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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
30
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
32
33 //
34 // screen size info
35 //
36 r_refdef_t r_refdef;
37
38 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
39 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
40 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
41 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
42 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
43 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
44 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
45 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
46
47 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
48 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
49 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "1", "light equalizing: ensure at least this ambient/diffuse ratio"};
50 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
51 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
52
53 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
54
55 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
56 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
57 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
58 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
59 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)"};
60 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
61 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
62 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"};
63 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"};
64 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
65 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"};
66 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"};
67 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"};
68 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
69 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
70 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
71 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
72 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
73 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
74 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
75 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
76 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
77 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
78 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
79 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
80 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
81 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
82 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
83 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
84 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
85 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
86 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
87 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"};
88 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "4", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
89 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
90 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
91
92 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
93 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
94 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
95 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
96 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
97 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
98 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
99 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
100
101 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)"};
102
103 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
104 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)"};
105 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
106 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
107 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
108 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
109 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
110 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
111 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
112 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
113 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
114
115 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)"};
116 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
117 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"};
118 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
119 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
120
121 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
122 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
123 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
124 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
125
126 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
127 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
128 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
129 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
130 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
131 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
132 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
133
134 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
135 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
136 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
137 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)"};
138
139 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"};
140
141 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"};
142
143 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
144
145 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
146 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
147 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"};
148 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
149 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
150 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
151 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
152
153 extern cvar_t v_glslgamma;
154
155 extern qboolean v_flipped_state;
156
157 static struct r_bloomstate_s
158 {
159         qboolean enabled;
160         qboolean hdr;
161
162         int bloomwidth, bloomheight;
163
164         int screentexturewidth, screentextureheight;
165         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
166
167         int bloomtexturewidth, bloomtextureheight;
168         rtexture_t *texture_bloom;
169
170         // arrays for rendering the screen passes
171         float screentexcoord2f[8];
172         float bloomtexcoord2f[8];
173         float offsettexcoord2f[8];
174
175         r_viewport_t viewport;
176 }
177 r_bloomstate;
178
179 r_waterstate_t r_waterstate;
180
181 /// shadow volume bsp struct with automatically growing nodes buffer
182 svbsp_t r_svbsp;
183
184 rtexture_t *r_texture_blanknormalmap;
185 rtexture_t *r_texture_white;
186 rtexture_t *r_texture_grey128;
187 rtexture_t *r_texture_black;
188 rtexture_t *r_texture_notexture;
189 rtexture_t *r_texture_whitecube;
190 rtexture_t *r_texture_normalizationcube;
191 rtexture_t *r_texture_fogattenuation;
192 rtexture_t *r_texture_gammaramps;
193 unsigned int r_texture_gammaramps_serial;
194 //rtexture_t *r_texture_fogintensity;
195
196 unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
197 unsigned int r_numqueries;
198 unsigned int r_maxqueries;
199
200 typedef struct r_qwskincache_s
201 {
202         char name[MAX_QPATH];
203         skinframe_t *skinframe;
204 }
205 r_qwskincache_t;
206
207 static r_qwskincache_t *r_qwskincache;
208 static int r_qwskincache_size;
209
210 /// vertex coordinates for a quad that covers the screen exactly
211 const float r_screenvertex3f[12] =
212 {
213         0, 0, 0,
214         1, 0, 0,
215         1, 1, 0,
216         0, 1, 0
217 };
218
219 extern void R_DrawModelShadows(void);
220
