                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
4806                                         // if the wavefunc depends on time, evaluate it per-vertex
4807                                         if (waveparms[3])
4808                                         {
4809                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
4810                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4811                                         }
4812                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
4813                                 }
4814                         }
4815                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4816                         rsurface.vertex3f_bufferobject = 0;
4817                         rsurface.vertex3f_bufferoffset = 0;
4818                         break;
4819                 case Q3DEFORM_BULGE:
4820                         // deform vertex array to make the surface have moving bulges
4821                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4822                         {
4823                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4824                                 for (j = 0;j < surface->num_vertices;j++)
4825                                 {
4826                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.time * deform->parms[2])) * deform->parms[1];
4827                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4828                                 }
4829                         }
4830                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4831                         rsurface.vertex3f_bufferobject = 0;
4832                         rsurface.vertex3f_bufferoffset = 0;
4833                         break;
4834                 case Q3DEFORM_MOVE:
4835                         // deform vertex array
4836                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
4837                         VectorScale(deform->parms, scale, waveparms);
4838                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4839                         {
4840                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4841                                 for (j = 0;j < surface->num_vertices;j++)
4842                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4843                         }
4844                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4845                         rsurface.vertex3f_bufferobject = 0;
4846                         rsurface.vertex3f_bufferoffset = 0;
4847                         break;
4848                 }
4849         }
4850         // generate texcoords based on the chosen texcoord source
4851         switch(rsurface.texture->tcgen.tcgen)
4852         {
4853         default:
4854         case Q3TCGEN_TEXTURE:
4855                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
4856                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
4857                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
4858                 break;
4859         case Q3TCGEN_LIGHTMAP:
4860                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
4861                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
4862                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
4863                 break;
4864         case Q3TCGEN_VECTOR:
4865                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4866                 {
4867                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4868                         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)
4869                         {
4870                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
4871                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
4872                         }
4873                 }
4874                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
4875                 rsurface.texcoordtexture2f_bufferobject  = 0;
4876                 rsurface.texcoordtexture2f_bufferoffset  = 0;
4877                 break;
4878         case Q3TCGEN_ENVIRONMENT:
4879                 // make environment reflections using a spheremap
4880                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4881                 {
4882                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4883                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
4884                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
4885                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
4886                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
4887                         {
4888                                 float l, d, eyedir[3];
4889                                 VectorSubtract(rsurface.modelorg, vertex, eyedir);
4890                                 l = 0.5f / VectorLength(eyedir);
4891                                 d = DotProduct(normal, eyedir)*2;
4892                                 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
4893                                 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
4894                         }
4895                 }
4896                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
4897                 rsurface.texcoordtexture2f_bufferobject  = 0;
4898                 rsurface.texcoordtexture2f_bufferoffset  = 0;
4899                 break;
4900         }
4901         // the only tcmod that needs software vertex processing is turbulent, so
4902         // check for it here and apply the changes if needed
4903         // and we only support that as the first one
4904         // (handling a mixture of turbulent and other tcmods would be problematic
4905         //  without punting it entirely to a software path)
4906         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
4907         {
4908                 amplitude = rsurface.texture->tcmods[0].parms[1];
4909                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.time * rsurface.texture->tcmods[0].parms[3];
4910                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4911                 {
4912                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4913                         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)
4914                         {
4915                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4916                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4917                         }
4918                 }
4919                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
4920                 rsurface.texcoordtexture2f_bufferobject  = 0;
4921                 rsurface.texcoordtexture2f_bufferoffset  = 0;
4922         }
4923         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
4924         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4925         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4926         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
4927 }
4928
4929 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
4930 {
4931         int i, j;
4932         const msurface_t *surface = texturesurfacelist[0];
4933         const msurface_t *surface2;
4934         int firstvertex;
4935         int endvertex;
4936         int numvertices;
4937         int numtriangles;
4938         // TODO: lock all array ranges before render, rather than on each surface
4939         if (texturenumsurfaces == 1)
4940         {
4941                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4942                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4943         }
4944         else if (r_batchmode.integer == 2)
4945         {
4946                 #define MAXBATCHTRIANGLES 4096
4947                 int batchtriangles = 0;
4948                 int batchelements[MAXBATCHTRIANGLES*3];
4949                 for (i = 0;i < texturenumsurfaces;i = j)
4950                 {
4951                         surface = texturesurfacelist[i];
4952                         j = i + 1;
4953                         if (surface->num_triangles > MAXBATCHTRIANGLES)
4954                         {
4955                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4956                                 continue;
4957                         }
4958                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
4959                         batchtriangles = surface->num_triangles;
4960                         firstvertex = surface->num_firstvertex;
4961                         endvertex = surface->num_firstvertex + surface->num_vertices;
4962                         for (;j < texturenumsurfaces;j++)
4963                         {
4964                                 surface2 = texturesurfacelist[j];
4965                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
4966                                         break;
4967                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
4968                                 batchtriangles += surface2->num_triangles;
4969                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
4970                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
4971                         }
4972                         surface2 = texturesurfacelist[j-1];
4973                         numvertices = endvertex - firstvertex;
4974                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
4975                 }
4976         }
4977         else if (r_batchmode.integer == 1)
4978         {
4979                 for (i = 0;i < texturenumsurfaces;i = j)
4980                 {
4981                         surface = texturesurfacelist[i];
4982                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4983                                 if (texturesurfacelist[j] != surface2)
4984                                         break;
4985                         surface2 = texturesurfacelist[j-1];
4986                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
4987                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
4988                         GL_LockArrays(surface->num_firstvertex, numvertices);
4989                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4990                 }
4991         }
4992         else
4993         {
4994                 for (i = 0;i < texturenumsurfaces;i++)
4995                 {
4996                         surface = texturesurfacelist[i];
4997                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4998                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4999                 }
5000         }
5001 }