221 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
222 {
223         int i;
224         for (i = 0;i < verts;i++)
225         {
226                 out[0] = in[0] * r;
227                 out[1] = in[1] * g;
228                 out[2] = in[2] * b;
229                 out[3] = in[3];
230                 in += 4;
231                 out += 4;
232         }
233 }
234
235 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
236 {
237         int i;
238         for (i = 0;i < verts;i++)
239         {
240                 out[0] = r;
241                 out[1] = g;
242                 out[2] = b;
243                 out[3] = a;
244                 out += 4;
245         }
246 }
247
248 // FIXME: move this to client?
249 void FOG_clear(void)
250 {
251         if (gamemode == GAME_NEHAHRA)
252         {
253                 Cvar_Set("gl_fogenable", "0");
254                 Cvar_Set("gl_fogdensity", "0.2");
255                 Cvar_Set("gl_fogred", "0.3");
256                 Cvar_Set("gl_foggreen", "0.3");
257                 Cvar_Set("gl_fogblue", "0.3");
258         }
259         r_refdef.fog_density = 0;
260         r_refdef.fog_red = 0;
261         r_refdef.fog_green = 0;
262         r_refdef.fog_blue = 0;
263         r_refdef.fog_alpha = 1;
264         r_refdef.fog_start = 0;
265         r_refdef.fog_end = 0;
266 }
267
268 static void R_BuildBlankTextures(void)
269 {
270         unsigned char data[4];
271         data[2] = 128; // normal X
272         data[1] = 128; // normal Y
273         data[0] = 255; // normal Z
274         data[3] = 128; // height
275         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
276         data[0] = 255;
277         data[1] = 255;
278         data[2] = 255;
279         data[3] = 255;
280         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
281         data[0] = 128;
282         data[1] = 128;
283         data[2] = 128;
284         data[3] = 255;
285         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
286         data[0] = 0;
287         data[1] = 0;
288         data[2] = 0;
289         data[3] = 255;
290         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
291 }
292
293 static void R_BuildNoTexture(void)
294 {
295         int x, y;
296         unsigned char pix[16][16][4];
297         // this makes a light grey/dark grey checkerboard texture
298         for (y = 0;y < 16;y++)
299         {
300                 for (x = 0;x < 16;x++)
301                 {
302                         if ((y < 8) ^ (x < 8))
303                         {
304                                 pix[y][x][0] = 128;
305                                 pix[y][x][1] = 128;
306                                 pix[y][x][2] = 128;
307                                 pix[y][x][3] = 255;
308                         }
309                         else
310                         {
311                                 pix[y][x][0] = 64;
312                                 pix[y][x][1] = 64;
313                                 pix[y][x][2] = 64;
314                                 pix[y][x][3] = 255;
315                         }
316                 }
317         }
318         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
319 }
320
321 static void R_BuildWhiteCube(void)
322 {
323         unsigned char data[6*1*1*4];
324         memset(data, 255, sizeof(data));
325         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
326 }
327
328 static void R_BuildNormalizationCube(void)
329 {
330         int x, y, side;
331         vec3_t v;
332         vec_t s, t, intensity;
333 #define NORMSIZE 64
334         unsigned char data[6][NORMSIZE][NORMSIZE][4];
335         for (side = 0;side < 6;side++)
336         {
337                 for (y = 0;y < NORMSIZE;y++)
338                 {
339                         for (x = 0;x < NORMSIZE;x++)
340                         {
341                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
342                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
343                                 switch(side)
344                                 {
345                                 default:
346                                 case 0:
347                                         v[0] = 1;
348                                         v[1] = -t;
349                                         v[2] = -s;
350                                         break;
351                                 case 1:
352                                         v[0] = -1;
353                                         v[1] = -t;
354                                         v[2] = s;
355                                         break;
356                                 case 2:
357                                         v[0] = s;
358                                         v[1] = 1;
359                                         v[2] = t;
360                                         break;
361                                 case 3:
362                                         v[0] = s;
363                                         v[1] = -1;
364                                         v[2] = -t;
365                                         break;
366                                 case 4:
367                                         v[0] = s;
368                                         v[1] = -t;
369                                         v[2] = 1;
370                                         break;
371                                 case 5:
372                                         v[0] = -s;
373                                         v[1] = -t;
374                                         v[2] = -1;
375                                         break;
376                                 }
377                                 intensity = 127.0f / sqrt(DotProduct(v, v));
378                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
379                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
380                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
381                                 data[side][y][x][3] = 255;
382                         }
383                 }
384         }
385         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
386 }
387
388 static void R_BuildFogTexture(void)
389 {
390         int x, b;
391 #define FOGWIDTH 256
392         unsigned char data1[FOGWIDTH][4];
393         //unsigned char data2[FOGWIDTH][4];
394         double d, r, alpha;
395
396         r_refdef.fogmasktable_start = r_refdef.fog_start;
397         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
398         r_refdef.fogmasktable_range = r_refdef.fogrange;
399         r_refdef.fogmasktable_density = r_refdef.fog_density;
400
401         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
402         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
403         {
404                 d = (x * r - r_refdef.fogmasktable_start);
405                 if(developer.integer >= 100)
406                         Con_Printf("%f ", d);
407                 d = max(0, d);
408                 if (r_fog_exp2.integer)
409                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
410                 else
411                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
412                 if(developer.integer >= 100)
413                         Con_Printf(" : %f ", alpha);
414                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
415                 if(developer.integer >= 100)
416                         Con_Printf(" = %f\n", alpha);
417                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
418         }
419
420         for (x = 0;x < FOGWIDTH;x++)
421         {
422                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
423                 data1[x][0] = b;
424                 data1[x][1] = b;
425                 data1[x][2] = b;
426                 data1[x][3] = 255;
427                 //data2[x][0] = 255 - b;
428                 //data2[x][1] = 255 - b;
429                 //data2[x][2] = 255 - b;
430                 //data2[x][3] = 255;
431         }
432         if (r_texture_fogattenuation)
433         {
434                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
435                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
436         }
437         else
438         {
439                 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);
440                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
441         }
442 }
443
444 static const char *builtinshaderstring =
445 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
446 "// written by Forest 'LordHavoc' Hale\n"
447 "\n"
448 "// enable various extensions depending on permutation:\n"
449 "\n" 
450 "#ifdef USESHADOWMAPRECT\n"
451 "# extension GL_ARB_texture_rectangle : enable\n"
452 "#endif\n"
453 "\n"
454 "#ifdef USESHADOWMAP2D\n"
455 "# ifdef GL_EXT_gpu_shader4\n"
456 "#   extension GL_EXT_gpu_shader4 : enable\n"
457 "# endif\n"
458 "# ifdef GL_ARB_texture_gather\n"
459 "#   extension GL_ARB_texture_gather : enable\n"
460 "# else\n"
461 "#   ifdef GL_AMD_texture_texture4\n"
462 "#     extension GL_AMD_texture_texture4 : enable\n"
463 "#   endif\n"
464 "# endif\n"
465 "#endif\n"
466 "\n"
467 "#ifdef USESHADOWMAPCUBE\n"
468 "# extension GL_EXT_gpu_shader4 : enable\n"
469 "#endif\n"
470 "\n"
471 "#ifdef USESHADOWSAMPLER\n"
472 "# extension GL_ARB_shadow : enable\n"
473 "#endif\n"
474 "\n"
475 "// common definitions between vertex shader and fragment shader:\n"
476 "\n"
477 "//#ifdef __GLSL_CG_DATA_TYPES\n"
478 "//# define myhalf half\n"
479 "//# define myhalf2 half2\n"
480 "//# define myhalf3half3\n"
481 "//# define myhalf4 half4\n"
482 "//#else\n"
483 "# define myhalf float\n"
484 "# define myhalf2 vec2\n"
485 "# define myhalf3 vec3\n"
486 "# define myhalf4 vec4\n"
487 "//#endif\n"
488 "\n"
489 "#ifdef MODE_DEPTH_OR_SHADOW\n"
490 "\n"
491 "# ifdef VERTEX_SHADER\n"
492 "void main(void)\n"
493 "{\n"
494 "       gl_Position = ftransform();\n"
495 "}\n"
496 "# endif\n"
497 "\n"
498 "#else\n"
499 "#ifdef MODE_SHOWDEPTH\n"
500 "# ifdef VERTEX_SHADER\n"
501 "void main(void)\n"
502 "{\n"
503 "       gl_Position = ftransform();\n"
504 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
505 "}\n"
506 "# endif\n"
507 "# ifdef FRAGMENT_SHADER\n"
508 "void main(void)\n"
509 "{\n"
510 "       gl_FragColor = gl_Color;\n"
511 "}\n"
512 "# endif\n"
513 "\n"
514 "#else // !MODE_SHOWDEPTH\n"
515 "\n"
516 "#ifdef MODE_POSTPROCESS\n"
517 "# ifdef VERTEX_SHADER\n"
518 "void main(void)\n"
519 "{\n"
520 "       gl_FrontColor = gl_Color;\n"
521 "       gl_Position = ftransform();\n"
522 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
523 "#ifdef USEBLOOM\n"
524 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
525 "#endif\n"
526 "}\n"
527 "# endif\n"
528 "# ifdef FRAGMENT_SHADER\n"
529 "\n"
530 "uniform sampler2D Texture_First;\n"
531 "#ifdef USEBLOOM\n"
532 "uniform sampler2D Texture_Second;\n"
533 "#endif\n"
534 "#ifdef USEGAMMARAMPS\n"
535 "uniform sampler2D Texture_GammaRamps;\n"
536 "#endif\n"
537 "#ifdef USESATURATION\n"
538 "uniform float Saturation;\n"
539 "#endif\n"
540 "#ifdef USEVIEWTINT\n"
541 "uniform vec4 TintColor;\n"
542 "#endif\n"
543 "//uncomment these if you want to use them:\n"
544 "uniform vec4 UserVec1;\n"
545 "// uniform vec4 UserVec2;\n"
546 "// uniform vec4 UserVec3;\n"
547 "// uniform vec4 UserVec4;\n"
548 "// uniform float ClientTime;\n"
549 "uniform vec2 PixelSize;\n"
550 "void main(void)\n"
551 "{\n"
552 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
553 "#ifdef USEBLOOM\n"
554 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
555 "#endif\n"
556 "#ifdef USEVIEWTINT\n"
557 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
558 "#endif\n"
559 "\n"
560 "#ifdef USEPOSTPROCESSING\n"
561 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
562 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
563 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
564 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
565 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
566 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
567 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
568 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
569 "#endif\n"
570 "\n"
571 "#ifdef USESATURATION\n"
572 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
573 "       myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
574 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
575 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
576 "#endif\n"
577 "\n"
578 "#ifdef USEGAMMARAMPS\n"
579 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
580 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
581 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
582 "#endif\n"
583 "}\n"
584 "# endif\n"
585 "\n"
586 "\n"
587 "#else\n"
588 "#ifdef MODE_GENERIC\n"
589 "# ifdef VERTEX_SHADER\n"
590 "void main(void)\n"
591 "{\n"
592 "       gl_FrontColor = gl_Color;\n"
593 "#  ifdef USEDIFFUSE\n"
594 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
595 "#  endif\n"
596 "#  ifdef USESPECULAR\n"
597 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
598 "#  endif\n"
599 "       gl_Position = ftransform();\n"
600 "}\n"
601 "# endif\n"
602 "# ifdef FRAGMENT_SHADER\n"
603 "\n"
604 "#  ifdef USEDIFFUSE\n"
605 "uniform sampler2D Texture_First;\n"
606 "#  endif\n"
607 "#  ifdef USESPECULAR\n"
608 "uniform sampler2D Texture_Second;\n"
609 "#  endif\n"
610 "\n"
611 "void main(void)\n"
612 "{\n"
613 "       gl_FragColor = gl_Color;\n"
614 "#  ifdef USEDIFFUSE\n"
615 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
616 "#  endif\n"
617 "\n"
618 "#  ifdef USESPECULAR\n"
619 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
620 "#  endif\n"
621 "#  ifdef USECOLORMAPPING\n"
622 "       gl_FragColor *= tex2;\n"
623 "#  endif\n"
624 "#  ifdef USEGLOW\n"
625 "       gl_FragColor += tex2;\n"
626 "#  endif\n"
627 "#  ifdef USEVERTEXTEXTUREBLEND\n"
628 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
629 "#  endif\n"
630 "}\n"
631 "# endif\n"
632 "\n"
633 "#else // !MODE_GENERIC\n"
634 "\n"
635 "varying vec2 TexCoord;\n"
636 "#ifdef USEVERTEXTEXTUREBLEND\n"
637 "varying vec2 TexCoord2;\n"
638 "#endif\n"
639 "varying vec2 TexCoordLightmap;\n"
640 "\n"
641 "#ifdef MODE_LIGHTSOURCE\n"
642 "varying vec3 CubeVector;\n"
643 "#endif\n"
644 "\n"
645 "#ifdef MODE_LIGHTSOURCE\n"
646 "varying vec3 LightVector;\n"
647 "#endif\n"
648 "#ifdef MODE_LIGHTDIRECTION\n"
649 "varying vec3 LightVector;\n"
650 "#endif\n"
651 "\n"
652 "varying vec3 EyeVector;\n"
653 "#ifdef USEFOG\n"
654 "varying vec3 EyeVectorModelSpace;\n"
655 "#endif\n"
656 "\n"
657 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
658 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
659 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
660 "\n"
661 "#ifdef MODE_WATER\n"
662 "varying vec4 ModelViewProjectionPosition;\n"
663 "#endif\n"
664 "#ifdef MODE_REFRACTION\n"
665 "varying vec4 ModelViewProjectionPosition;\n"
666 "#endif\n"
667 "#ifdef USEREFLECTION\n"
668 "varying vec4 ModelViewProjectionPosition;\n"
669 "#endif\n"
670 "\n"
671 "\n"
672 "\n"
673 "\n"
674 "\n"
675 "// vertex shader specific:\n"
676 "#ifdef VERTEX_SHADER\n"
677 "\n"
678 "uniform vec3 LightPosition;\n"
679 "uniform vec3 EyePosition;\n"
680 "uniform vec3 LightDir;\n"
681 "\n"
682 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
683 "\n"
684 "void main(void)\n"
685 "{\n"
686 "       gl_FrontColor = gl_Color;\n"
687 "       // copy the surface texcoord\n"
688 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
689 "#ifdef USEVERTEXTEXTUREBLEND\n"
690 "       TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
691 "#endif\n"
692 "#ifndef MODE_LIGHTSOURCE\n"
693 "# ifndef MODE_LIGHTDIRECTION\n"
694 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
695 "# endif\n"
696 "#endif\n"
697 "\n"
698 "#ifdef MODE_LIGHTSOURCE\n"
699 "       // transform vertex position into light attenuation/cubemap space\n"
700 "       // (-1 to +1 across the light box)\n"
701 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
702 "\n"