5002
5003 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5004 {
5005         int i, planeindex, vertexindex;
5006         float d, bestd;
5007         vec3_t vert;
5008         const float *v;
5009         r_waterstate_waterplane_t *p, *bestp;
5010         msurface_t *surface;
5011         if (r_waterstate.renderingscene)
5012                 return;
5013         for (i = 0;i < texturenumsurfaces;i++)
5014         {
5015                 surface = texturesurfacelist[i];
5016                 if (lightmaptexunit >= 0)
5017                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5018                 if (deluxemaptexunit >= 0)
5019                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5020                 // pick the closest matching water plane
5021                 bestd = 0;
5022                 bestp = NULL;
5023                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5024                 {
5025                         d = 0;
5026                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5027                         {
5028                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5029                                 d += fabs(PlaneDiff(vert, &p->plane));
5030                         }
5031                         if (bestd > d || !bestp)
5032                         {
5033                                 bestd = d;
5034                                 bestp = p;
5035                         }
5036                 }
5037                 if (bestp)
5038                 {
5039                         if (refractiontexunit >= 0)
5040                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5041                         if (reflectiontexunit >= 0)
5042                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5043                 }
5044                 else
5045                 {
5046                         if (refractiontexunit >= 0)
5047                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5048                         if (reflectiontexunit >= 0)
5049                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5050                 }
5051                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5052                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5053         }
5054 }
5055
5056 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5057 {
5058         int i;
5059         int j;
5060         const msurface_t *surface = texturesurfacelist[0];
5061         const msurface_t *surface2;
5062         int firstvertex;
5063         int endvertex;
5064         int numvertices;
5065         int numtriangles;
5066         // TODO: lock all array ranges before render, rather than on each surface
5067         if (texturenumsurfaces == 1)
5068         {
5069                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5070                 if (deluxemaptexunit >= 0)
5071                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5072                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5073                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5074         }
5075         else if (r_batchmode.integer == 2)
5076         {
5077                 #define MAXBATCHTRIANGLES 4096
5078                 int batchtriangles = 0;
5079                 int batchelements[MAXBATCHTRIANGLES*3];
5080                 for (i = 0;i < texturenumsurfaces;i = j)
5081                 {
5082                         surface = texturesurfacelist[i];
5083                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5084                         if (deluxemaptexunit >= 0)
5085                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5086                         j = i + 1;
5087                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5088                         {
5089                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5090                                 continue;
5091                         }
5092                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5093                         batchtriangles = surface->num_triangles;
5094                         firstvertex = surface->num_firstvertex;
5095                         endvertex = surface->num_firstvertex + surface->num_vertices;
5096                         for (;j < texturenumsurfaces;j++)
5097                         {
5098                                 surface2 = texturesurfacelist[j];
5099                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5100                                         break;
5101                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5102                                 batchtriangles += surface2->num_triangles;
5103                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5104                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5105                         }
5106                         surface2 = texturesurfacelist[j-1];
5107                         numvertices = endvertex - firstvertex;
5108                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5109                 }
5110         }
5111         else if (r_batchmode.integer == 1)
5112         {
5113 #if 0
5114                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5115                 for (i = 0;i < texturenumsurfaces;i = j)
5116                 {
5117                         surface = texturesurfacelist[i];
5118                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5119                                 if (texturesurfacelist[j] != surface2)
5120                                         break;
5121                         Con_Printf(" %i", j - i);
5122                 }
5123                 Con_Printf("\n");
5124                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5125 #endif
5126                 for (i = 0;i < texturenumsurfaces;i = j)
5127                 {
5128                         surface = texturesurfacelist[i];
5129                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5130                         if (deluxemaptexunit >= 0)
5131                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5132                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5133                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5134                                         break;
5135 #if 0
5136                         Con_Printf(" %i", j - i);
5137 #endif
5138                         surface2 = texturesurfacelist[j-1];
5139                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5140                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5141                         GL_LockArrays(surface->num_firstvertex, numvertices);
5142                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5143                 }
5144 #if 0
5145                 Con_Printf("\n");
5146 #endif
5147         }
5148         else
5149         {
5150                 for (i = 0;i < texturenumsurfaces;i++)
5151                 {
5152                         surface = texturesurfacelist[i];
5153                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5154                         if (deluxemaptexunit >= 0)
5155                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5156                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5157                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5158                 }
5159         }
5160 }
5161
5162 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5163 {
5164         int j;
5165         int texturesurfaceindex;
5166         if (r_showsurfaces.integer == 2)
5167         {
5168                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5169                 {
5170                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5171                         for (j = 0;j < surface->num_triangles;j++)
5172                         {
5173                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
5174                                 GL_Color(f, f, f, 1);
5175                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
5176                         }
5177                 }
5178         }
5179         else
5180         {
5181                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5182                 {
5183                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5184                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
5185                         GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
5186                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5187                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5188                 }
5189         }
5190 }
5191
5192 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5193 {
5194         int texturesurfaceindex;
5195         int i;
5196         float f;
5197         float *v, *c, *c2;
5198         if (rsurface.lightmapcolor4f)
5199         {
5200                 // generate color arrays for the surfaces in this list
5201                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5202                 {
5203                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5204                         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)
5205                         {
5206                                 f = FogPoint_Model(v);
5207                                 c2[0] = c[0] * f;
5208                                 c2[1] = c[1] * f;
5209                                 c2[2] = c[2] * f;
5210                                 c2[3] = c[3];
5211                         }
5212                 }
5213         }
5214         else
5215         {
5216                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5217                 {
5218                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5219                         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)
5220                         {
5221                                 f = FogPoint_Model(v);
5222                                 c2[0] = f;
5223                                 c2[1] = f;
5224                                 c2[2] = f;
5225                                 c2[3] = 1;
5226                         }
5227                 }
5228         }
5229         rsurface.lightmapcolor4f = rsurface.array_color4f;
5230         rsurface.lightmapcolor4f_bufferobject = 0;
5231         rsurface.lightmapcolor4f_bufferoffset = 0;
5232 }
5233
5234 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5235 {
5236         int texturesurfaceindex;
5237         int i;
5238         float *c, *c2;
5239         if (!rsurface.lightmapcolor4f)