703 "       // transform unnormalized light direction into tangent space\n"
704 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
705 "       //  normalize it per pixel)\n"
706 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
707 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
708 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
709 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
710 "#endif\n"
711 "\n"
712 "#ifdef MODE_LIGHTDIRECTION\n"
713 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
714 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
715 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
716 "#endif\n"
717 "\n"
718 "       // transform unnormalized eye direction into tangent space\n"
719 "#ifndef USEFOG\n"
720 "       vec3 EyeVectorModelSpace;\n"
721 "#endif\n"
722 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
723 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
724 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
725 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
726 "\n"
727 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
728 "       VectorS = gl_MultiTexCoord1.xyz;\n"
729 "       VectorT = gl_MultiTexCoord2.xyz;\n"
730 "       VectorR = gl_MultiTexCoord3.xyz;\n"
731 "#endif\n"
732 "\n"
733 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
734 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
735 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
736 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
737 "//#endif\n"
738 "\n"
739 "// transform vertex to camera space, using ftransform to match non-VS\n"
740 "       // rendering\n"
741 "       gl_Position = ftransform();\n"
742 "\n"
743 "#ifdef MODE_WATER\n"
744 "       ModelViewProjectionPosition = gl_Position;\n"
745 "#endif\n"
746 "#ifdef MODE_REFRACTION\n"
747 "       ModelViewProjectionPosition = gl_Position;\n"
748 "#endif\n"
749 "#ifdef USEREFLECTION\n"
750 "       ModelViewProjectionPosition = gl_Position;\n"
751 "#endif\n"
752 "}\n"
753 "\n"
754 "#endif // VERTEX_SHADER\n"
755 "\n"
756 "\n"
757 "\n"
758 "\n"
759 "// fragment shader specific:\n"
760 "#ifdef FRAGMENT_SHADER\n"
761 "\n"
762 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
763 "uniform sampler2D Texture_Normal;\n"
764 "uniform sampler2D Texture_Color;\n"
765 "uniform sampler2D Texture_Gloss;\n"
766 "uniform sampler2D Texture_Glow;\n"
767 "uniform sampler2D Texture_SecondaryNormal;\n"
768 "uniform sampler2D Texture_SecondaryColor;\n"
769 "uniform sampler2D Texture_SecondaryGloss;\n"
770 "uniform sampler2D Texture_SecondaryGlow;\n"
771 "uniform sampler2D Texture_Pants;\n"
772 "uniform sampler2D Texture_Shirt;\n"
773 "uniform sampler2D Texture_FogMask;\n"
774 "uniform sampler2D Texture_Lightmap;\n"
775 "uniform sampler2D Texture_Deluxemap;\n"
776 "uniform sampler2D Texture_Refraction;\n"
777 "uniform sampler2D Texture_Reflection;\n"
778 "uniform sampler2D Texture_Attenuation;\n"
779 "uniform samplerCube Texture_Cube;\n"
780 "\n"
781 "#define showshadowmap 0\n"
782 "\n"
783 "#ifdef USESHADOWMAPRECT\n"
784 "# ifdef USESHADOWSAMPLER\n"
785 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
786 "# else\n"
787 "uniform sampler2DRect Texture_ShadowMapRect;\n"
788 "# endif\n"
789 "#endif\n"
790 "\n"
791 "#ifdef USESHADOWMAP2D\n"
792 "# ifdef USESHADOWSAMPLER\n"
793 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
794 "# else\n"
795 "uniform sampler2D Texture_ShadowMap2D;\n"
796 "# endif\n"
797 "#endif\n"
798 "\n"
799 "#ifdef USESHADOWMAPVSDCT\n"
800 "uniform samplerCube Texture_CubeProjection;\n"
801 "#endif\n"
802 "\n"
803 "#ifdef USESHADOWMAPCUBE\n"
804 "# ifdef USESHADOWSAMPLER\n"
805 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
806 "# else\n"
807 "uniform samplerCube Texture_ShadowMapCube;\n"
808 "# endif\n"
809 "#endif\n"
810 "\n"
811 "uniform myhalf3 LightColor;\n"
812 "uniform myhalf3 AmbientColor;\n"
813 "uniform myhalf3 DiffuseColor;\n"
814 "uniform myhalf3 SpecularColor;\n"
815 "uniform myhalf3 Color_Pants;\n"
816 "uniform myhalf3 Color_Shirt;\n"
817 "uniform myhalf3 FogColor;\n"
818 "\n"
819 "uniform myhalf4 TintColor;\n"
820 "\n"
821 "\n"
822 "//#ifdef MODE_WATER\n"
823 "uniform vec4 DistortScaleRefractReflect;\n"
824 "uniform vec4 ScreenScaleRefractReflect;\n"
825 "uniform vec4 ScreenCenterRefractReflect;\n"
826 "uniform myhalf4 RefractColor;\n"
827 "uniform myhalf4 ReflectColor;\n"
828 "uniform myhalf ReflectFactor;\n"
829 "uniform myhalf ReflectOffset;\n"
830 "//#else\n"
831 "//# ifdef MODE_REFRACTION\n"
832 "//uniform vec4 DistortScaleRefractReflect;\n"
833 "//uniform vec4 ScreenScaleRefractReflect;\n"
834 "//uniform vec4 ScreenCenterRefractReflect;\n"
835 "//uniform myhalf4 RefractColor;\n"
836 "//#  ifdef USEREFLECTION\n"
837 "//uniform myhalf4 ReflectColor;\n"
838 "//#  endif\n"
839 "//# else\n"
840 "//#  ifdef USEREFLECTION\n"
841 "//uniform vec4 DistortScaleRefractReflect;\n"
842 "//uniform vec4 ScreenScaleRefractReflect;\n"
843 "//uniform vec4 ScreenCenterRefractReflect;\n"
844 "//uniform myhalf4 ReflectColor;\n"
845 "//#  endif\n"
846 "//# endif\n"
847 "//#endif\n"
848 "\n"
849 "uniform myhalf3 GlowColor;\n"
850 "uniform myhalf SceneBrightness;\n"
851 "\n"
852 "uniform float OffsetMapping_Scale;\n"
853 "uniform float OffsetMapping_Bias;\n"
854 "uniform float FogRangeRecip;\n"
855 "\n"
856 "uniform myhalf AmbientScale;\n"
857 "uniform myhalf DiffuseScale;\n"
858 "uniform myhalf SpecularScale;\n"
859 "uniform myhalf SpecularPower;\n"
860 "\n"
861 "#ifdef USEOFFSETMAPPING\n"
862 "vec2 OffsetMapping(vec2 TexCoord)\n"
863 "{\n"
864 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
865 "       // 14 sample relief mapping: linear search and then binary search\n"
866 "       // this basically steps forward a small amount repeatedly until it finds\n"
867 "       // itself inside solid, then jitters forward and back using decreasing\n"
868 "       // amounts to find the impact\n"
869 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
870 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
871 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
872 "       vec3 RT = vec3(TexCoord, 1);\n"
873 "       OffsetVector *= 0.1;\n"
874 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
875 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
876 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
877 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
878 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
879 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
880 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
881 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
882 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
883 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
884 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
885 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
886 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
887 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
888 "       return RT.xy;\n"
889 "#else\n"
890 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
891 "       // this basically moves forward the full distance, and then backs up based\n"
892 "       // on height of samples\n"
893 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
894 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
895 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
896 "       TexCoord += OffsetVector;\n"
897 "       OffsetVector *= 0.333;\n"
898 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
899 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
900 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
901 "       return TexCoord;\n"
902 "#endif\n"
903 "}\n"
904 "#endif // USEOFFSETMAPPING\n"
905 "\n"
906 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
907 "uniform vec2 ShadowMap_TextureScale;\n"
908 "uniform vec4 ShadowMap_Parameters;\n"
909 "#endif\n"
910 "\n"
911 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
912 "vec3 GetShadowMapTC2D(vec3 dir)\n"
913 "{\n"
914 "       vec3 adir = abs(dir);\n"