5240                 return;
5241         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5242         {
5243                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5244                 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)
5245                 {
5246                         c2[0] = c[0] * r;
5247                         c2[1] = c[1] * g;
5248                         c2[2] = c[2] * b;
5249                         c2[3] = c[3] * a;
5250                 }
5251         }
5252         rsurface.lightmapcolor4f = rsurface.array_color4f;
5253         rsurface.lightmapcolor4f_bufferobject = 0;
5254         rsurface.lightmapcolor4f_bufferoffset = 0;
5255 }
5256
5257 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5258 {
5259         // TODO: optimize
5260         rsurface.lightmapcolor4f = NULL;
5261         rsurface.lightmapcolor4f_bufferobject = 0;
5262         rsurface.lightmapcolor4f_bufferoffset = 0;
5263         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5264         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5265         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5266         GL_Color(r, g, b, a);
5267         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5268 }
5269
5270 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5271 {
5272         // TODO: optimize applyfog && applycolor case
5273         // just apply fog if necessary, and tint the fog color array if necessary
5274         rsurface.lightmapcolor4f = NULL;
5275         rsurface.lightmapcolor4f_bufferobject = 0;
5276         rsurface.lightmapcolor4f_bufferoffset = 0;
5277         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5278         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5279         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5280         GL_Color(r, g, b, a);
5281         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5282 }
5283
5284 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5285 {
5286         int texturesurfaceindex;
5287         int i;
5288         float *c;
5289         // TODO: optimize
5290         if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5291         {
5292                 // generate color arrays for the surfaces in this list
5293                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5294                 {
5295                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5296                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5297                         {
5298                                 if (surface->lightmapinfo->samples)
5299                                 {
5300                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5301                                         float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5302                                         VectorScale(lm, scale, c);
5303                                         if (surface->lightmapinfo->styles[1] != 255)
5304                                         {
5305                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5306                                                 lm += size3;
5307                                                 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5308                                                 VectorMA(c, scale, lm, c);
5309                                                 if (surface->lightmapinfo->styles[2] != 255)
5310                                                 {
5311                                                         lm += size3;
5312                                                         scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5313                                                         VectorMA(c, scale, lm, c);
5314                                                         if (surface->lightmapinfo->styles[3] != 255)
5315                                                         {
5316                                                                 lm += size3;
5317                                                                 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5318                                                                 VectorMA(c, scale, lm, c);
5319                                                         }
5320                                                 }
5321                                         }
5322                                 }
5323                                 else
5324                                         VectorClear(c);
5325                                 c[3] = 1;
5326                         }
5327                 }
5328                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5329                 rsurface.lightmapcolor4f_bufferobject = 0;
5330                 rsurface.lightmapcolor4f_bufferoffset = 0;
5331         }
5332         else
5333         {
5334                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5335                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5336                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5337         }
5338         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5339         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5340         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5341         GL_Color(r, g, b, a);
5342         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5343 }
5344
5345 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5346 {
5347         int texturesurfaceindex;
5348         int i;
5349         float f;
5350         float *v, *c, *c2;
5351         vec3_t ambientcolor;
5352         vec3_t diffusecolor;
5353         vec3_t lightdir;
5354         // TODO: optimize
5355         // model lighting
5356         VectorCopy(rsurface.modellight_lightdir, lightdir);
5357         ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f;
5358         ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f;
5359         ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f;
5360         diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f;
5361         diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f;
5362         diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f;
5363         if (VectorLength2(diffusecolor) > 0)
5364         {
5365                 // generate color arrays for the surfaces in this list
5366                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5367                 {
5368                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5369                         int numverts = surface->num_vertices;
5370                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5371                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5372                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5373                         // q3-style directional shading
5374                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5375                         {
5376                                 if ((f = DotProduct(c2, lightdir)) > 0)
5377                                         VectorMA(ambientcolor, f, diffusecolor, c);
5378                                 else
5379                                         VectorCopy(ambientcolor, c);
5380                                 c[3] = a;
5381                         }
5382                 }
5383                 r = 1;
5384                 g = 1;
5385                 b = 1;
5386                 a = 1;
5387                 applycolor = false;
5388                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5389                 rsurface.lightmapcolor4f_bufferobject = 0;
5390                 rsurface.lightmapcolor4f_bufferoffset = 0;
5391         }
5392         else
5393         {
5394                 r = ambientcolor[0];
5395                 g = ambientcolor[1];
5396                 b = ambientcolor[2];
5397                 rsurface.lightmapcolor4f = NULL;
5398                 rsurface.lightmapcolor4f_bufferobject = 0;
5399                 rsurface.lightmapcolor4f_bufferoffset = 0;
5400         }
5401         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5402         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5403         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5404         GL_Color(r, g, b, a);
5405         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5406 }
5407
5408 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5409 {
5410         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5411         GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5412         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5413         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5414         if (rsurface.mode != RSURFMODE_SHOWSURFACES)
5415         {
5416                 rsurface.mode = RSURFMODE_SHOWSURFACES;
5417                 GL_DepthMask(true);
5418                 GL_BlendFunc(GL_ONE, GL_ZERO);
5419                 R_Mesh_ColorPointer(NULL, 0, 0);
5420                 R_Mesh_ResetTextureState();
5421         }
5422         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5423         RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5424 }
5425
5426 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5427 {
5428         // transparent sky would be ridiculous
5429         if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
5430                 return;
5431         if (rsurface.mode != RSURFMODE_SKY)
5432         {
5433                 if (rsurface.mode == RSURFMODE_GLSL)
5434                 {
5435                         qglUseProgramObjectARB(0);CHECKGLERROR
5436                 }
5437                 rsurface.mode = RSURFMODE_SKY;
5438         }
5439         if (skyrendernow)
5440         {
5441                 skyrendernow = false;
5442                 R_Sky();
5443                 // restore entity matrix
5444                 R_Mesh_Matrix(&rsurface.matrix);
5445         }
5446         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5447         GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5448         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5449         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5450         GL_DepthMask(true);
5451         // LordHavoc: HalfLife maps have freaky skypolys so don't use
5452         // skymasking on them, and Quake3 never did sky masking (unlike
5453         // software Quake and software Quake2), so disable the sky masking
5454         // in Quake3 maps as it causes problems with q3map2 sky tricks,
5455         // and skymasking also looks very bad when noclipping outside the
5456         // level, so don't use it then either.