915 "# ifndef USESHADOWMAPVSDCT\n"
916 "       vec2 tc;\n"
917 "       vec2 offset;\n"
918 "       float ma;\n"
919 "       if (adir.x > adir.y)\n"
920 "       {\n"
921 "               if (adir.x > adir.z) // X\n"
922 "               {\n"
923 "                       ma = adir.x;\n"
924 "                       tc = dir.zy;\n"
925 "                       offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
926 "               }\n"
927 "               else // Z\n"
928 "               {\n"
929 "                       ma = adir.z;\n"
930 "                       tc = dir.xy;\n"
931 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
932 "               }\n"
933 "       }\n"
934 "       else\n"
935 "       {\n"
936 "               if (adir.y > adir.z) // Y\n"
937 "               {\n"
938 "                       ma = adir.y;\n"
939 "                       tc = dir.xz;\n"
940 "                       offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
941 "               }\n"
942 "               else // Z\n"
943 "               {\n"
944 "                       ma = adir.z;\n"
945 "                       tc = dir.xy;\n"
946 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
947 "               }\n"
948 "       }\n"
949 "\n"
950 "       vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
951 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
952 "       stc.z += ShadowMap_Parameters.z;\n"
953 "#  if showshadowmap\n"
954 "       stc.xy *= ShadowMap_TextureScale;\n"
955 "#  endif\n"
956 "       return stc;\n"
957 "# else\n"
958 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
959 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
960 "       vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
961 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
962 "       stc.z += ShadowMap_Parameters.z;\n"
963 "#  if showshadowmap\n"
964 "       stc.xy *= ShadowMap_TextureScale;\n"
965 "#  endif\n"
966 "       return stc;\n"
967 "# endif\n"
968 "}\n"
969 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
970 "\n"
971 "#ifdef USESHADOWMAPCUBE\n"
972 "vec4 GetShadowMapTCCube(vec3 dir)\n"
973 "{\n"
974 "    vec3 adir = abs(dir);\n"
975 "    return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
976 "}\n"
977 "#endif\n"
978 "\n"
979 "#if !showshadowmap\n"
980 "# ifdef USESHADOWMAPRECT\n"
981 "float ShadowMapCompare(vec3 dir)\n"
982 "{\n"
983 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
984 "       float f;\n"
985 "#  ifdef USESHADOWSAMPLER\n"
986 "\n"
987 "#    ifdef USESHADOWMAPPCF\n"
988 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
989 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
990 "#    else\n"
991 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
992 "#    endif\n"
993 "\n"
994 "#  else\n"
995 "\n"
996 "#    ifdef USESHADOWMAPPCF\n"
997 "#      if USESHADOWMAPPCF > 1\n"
998 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
999 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1000 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1001 "    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1002 "    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1003 "    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1004 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1005 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1006 "#      else\n"
1007 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1008 "    vec2 offset = fract(shadowmaptc.xy);\n"
1009 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1010 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1011 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1012 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1013 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1014 "#      endif\n"
1015 "#    else\n"
1016 "    f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1017 "#    endif\n"
1018 "\n"
1019 "#  endif\n"
1020 "       return f;\n"
1021 "}\n"
1022 "# endif\n"
1023 "\n"
1024 "# ifdef USESHADOWMAP2D\n"
1025 "float ShadowMapCompare(vec3 dir)\n"
1026 "{\n"
1027 "    vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1028 "    float f;\n"
1029 "\n"
1030 "#  ifdef USESHADOWSAMPLER\n"
1031 "#    ifdef USESHADOWMAPPCF\n"
1032 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1033 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1034 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1035 "#    else\n"
1036 "    f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1037 "#    endif\n"
1038 "#  else\n"
1039 "#    ifdef USESHADOWMAPPCF\n"
1040 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1041 "#      ifdef GL_ARB_texture_gather\n"
1042 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1043 "#      else\n"
1044 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1045 "#      endif\n"
1046 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1047 "    center *= ShadowMap_TextureScale;\n"
1048 "    vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1049 "    vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1050 "    vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1051 "    vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1052 "    vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1053 "                mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1054 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1055 "#     else\n"
1056 "#      ifdef GL_EXT_gpu_shader4\n"
1057 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1058 "#      else\n"
1059 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1060 "#      endif\n"
1061 "#      if USESHADOWMAPPCF > 1\n"       
1062 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1063 "    center *= ShadowMap_TextureScale;\n"
1064 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1065 "    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1066 "    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1067 "    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1068 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1069 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1070 "#      else\n"
1071 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1072 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1073 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1074 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1075 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1076 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1077 "#      endif\n"      
1078 "#     endif\n"
1079 "#    else\n"
1080 "    f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1081 "#    endif\n"
1082 "#  endif\n"
1083 "    return f;\n"
1084 "}\n"
1085 "# endif\n"
1086 "\n"
1087 "# ifdef USESHADOWMAPCUBE\n"
1088 "float ShadowMapCompare(vec3 dir)\n"
1089 "{\n"
1090 "    // apply depth texture cubemap as light filter\n"
1091 "    vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1092 "    float f;\n"
1093 "#  ifdef USESHADOWSAMPLER\n"
1094 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1095 "#  else\n"
1096 "    f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1097 "#  endif\n"
1098 "    return f;\n"
1099 "}\n"
1100 "# endif\n"
1101 "#endif\n"
1102 "\n"
1103 "#ifdef MODE_WATER\n"
1104 "\n"
1105 "// water pass\n"
1106 "void main(void)\n"
1107 "{\n"
1108 "#ifdef USEOFFSETMAPPING\n"
1109 "       // apply offsetmapping\n"
1110 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1111 "#define TexCoord TexCoordOffset\n"
1112 "#endif\n"
1113 "\n"
1114 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1115 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1116 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1117 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1118 "       // FIXME temporary hack to detect the case that the reflection\n"
1119 "       // gets blackened at edges due to leaving the area that contains actual\n"
1120 "       // content.\n"
1121 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1122 "       // 'appening.\n"
1123 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1124 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1125 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1126 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1127 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1128 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1129 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1130 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1131 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1132 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1133 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1134 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1135 "}\n"
1136 "\n"
1137 "#else // !MODE_WATER\n"
1138 "#ifdef MODE_REFRACTION\n"
1139 "\n"
1140 "// refraction pass\n"
1141 "void main(void)\n"
1142 "{\n"
1143 "#ifdef USEOFFSETMAPPING\n"
1144 "       // apply offsetmapping\n"
1145 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1146 "#define TexCoord TexCoordOffset\n"
1147 "#endif\n"
1148 "\n"
1149 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1150 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1151 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1152 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1153 "       // FIXME temporary hack to detect the case that the reflection\n"
1154 "       // gets blackened at edges due to leaving the area that contains actual\n"
1155 "       // content.\n"
1156 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1157 "       // 'appening.\n"
1158 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1159 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1160 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1161 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1162 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1163 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1164 "}\n"
1165 "\n"
1166 "#else // !MODE_REFRACTION\n"
1167 "void main(void)\n"
1168 "{\n"
1169 "#ifdef USEOFFSETMAPPING\n"
1170 "       // apply offsetmapping\n"
1171 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1172 "#define TexCoord TexCoordOffset\n"
1173 "#endif\n"
1174 "\n"
1175 "       // combine the diffuse textures (base, pants, shirt)\n"
1176 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1177 "#ifdef USECOLORMAPPING\n"
1178 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1179 "#endif\n"
1180 "#ifdef USEVERTEXTEXTUREBLEND\n"
1181 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1182 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1183 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1184 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1185 "       color.a = 1.0;\n"
1186 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1187 "#endif\n"
1188 "\n"
1189 "#ifdef USEDIFFUSE\n"
1190 "       // get the surface normal and the gloss color\n"
1191 "# ifdef USEVERTEXTEXTUREBLEND\n"
1192 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1193 "#  ifdef USESPECULAR\n"
1194 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1195 "#  endif\n"
1196 "# else\n"
1197 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1198 "#  ifdef USESPECULAR\n"
1199 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1200 "#  endif\n"
1201 "# endif\n"
1202 "#endif\n"
1203 "\n"
1204 "\n"
1205 "\n"
1206 "#ifdef MODE_LIGHTSOURCE\n"
1207 "       // light source\n"
1208 "\n"
1209 "       // calculate surface normal, light normal, and specular normal\n"
1210 "       // compute color intensity for the two textures (colormap and glossmap)\n"
1211 "       // scale by light color and attenuation as efficiently as possible\n"
1212 "       // (do as much scalar math as possible rather than vector math)\n"
1213 "# ifdef USEDIFFUSE\n"
1214 "       // get the light normal\n"
1215 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1216 "# endif\n"
1217 "# ifdef USESPECULAR\n"
1218 "#  ifndef USEEXACTSPECULARMATH\n"
1219 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1220 "\n"
1221 "#  endif\n"
1222 "       // calculate directional shading\n"
1223 "#  ifdef USEEXACTSPECULARMATH\n"
1224 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
1225 "#  else\n"
1226 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
1227 "#  endif\n"
1228 "# else\n"
1229 "#  ifdef USEDIFFUSE\n"
1230 "       // calculate directional shading\n"
1231 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1232 "#  else\n"
1233 "       // calculate directionless shading\n"
1234 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1235 "#  endif\n"
1236 "# endif\n"
1237 "\n"
1238 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1239 "#if !showshadowmap\n"
1240 "    color.rgb *= ShadowMapCompare(CubeVector);\n"
1241 "#endif\n"
1242 "#endif\n"
1243 "\n"
1244 "# ifdef USECUBEFILTER\n"
1245 "       // apply light cubemap filter\n"
1246 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1247 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1248 "# endif\n"
1249 "#endif // MODE_LIGHTSOURCE\n"
1250 "\n"
1251 "\n"
1252 "\n"
1253 "\n"
1254 "#ifdef MODE_LIGHTDIRECTION\n"
1255 "       // directional model lighting\n"
1256 "# ifdef USEDIFFUSE\n"
1257 "       // get the light normal\n"
1258 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1259 "# endif\n"
1260 "# ifdef USESPECULAR\n"
1261 "       // calculate directional shading\n"
1262 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1263 "#  ifdef USEEXACTSPECULARMATH\n"
1264 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1265 "#  else\n"
1266 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1267 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1268 "#  endif\n"
1269 "# else\n"
1270 "#  ifdef USEDIFFUSE\n"
1271 "\n"
1272 "       // calculate directional shading\n"
1273 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1274 "#  else\n"
1275 "       color.rgb *= AmbientColor;\n"
1276 "#  endif\n"
1277 "# endif\n"
1278 "#endif // MODE_LIGHTDIRECTION\n"
1279 "\n"
1280 "\n"
1281 "\n"
1282 "\n"
1283 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1284 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1285 "\n"
1286 "       // get the light normal\n"
1287 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1288 "       myhalf3 diffusenormal;\n"
1289 "       diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1290 "       diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1291 "       diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1292 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1293 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1294 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1295 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1296 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1297 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1298 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1299 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1300 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1301 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1302 "               // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1303 "# ifdef USESPECULAR\n"
1304 "#  ifdef USEEXACTSPECULARMATH\n"
1305 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1306 "#  else\n"
1307 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1308 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1309 "#  endif\n"
1310 "# endif\n"
1311 "\n"
1312 "       // apply lightmap color\n"
1313 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1314 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1315 "\n"
1316 "\n"
1317 "\n"
1318 "\n"
1319 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1320 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1321 "\n"
1322 "       // get the light normal\n"
1323 "       myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1324 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1325 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1326 "# ifdef USESPECULAR\n"
1327 "#  ifdef USEEXACTSPECULARMATH\n"
1328 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1329 "#  else\n"