5457         if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
5458         {
5459                 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
5460                 R_Mesh_ColorPointer(NULL, 0, 0);
5461                 R_Mesh_ResetTextureState();
5462                 if (skyrendermasked)
5463                 {
5464                         // depth-only (masking)
5465                         GL_ColorMask(0,0,0,0);
5466                         // just to make sure that braindead drivers don't draw
5467                         // anything despite that colormask...
5468                         GL_BlendFunc(GL_ZERO, GL_ONE);
5469                 }
5470                 else
5471                 {
5472                         // fog sky
5473                         GL_BlendFunc(GL_ONE, GL_ZERO);
5474                 }
5475                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5476                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5477                 if (skyrendermasked)
5478                         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
5479         }
5480 }
5481
5482 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
5483 {
5484         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5485                 return;
5486
5487         if (rsurface.mode != RSURFMODE_GLSL)
5488         {
5489                 rsurface.mode = RSURFMODE_GLSL;
5490                 R_Mesh_ResetTextureState();
5491         }
5492
5493         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5494         R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5495         R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
5496         R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
5497         R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
5498         R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
5499         R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5500         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5501         {
5502                 R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
5503                 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5504                 R_Mesh_ColorPointer(NULL, 0, 0);
5505         }
5506         else if (rsurface.uselightmaptexture)
5507         {
5508                 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
5509                 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
5510                 R_Mesh_ColorPointer(NULL, 0, 0);
5511         }
5512         else
5513         {
5514                 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
5515                 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5516                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5517         }
5518         R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
5519         R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
5520         R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
5521
5522         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5523         {
5524                 // render background
5525                 GL_BlendFunc(GL_ONE, GL_ZERO);
5526                 GL_DepthMask(true);
5527                 GL_AlphaTest(false);
5528
5529                 GL_Color(1, 1, 1, 1);
5530                 R_Mesh_ColorPointer(NULL, 0, 0);
5531
5532                 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5533                 if (r_glsl_permutation)
5534                 {
5535                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5536                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5537                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5538                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5539                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5540                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5541                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection ? 12 : -1);
5542                 }
5543
5544                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5545                 GL_DepthMask(false);
5546                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5547                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5548                 {
5549                         R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
5550                         R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5551                         R_Mesh_ColorPointer(NULL, 0, 0);
5552                 }
5553                 else if (rsurface.uselightmaptexture)
5554                 {
5555                         R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
5556                         R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
5557                         R_Mesh_ColorPointer(NULL, 0, 0);
5558                 }
5559                 else
5560                 {
5561                         R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
5562                         R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5563                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5564                 }
5565                 R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
5566                 R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
5567         }
5568
5569         R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5570         if (!r_glsl_permutation)
5571                 return;
5572
5573         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5574         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5575         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5576         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5577         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5578         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5579         GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
5580
5581         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5582         {
5583                 GL_BlendFunc(GL_ONE, GL_ZERO);
5584                 GL_DepthMask(true);
5585                 GL_AlphaTest(false);
5586         }
5587
5588         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5589         {
5590                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5591                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
5592                 else
5593                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
5594         }
5595         else
5596         {
5597                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5598                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
5599                 else
5600                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5601         }
5602         if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
5603         {
5604         }
5605 }
5606
5607 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
5608 {
5609         // OpenGL 1.3 path - anything not completely ancient
5610         int texturesurfaceindex;
5611         qboolean applycolor;
5612         qboolean applyfog;
5613         rmeshstate_t m;
5614         int layerindex;
5615         const texturelayer_t *layer;
5616         if (rsurface.mode != RSURFMODE_MULTIPASS)
5617                 rsurface.mode = RSURFMODE_MULTIPASS;
5618         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5619
5620         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5621         {
5622                 vec4_t layercolor;
5623                 int layertexrgbscale;
5624                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5625                 {
5626                         if (layerindex == 0)
5627                                 GL_AlphaTest(true);
5628                         else
5629                         {
5630                                 GL_AlphaTest(false);
5631                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5632                         }
5633                 }
5634                 GL_DepthMask(layer->depthmask);
5635                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5636                 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
5637                 {
5638                         layertexrgbscale = 4;
5639                         VectorScale(layer->color, 0.25f, layercolor);
5640                 }
5641                 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
5642                 {
5643                         layertexrgbscale = 2;
5644                         VectorScale(layer->color, 0.5f, layercolor);
5645                 }
5646                 else
5647                 {
5648                         layertexrgbscale = 1;
5649                         VectorScale(layer->color, 1.0f, layercolor);
5650                 }
5651                 layercolor[3] = layer->color[3];
5652                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5653                 R_Mesh_ColorPointer(NULL, 0, 0);
5654                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5655                 switch (layer->type)
5656                 {
5657                 case TEXTURELAYERTYPE_LITTEXTURE:
5658                         memset(&m, 0, sizeof(m));
5659                         m.tex[0] = R_GetTexture(r_texture_white);
5660                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5661                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5662                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5663                         m.tex[1] = R_GetTexture(layer->texture);
5664                         m.texmatrix[1] = layer->texmatrix;