1330 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1331 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1332 "#  endif\n"
1333 "# endif\n"
1334 "\n"
1335 "       // apply lightmap color\n"
1336 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1337 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1338 "\n"
1339 "\n"
1340 "\n"
1341 "\n"
1342 "#ifdef MODE_LIGHTMAP\n"
1343 "       // apply lightmap color\n"
1344 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1345 "#endif // MODE_LIGHTMAP\n"
1346 "\n"
1347 "\n"
1348 "\n"
1349 "\n"
1350 "#ifdef MODE_VERTEXCOLOR\n"
1351 "       // apply lightmap color\n"
1352 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1353 "#endif // MODE_VERTEXCOLOR\n"
1354 "\n"
1355 "\n"
1356 "\n"
1357 "\n"
1358 "#ifdef MODE_FLATCOLOR\n"
1359 "#endif // MODE_FLATCOLOR\n"
1360 "\n"
1361 "\n"
1362 "\n"
1363 "\n"
1364 "\n"
1365 "\n"
1366 "\n"
1367 "       color *= TintColor;\n"
1368 "\n"
1369 "#ifdef USEGLOW\n"
1370 "#ifdef USEVERTEXTEXTUREBLEND\n"
1371 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1372 "#else\n"
1373 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
1374 "#endif\n"
1375 "#endif\n"
1376 "\n"
1377 "       color.rgb *= SceneBrightness;\n"
1378 "\n"
1379 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1380 "#ifdef USEFOG\n"
1381 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1382 "#endif\n"
1383 "\n"
1384 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1385 "#ifdef USEREFLECTION\n"
1386 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1387 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1388 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1389 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1390 "       // FIXME temporary hack to detect the case that the reflection\n"
1391 "       // gets blackened at edges due to leaving the area that contains actual\n"
1392 "       // content.\n"
1393 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1394 "       // 'appening.\n"
1395 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1396 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1397 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1398 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1399 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1400 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1401 "#endif\n"
1402 "\n"
1403 "       gl_FragColor = vec4(color);\n"
1404 "\n"
1405 "#if showshadowmap\n"
1406 "# ifdef USESHADOWMAPRECT\n"
1407 "#  ifdef USESHADOWSAMPLER\n"
1408 "       gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1409 "#  else\n"
1410 "       gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1411 "#  endif\n"
1412 "# endif\n"
1413 "# ifdef USESHADOWMAP2D\n"
1414 "#  ifdef USESHADOWSAMPLER\n"
1415 "    gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1416 "#  else\n"
1417 "    gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1418 "#  endif\n"
1419 "# endif\n"
1420 "\n"
1421 "# ifdef USESHADOWMAPCUBE\n"
1422 "#  ifdef USESHADOWSAMPLER\n"
1423 "    gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1424 "#  else\n"
1425 "    gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1426 "#  endif\n"
1427 "# endif\n"
1428 "#endif\n"
1429 "}\n"
1430 "#endif // !MODE_REFRACTION\n"
1431 "#endif // !MODE_WATER\n"
1432 "\n"
1433 "#endif // FRAGMENT_SHADER\n"
1434 "\n"
1435 "#endif // !MODE_GENERIC\n"
1436 "#endif // !MODE_POSTPROCESS\n"
1437 "#endif // !MODE_SHOWDEPTH\n"
1438 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1439 ;
1440
1441 typedef struct shaderpermutationinfo_s
1442 {
1443         const char *pretext;
1444         const char *name;
1445 }
1446 shaderpermutationinfo_t;
1447
1448 typedef struct shadermodeinfo_s
1449 {
1450         const char *vertexfilename;
1451         const char *geometryfilename;
1452         const char *fragmentfilename;
1453         const char *pretext;
1454         const char *name;
1455 }
1456 shadermodeinfo_t;
1457
1458 typedef enum shaderpermutation_e
1459 {
1460         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1461         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1462         SHADERPERMUTATION_VIEWTINT = 1<<1, ///< view tint (postprocessing only)
1463         SHADERPERMUTATION_COLORMAPPING = 1<<2, ///< indicates this is a colormapped skin
1464         SHADERPERMUTATION_SATURATION = 1<<2, ///< saturation (postprocessing only)
1465         SHADERPERMUTATION_FOG = 1<<3, ///< tint the color by fog color or black if using additive blend mode
1466         SHADERPERMUTATION_GAMMARAMPS = 1<<3, ///< gamma (postprocessing only)
1467         SHADERPERMUTATION_CUBEFILTER = 1<<4, ///< (lightsource) use cubemap light filter
1468         SHADERPERMUTATION_GLOW = 1<<5, ///< (lightmap) blend in an additive glow texture
1469         SHADERPERMUTATION_BLOOM = 1<<5, ///< bloom (postprocessing only)
1470         SHADERPERMUTATION_SPECULAR = 1<<6, ///< (lightsource or deluxemapping) render specular effects
1471         SHADERPERMUTATION_POSTPROCESSING = 1<<6, ///< user defined postprocessing (postprocessing only)
1472         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<7, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1473         SHADERPERMUTATION_REFLECTION = 1<<8, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1474         SHADERPERMUTATION_OFFSETMAPPING = 1<<9, ///< adjust texcoords to roughly simulate a displacement mapped surface
1475         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1476         SHADERPERMUTATION_SHADOWMAPRECT = 1<<11, ///< (lightsource) use shadowmap rectangle texture as light filter
1477         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<12, ///< (lightsource) use shadowmap cubemap texture as light filter
1478         SHADERPERMUTATION_SHADOWMAP2D = 1<<13, ///< (lightsource) use shadowmap rectangle texture as light filter
1479         SHADERPERMUTATION_SHADOWMAPPCF = 1<<14, ///< (lightsource) use percentage closer filtering on shadowmap test results
1480         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<15, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1481         SHADERPERMUTATION_SHADOWSAMPLER = 1<<16, ///< (lightsource) use hardware shadowmap test
1482         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<17, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1483         SHADERPERMUTATION_LIMIT = 1<<18, ///< size of permutations array
1484         SHADERPERMUTATION_COUNT = 18 ///< size of shaderpermutationinfo array
1485 }
1486 shaderpermutation_t;
1487
1488 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1489 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1490 {
1491         {"#define USEDIFFUSE\n", " diffuse"},
1492         {"#define USEVERTEXTEXTUREBLEND\n#define USEVIEWTINT\n", " vertextextureblend/tint"},
1493         {"#define USECOLORMAPPING\n#define USESATURATION\n", " colormapping/saturation"},
1494         {"#define USEFOG\n#define USEGAMMARAMPS\n", " fog/gammaramps"},
1495         {"#define USECUBEFILTER\n", " cubefilter"},
1496         {"#define USEGLOW\n#define USEBLOOM\n", " glow/bloom"},
1497         {"#define USESPECULAR\n#define USEPOSTPROCESSING", " specular/postprocessing"},
1498         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1499         {"#define USEREFLECTION\n", " reflection"},
1500         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1501         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1502         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1503         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1504         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1505         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1506         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1507         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1508         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1509 };
1510
1511 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1512 typedef enum shadermode_e
1513 {