5665                         m.texrgbscale[1] = layertexrgbscale;
5666                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
5667                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
5668                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
5669                         R_Mesh_TextureState(&m);
5670                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5671                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5672                         else if (rsurface.uselightmaptexture)
5673                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5674                         else
5675                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5676                         break;
5677                 case TEXTURELAYERTYPE_TEXTURE:
5678                         memset(&m, 0, sizeof(m));
5679                         m.tex[0] = R_GetTexture(layer->texture);
5680                         m.texmatrix[0] = layer->texmatrix;
5681                         m.texrgbscale[0] = layertexrgbscale;
5682                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5683                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5684                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5685                         R_Mesh_TextureState(&m);
5686                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5687                         break;
5688                 case TEXTURELAYERTYPE_FOG:
5689                         memset(&m, 0, sizeof(m));
5690                         m.texrgbscale[0] = layertexrgbscale;
5691                         if (layer->texture)
5692                         {
5693                                 m.tex[0] = R_GetTexture(layer->texture);
5694                                 m.texmatrix[0] = layer->texmatrix;
5695                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5696                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5697                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5698                         }
5699                         R_Mesh_TextureState(&m);
5700                         // generate a color array for the fog pass
5701                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5702                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5703                         {
5704                                 int i;
5705                                 float f, *v, *c;
5706                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5707                                 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)
5708                                 {
5709                                         f = 1 - FogPoint_Model(v);
5710                                         c[0] = layercolor[0];
5711                                         c[1] = layercolor[1];
5712                                         c[2] = layercolor[2];
5713                                         c[3] = f * layercolor[3];
5714                                 }
5715                         }
5716                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5717                         break;
5718                 default:
5719                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5720                 }
5721                 GL_LockArrays(0, 0);
5722         }
5723         CHECKGLERROR
5724         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5725         {
5726                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5727                 GL_AlphaTest(false);
5728         }
5729 }
5730
5731 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
5732 {
5733         // OpenGL 1.1 - crusty old voodoo path
5734         int texturesurfaceindex;
5735         qboolean applyfog;
5736         rmeshstate_t m;
5737         int layerindex;
5738         const texturelayer_t *layer;
5739         if (rsurface.mode != RSURFMODE_MULTIPASS)
5740                 rsurface.mode = RSURFMODE_MULTIPASS;
5741         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5742
5743         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5744         {
5745                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5746                 {
5747                         if (layerindex == 0)
5748                                 GL_AlphaTest(true);
5749                         else
5750                         {
5751                                 GL_AlphaTest(false);
5752                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5753                         }
5754                 }
5755                 GL_DepthMask(layer->depthmask);
5756                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5757                 R_Mesh_ColorPointer(NULL, 0, 0);
5758                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5759                 switch (layer->type)
5760                 {
5761                 case TEXTURELAYERTYPE_LITTEXTURE:
5762                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
5763                         {
5764                                 // two-pass lit texture with 2x rgbscale
5765                                 // first the lightmap pass
5766                                 memset(&m, 0, sizeof(m));
5767                                 m.tex[0] = R_GetTexture(r_texture_white);
5768                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5769                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5770                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5771                                 R_Mesh_TextureState(&m);
5772                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5773                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5774                                 else if (rsurface.uselightmaptexture)
5775                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5776                                 else
5777                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5778                                 GL_LockArrays(0, 0);
5779                                 // then apply the texture to it
5780                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
5781                                 memset(&m, 0, sizeof(m));
5782                                 m.tex[0] = R_GetTexture(layer->texture);
5783                                 m.texmatrix[0] = layer->texmatrix;
5784                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5785                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5786                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5787                                 R_Mesh_TextureState(&m);
5788                                 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);
5789                         }
5790                         else
5791                         {
5792                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
5793                                 memset(&m, 0, sizeof(m));
5794                                 m.tex[0] = R_GetTexture(layer->texture);
5795                                 m.texmatrix[0] = layer->texmatrix;
5796                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5797                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5798                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5799                                 R_Mesh_TextureState(&m);
5800                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5801                                         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);
5802                                 else
5803                                         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);
5804                         }
5805                         break;
5806                 case TEXTURELAYERTYPE_TEXTURE:
5807                         // singletexture unlit texture with transparency support
5808                         memset(&m, 0, sizeof(m));
5809                         m.tex[0] = R_GetTexture(layer->texture);
5810                         m.texmatrix[0] = layer->texmatrix;
5811                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5812                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5813                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5814                         R_Mesh_TextureState(&m);
5815                         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);
5816                         break;
5817                 case TEXTURELAYERTYPE_FOG:
5818                         // singletexture fogging
5819                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5820                         if (layer->texture)
5821                         {
5822                                 memset(&m, 0, sizeof(m));
5823                                 m.tex[0] = R_GetTexture(layer->texture);
5824                                 m.texmatrix[0] = layer->texmatrix;
5825                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5826                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5827                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5828                                 R_Mesh_TextureState(&m);
5829                         }
5830                         else
5831                                 R_Mesh_ResetTextureState();
5832                         // generate a color array for the fog pass
5833                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5834                         {
5835                                 int i;
5836                                 float f, *v, *c;
5837                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5838                                 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)
5839                                 {
5840                                         f = 1 - FogPoint_Model(v);
5841                                         c[0] = layer->color[0];
5842                                         c[1] = layer->color[1];
5843                                         c[2] = layer->color[2];
5844                                         c[3] = f * layer->color[3];
5845                                 }
5846                         }
5847                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5848                         break;
5849                 default:
5850                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5851                 }
5852                 GL_LockArrays(0, 0);
5853         }
5854         CHECKGLERROR
5855         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5856         {
5857                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5858                 GL_AlphaTest(false);
5859         }
5860 }
5861
5862 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
5863 {
5864         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
5865                 return;
5866         rsurface.rtlight = NULL;
5867         CHECKGLERROR
5868         if (depthonly)
5869         {
5870                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
5871                         return;
5872                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
5873                         return;
5874                 if (rsurface.mode != RSURFMODE_MULTIPASS)
5875                         rsurface.mode = RSURFMODE_MULTIPASS;
5876                 if (r_depthfirst.integer == 3)
5877                 {
5878                         int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
5879                         if (!r_view.showdebug)
5880                                 GL_Color(0, 0, 0, 1);
5881                         else
5882                                 GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
5883                 }
5884                 else
5885                 {
5886                         GL_ColorMask(0,0,0,0);
5887                         GL_Color(1,1,1,1);
5888                 }
5889                 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5890                 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5891                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5892                 GL_DepthTest(true);
5893                 GL_BlendFunc(GL_ONE, GL_ZERO);
5894                 GL_DepthMask(true);
5895                 GL_AlphaTest(false);
5896                 R_Mesh_ColorPointer(NULL, 0, 0);
5897                 R_Mesh_ResetTextureState();
5898                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5899                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5900                 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
5901         }
5902         else if (r_depthfirst.integer == 3)
5903                 return;
5904         else if (!r_view.showdebug && (r_showsurfaces.integer || gl_lightmaps.integer))
5905         {
5906                 GL_Color(0, 0, 0, 1);
5907                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5908         }
5909         else if (r_showsurfaces.integer)
5910         {
5911                 if (rsurface.mode != RSURFMODE_MULTIPASS)
5912                         rsurface.mode = RSURFMODE_MULTIPASS;
5913                 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5914                 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5915                 GL_DepthTest(true);
5916                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5917                 GL_BlendFunc(GL_ONE, GL_ZERO);
5918                 GL_DepthMask(writedepth);
5919                 GL_Color(1,1,1,1);
5920                 GL_AlphaTest(false);
5921                 R_Mesh_ColorPointer(NULL, 0, 0);
5922                 R_Mesh_ResetTextureState();
5923                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5924                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5925         }
5926         else if (gl_lightmaps.integer)
5927         {
5928                 rmeshstate_t m;
5929                 if (rsurface.mode != RSURFMODE_MULTIPASS)
5930                         rsurface.mode = RSURFMODE_MULTIPASS;
5931                 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5932                 GL_DepthTest(true);
5933                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5934                 GL_BlendFunc(GL_ONE, GL_ZERO);
5935                 GL_DepthMask(writedepth);
5936                 GL_Color(1,1,1,1);
5937                 GL_AlphaTest(false);
5938                 R_Mesh_ColorPointer(NULL, 0, 0);
5939                 memset(&m, 0, sizeof(m));
5940                 m.tex[0] = R_GetTexture(r_texture_white);
5941                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5942                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5943                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5944                 R_Mesh_TextureState(&m);
5945                 RSurf_PrepareVerticesForBatch(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, false, texturenumsurfaces, texturesurfacelist);
5946                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5947                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5948                 else if (rsurface.uselightmaptexture)
5949                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5950                 else
5951                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5952         }
5953         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
5954                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
5955         else if (rsurface.texture->currentnumlayers)
5956         {
5957                 // write depth for anything we skipped on the depth-only pass earlier
5958                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5959                         writedepth = true;
5960                 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5961                 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5962                 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5963                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5964                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5965                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5966                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5967                 if (r_glsl.integer && gl_support_fragment_shader)
5968                         R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
5969                 else if (gl_combine.integer && r_textureunits.integer >= 2)
5970                         R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
5971                 else
5972                         R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
5973         }
5974         CHECKGLERROR
5975         GL_LockArrays(0, 0);
5976 }
5977
5978 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5979 {
5980         int i, j;
5981         int texturenumsurfaces, endsurface;
5982         texture_t *texture;
5983         msurface_t *surface;
5984         msurface_t *texturesurfacelist[1024];
5985
5986         // if the model is static it doesn't matter what value we give for
5987         // wantnormals and wanttangents, so this logic uses only rules applicable
5988         // to a model, knowing that they are meaningless otherwise
5989         if (ent == r_refdef.worldentity)
5990                 RSurf_ActiveWorldEntity();
5991         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
5992                 RSurf_ActiveModelEntity(ent, false, false);
5993         else
5994                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
5995
5996         for (i = 0;i < numsurfaces;i = j)
5997         {
5998                 j = i + 1;
5999                 surface = rsurface.modelsurfaces + surfacelist[i];
6000                 texture = surface->texture;
6001                 R_UpdateTextureInfo(ent, texture);
6002                 rsurface.texture = texture->currentframe;
6003                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6004                 // scan ahead until we find a different texture
6005                 endsurface = min(i + 1024, numsurfaces);
6006                 texturenumsurfaces = 0;
6007                 texturesurfacelist[texturenumsurfaces++] = surface;
6008                 for (;j < endsurface;j++)
6009                 {
6010                         surface = rsurface.modelsurfaces + surfacelist[j];
6011                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6012                                 break;
6013                         texturesurfacelist[texturenumsurfaces++] = surface;
6014                 }
6015                 // render the range of surfaces
6016                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
6017         }
6018
6019         RSurf_CleanUp();
6020 }
6021
6022 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6023 {
6024         int i, j;
6025         vec3_t tempcenter, center;
6026         texture_t *texture;
6027         // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6028         if (addwaterplanes)
6029         {
6030                 for (i = 0;i < numsurfaces;i++)
6031                         if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6032                                 R_Water_AddWaterPlane(surfacelist[i]);
6033                 return;
6034         }
6035         // break the surface list down into batches by texture and use of lightmapping
6036         for (i = 0;i < numsurfaces;i = j)
6037         {
6038                 j = i + 1;
6039                 // texture is the base texture pointer, rsurface.texture is the
6040                 // current frame/skin the texture is directing us to use (for example
6041                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6042                 // use skin 1 instead)
6043                 texture = surfacelist[i]->texture;
6044                 rsurface.texture = texture->currentframe;
6045                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6046                 if (!(rsurface.texture->currentmaterialflags & flagsmask))
6047                 {
6048                         // if this texture is not the kind we want, skip ahead to the next one
6049                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6050                                 ;
6051                         continue;
6052                 }
6053                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6054                 {
6055                         // transparent surfaces get pushed off into the transparent queue
6056                         const msurface_t *surface = surfacelist[i];
6057                         if (depthonly)
6058                                 continue;
6059                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6060                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6061                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6062                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6063                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
6064                 }
6065                 else
6066                 {
6067                         // simply scan ahead until we find a different texture or lightmap state
6068                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6069                                 ;
6070                         // render the range of surfaces
6071                         R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
6072                 }
6073         }
6074 }
6075
6076 float locboxvertex3f[6*4*3] =
6077 {
6078         1,0,1, 1,0,0, 1,1,0, 1,1,1,
6079         0,1,1, 0,1,0, 0,0,0, 0,0,1,
6080         1,1,1, 1,1,0, 0,1,0, 0,1,1,
6081         0,0,1, 0,0,0, 1,0,0, 1,0,1,
6082         0,0,1, 1,0,1, 1,1,1, 0,1,1,
6083         1,0,0, 0,0,0, 0,1,0, 1,1,0
6084 };
6085
6086 int locboxelement3i[6*2*3] =
6087 {
6088          0, 1, 2, 0, 2, 3,
6089          4, 5, 6, 4, 6, 7,
6090          8, 9,10, 8,10,11,
6091         12,13,14, 12,14,15,
6092         16,17,18, 16,18,19,
6093         20,21,22, 20,22,23
6094 };
6095
6096 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6097 {
6098         int i, j;
6099         cl_locnode_t *loc = (cl_locnode_t *)ent;
6100         vec3_t mins, size;
6101         float vertex3f[6*4*3];
6102         CHECKGLERROR
6103         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6104         GL_DepthMask(false);
6105         GL_DepthRange(0, 1);
6106         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6107         GL_DepthTest(true);
6108         GL_CullFace(GL_NONE);
6109         R_Mesh_Matrix(&identitymatrix);
6110
6111         R_Mesh_VertexPointer(vertex3f, 0, 0);
6112         R_Mesh_ColorPointer(NULL, 0, 0);
6113         R_Mesh_ResetTextureState();
6114
6115         i = surfacelist[0];
6116         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
6117                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
6118                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
6119                         surfacelist[0] < 0 ? 0.5f : 0.125f);
6120
6121         if (VectorCompare(loc->mins, loc->maxs))
6122         {
6123                 VectorSet(size, 2, 2, 2);
6124                 VectorMA(loc->mins, -0.5f, size, mins);
6125         }
6126         else
6127         {
6128                 VectorCopy(loc->mins, mins);
6129                 VectorSubtract(loc->maxs, loc->mins, size);
6130         }
6131
6132         for (i = 0;i < 6*4*3;)
6133                 for (j = 0;j < 3;j++, i++)
6134                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6135
6136         R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6137 }
6138
6139 void R_DrawLocs(void)
6140 {
6141         int index;
6142         cl_locnode_t *loc, *nearestloc;
6143         vec3_t center;
6144         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6145         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6146         {
6147                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6148                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6149         }
6150 }
6151
6152 void R_DrawDebugModel(entity_render_t *ent)
6153 {
6154         int i, j, k, l, flagsmask;
6155         const int *elements;
6156         q3mbrush_t *brush;
6157         msurface_t *surface;
6158         model_t *model = ent->model;
6159         vec3_t v;
6160
6161         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
6162
6163         R_Mesh_ColorPointer(NULL, 0, 0);
6164         R_Mesh_ResetTextureState();
6165         GL_DepthRange(0, 1);
6166         GL_DepthTest(!r_showdisabledepthtest.integer);
6167         GL_DepthMask(false);
6168         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6169
6170         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6171         {
6172                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6173                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6174                 {
6175                         if (brush->colbrushf && brush->colbrushf->numtriangles)
6176                         {
6177                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6178                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value);
6179                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6180                         }
6181                 }
6182                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6183                 {
6184                         if (surface->num_collisiontriangles)
6185                         {
6186                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6187                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value);
6188                                 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6189                         }
6190                 }
6191         }
6192
6193         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6194
6195         if (r_showtris.integer || r_shownormals.integer)
6196         {
6197                 if (r_showdisabledepthtest.integer)
6198                 {
6199                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6200                         GL_DepthMask(false);
6201                 }
6202                 else
6203                 {
6204                         GL_BlendFunc(GL_ONE, GL_ZERO);
6205                         GL_DepthMask(true);
6206                 }
6207                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6208                 {
6209                         if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
6210                                 continue;
6211                         rsurface.texture = surface->texture->currentframe;
6212                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6213                         {
6214                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6215                                 if (r_showtris.value > 0)
6216                                 {
6217                                         if (!rsurface.texture->currentlayers->depthmask)
6218                                                 GL_Color(r_view.colorscale, 0, 0, r_showtris.value);
6219                                         else if (ent == r_refdef.worldentity)
6220                                                 GL_Color(r_view.colorscale, r_view.colorscale, r_view.colorscale, r_showtris.value);
6221                                         else
6222                                                 GL_Color(0, r_view.colorscale, 0, r_showtris.value);
6223                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6224                                         CHECKGLERROR
6225                                         qglBegin(GL_LINES);
6226                                         for (k = 0;k < surface->num_triangles;k++, elements += 3)
6227                                         {
6228 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6229                                                 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6230                                                 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6231                                                 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6232                                         }
6233                                         qglEnd();
6234                                         CHECKGLERROR
6235                                 }
6236                                 if (r_shownormals.value > 0)
6237                                 {
6238                                         qglBegin(GL_LINES);
6239                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6240                                         {
6241                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6242                                                 GL_Color(r_view.colorscale, 0, 0, 1);
6243                                                 qglVertex3f(v[0], v[1], v[2]);
6244                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6245                                                 GL_Color(r_view.colorscale, 1, 1, 1);
6246                                                 qglVertex3f(v[0], v[1], v[2]);
6247                                         }
6248                                         qglEnd();
6249                                         CHECKGLERROR
6250                                         qglBegin(GL_LINES);
6251                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6252                                         {
6253                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6254                                                 GL_Color(0, r_view.colorscale, 0, 1);
6255                                                 qglVertex3f(v[0], v[1], v[2]);
6256                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6257                                                 GL_Color(r_view.colorscale, 1, 1, 1);
6258                                                 qglVertex3f(v[0], v[1], v[2]);
6259                                         }
6260                                         qglEnd();
6261                                         CHECKGLERROR
6262                                         qglBegin(GL_LINES);
6263                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6264                                         {
6265                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6266                                                 GL_Color(0, 0, r_view.colorscale, 1);
6267                                                 qglVertex3f(v[0], v[1], v[2]);
6268                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6269                                                 GL_Color(r_view.colorscale, 1, 1, 1);
6270                                                 qglVertex3f(v[0], v[1], v[2]);
6271                                         }
6272                                         qglEnd();
6273                                         CHECKGLERROR
6274                                 }
6275                         }
6276                 }
6277                 rsurface.texture = NULL;
6278         }
6279 }
6280
6281 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6282 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6283 {
6284         int i, j, endj, f, flagsmask;
6285         msurface_t *surface;
6286         texture_t *t;
6287         model_t *model = r_refdef.worldmodel;
6288         const int maxsurfacelist = 1024;
6289         int numsurfacelist = 0;
6290         msurface_t *surfacelist[1024];
6291         if (model == NULL)
6292                 return;
6293
6294         RSurf_ActiveWorldEntity();
6295
6296         // update light styles on this submodel
6297         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6298         {
6299                 model_brush_lightstyleinfo_t *style;
6300                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6301                 {
6302                         if (style->value != r_refdef.lightstylevalue[style->style])
6303                         {
6304                                 msurface_t *surfaces = model->data_surfaces;
6305                                 int *list = style->surfacelist;
6306                                 style->value = r_refdef.lightstylevalue[style->style];
6307                                 for (j = 0;j < style->numsurfaces;j++)
6308                                         surfaces[list[j]].cached_dlight = true;
6309                         }
6310                 }
6311         }
6312
6313         R_UpdateAllTextureInfo(r_refdef.worldentity);
6314         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6315
6316         if (debug)
6317         {
6318                 R_DrawDebugModel(r_refdef.worldentity);
6319                 return;
6320         }
6321
6322         f = 0;
6323         t = NULL;
6324         rsurface.uselightmaptexture = false;
6325         rsurface.texture = NULL;
6326         numsurfacelist = 0;
6327         j = model->firstmodelsurface;
6328         endj = j + model->nummodelsurfaces;
6329         while (j < endj)
6330         {
6331                 // quickly skip over non-visible surfaces
6332                 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
6333                         ;
6334                 // quickly iterate over visible surfaces
6335                 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
6336                 {
6337                         // process this surface
6338                         surface = model->data_surfaces + j;
6339                         // if this surface fits the criteria, add it to the list
6340                         if (surface->num_triangles)
6341                         {
6342                                 // if lightmap parameters changed, rebuild lightmap texture
6343                                 if (surface->cached_dlight)
6344                                         R_BuildLightMap(r_refdef.worldentity, surface);
6345                                 // add face to draw list
6346                                 surfacelist[numsurfacelist++] = surface;
6347                                 r_refdef.stats.world_triangles += surface->num_triangles;
6348                                 if (numsurfacelist >= maxsurfacelist)
6349                                 {
6350                                         r_refdef.stats.world_surfaces += numsurfacelist;
6351                                         R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6352                                         numsurfacelist = 0;
6353                                 }
6354                         }
6355                 }
6356         }
6357         r_refdef.stats.world_surfaces += numsurfacelist;
6358         if (numsurfacelist)
6359                 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6360         RSurf_CleanUp();
6361 }
6362
6363 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6364 {
6365         int i, j, f, flagsmask;
6366         msurface_t *surface, *endsurface;
6367         texture_t *t;
6368         model_t *model = ent->model;
6369         const int maxsurfacelist = 1024;
6370         int numsurfacelist = 0;
6371         msurface_t *surfacelist[1024];
6372         if (model == NULL)
6373                 return;
6374
6375         // if the model is static it doesn't matter what value we give for
6376         // wantnormals and wanttangents, so this logic uses only rules applicable
6377         // to a model, knowing that they are meaningless otherwise
6378         if (ent == r_refdef.worldentity)
6379                 RSurf_ActiveWorldEntity();
6380         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6381                 RSurf_ActiveModelEntity(ent, false, false);
6382         else
6383                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6384
6385         // update light styles
6386         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6387         {
6388                 model_brush_lightstyleinfo_t *style;
6389                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6390                 {
6391                         if (style->value != r_refdef.lightstylevalue[style->style])
6392                         {
6393                                 msurface_t *surfaces = model->data_surfaces;
6394                                 int *list = style->surfacelist;
6395                                 style->value = r_refdef.lightstylevalue[style->style];
6396                                 for (j = 0;j < style->numsurfaces;j++)
6397                                         surfaces[list[j]].cached_dlight = true;
6398                         }
6399                 }
6400         }
6401
6402         R_UpdateAllTextureInfo(ent);
6403         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6404
6405         if (debug)
6406         {
6407                 R_DrawDebugModel(ent);
6408                 return;
6409         }
6410
6411         f = 0;
6412         t = NULL;
6413         rsurface.uselightmaptexture = false;
6414         rsurface.texture = NULL;
6415         numsurfacelist = 0;
6416         surface = model->data_surfaces + model->firstmodelsurface;
6417         endsurface = surface + model->nummodelsurfaces;
6418         for (;surface < endsurface;surface++)
6419         {
6420                 // if this surface fits the criteria, add it to the list
6421                 if (surface->num_triangles)
6422                 {
6423                         // if lightmap parameters changed, rebuild lightmap texture
6424                         if (surface->cached_dlight)
6425                                 R_BuildLightMap(ent, surface);
6426                         // add face to draw list
6427                         surfacelist[numsurfacelist++] = surface;
6428                         r_refdef.stats.entities_triangles += surface->num_triangles;
6429                         if (numsurfacelist >= maxsurfacelist)
6430                         {
6431                                 r_refdef.stats.entities_surfaces += numsurfacelist;
6432                                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6433                                 numsurfacelist = 0;
6434                         }
6435                 }
6436         }
6437         r_refdef.stats.entities_surfaces += numsurfacelist;
6438         if (numsurfacelist)
6439                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6440         RSurf_CleanUp();
6441 }