1514         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1515         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1516         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1517         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1518         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1519         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1520         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1521         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1522         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1523         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1524         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1525         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1526         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1527         SHADERMODE_COUNT
1528 }
1529 shadermode_t;
1530
1531 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1532 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1533 {
1534         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1535         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1536         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1537         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1538         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1539         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1540         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1541         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1542         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1543         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1544         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1545         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1546         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1547 };
1548
1549 struct r_glsl_permutation_s;
1550 typedef struct r_glsl_permutation_s
1551 {
1552         /// hash lookup data
1553         struct r_glsl_permutation_s *hashnext;
1554         unsigned int mode;
1555         unsigned int permutation;
1556
1557         /// indicates if we have tried compiling this permutation already
1558         qboolean compiled;
1559         /// 0 if compilation failed
1560         int program;
1561         /// locations of detected uniforms in program object, or -1 if not found
1562         int loc_Texture_First;
1563         int loc_Texture_Second;
1564         int loc_Texture_GammaRamps;
1565         int loc_Texture_Normal;
1566         int loc_Texture_Color;
1567         int loc_Texture_Gloss;
1568         int loc_Texture_Glow;
1569         int loc_Texture_SecondaryNormal;
1570         int loc_Texture_SecondaryColor;
1571         int loc_Texture_SecondaryGloss;
1572         int loc_Texture_SecondaryGlow;
1573         int loc_Texture_Pants;
1574         int loc_Texture_Shirt;
1575         int loc_Texture_FogMask;
1576         int loc_Texture_Lightmap;
1577         int loc_Texture_Deluxemap;
1578         int loc_Texture_Attenuation;
1579         int loc_Texture_Cube;
1580         int loc_Texture_Refraction;
1581         int loc_Texture_Reflection;
1582         int loc_Texture_ShadowMapRect;
1583         int loc_Texture_ShadowMapCube;
1584         int loc_Texture_ShadowMap2D;
1585         int loc_Texture_CubeProjection;
1586         int loc_FogColor;
1587         int loc_LightPosition;
1588         int loc_EyePosition;
1589         int loc_Color_Pants;
1590         int loc_Color_Shirt;
1591         int loc_FogRangeRecip;
1592         int loc_AmbientScale;
1593         int loc_DiffuseScale;
1594         int loc_SpecularScale;
1595         int loc_SpecularPower;
1596         int loc_GlowColor;
1597         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1598         int loc_OffsetMapping_Scale;
1599         int loc_TintColor;
1600         int loc_AmbientColor;
1601         int loc_DiffuseColor;
1602         int loc_SpecularColor;
1603         int loc_LightDir;
1604         int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1605         int loc_GammaCoeff; ///< 1 / gamma
1606         int loc_DistortScaleRefractReflect;
1607         int loc_ScreenScaleRefractReflect;
1608         int loc_ScreenCenterRefractReflect;
1609         int loc_RefractColor;
1610         int loc_ReflectColor;
1611         int loc_ReflectFactor;
1612         int loc_ReflectOffset;
1613         int loc_UserVec1;
1614         int loc_UserVec2;
1615         int loc_UserVec3;
1616         int loc_UserVec4;
1617         int loc_ClientTime;
1618         int loc_PixelSize;
1619         int loc_Saturation;
1620         int loc_ShadowMap_TextureScale;
1621         int loc_ShadowMap_Parameters;
1622 }
1623 r_glsl_permutation_t;
1624
1625 #define SHADERPERMUTATION_HASHSIZE 4096
1626
1627 /// information about each possible shader permutation
1628 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1629 /// currently selected permutation
1630 r_glsl_permutation_t *r_glsl_permutation;
1631 /// storage for permutations linked in the hash table
1632 memexpandablearray_t r_glsl_permutationarray;
1633
1634 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1635 {
1636         //unsigned int hashdepth = 0;
1637         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1638         r_glsl_permutation_t *p;
1639         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1640         {
1641                 if (p->mode == mode && p->permutation == permutation)
1642                 {
1643                         //if (hashdepth > 10)
1644                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1645                         return p;
1646                 }
1647                 //hashdepth++;
1648         }
1649         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1650         p->mode = mode;
1651         p->permutation = permutation;
1652         p->hashnext = r_glsl_permutationhash[mode][hashindex];
1653         r_glsl_permutationhash[mode][hashindex] = p;
1654         //if (hashdepth > 10)
1655         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1656         return p;
1657 }
1658
1659 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1660 {
1661         char *shaderstring;
1662         if (!filename || !filename[0])
1663                 return NULL;
1664         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1665         if (shaderstring)
1666         {
1667                 if (printfromdisknotice)
1668                         Con_DPrint("from disk... ");
1669                 return shaderstring;
1670         }
1671         else if (!strcmp(filename, "glsl/default.glsl"))
1672         {
1673                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1674                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1675         }
1676         return shaderstring;
1677 }
1678
1679 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1680 {
1681         int i;
1682         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1683         int vertstrings_count = 0;
1684         int geomstrings_count = 0;
1685         int fragstrings_count = 0;
1686         char *vertexstring, *geometrystring, *fragmentstring;
1687         const char *vertstrings_list[32+3];
1688         const char *geomstrings_list[32+3];
1689         const char *fragstrings_list[32+3];
1690         char permutationname[256];
1691
1692         if (p->compiled)
1693                 return;
1694         p->compiled = true;
1695         p->program = 0;
1696
1697         permutationname[0] = 0;
1698         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1699         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1700         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1701
1702         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1703
1704         // the first pretext is which type of shader to compile as
1705         // (later these will all be bound together as a program object)
1706         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1707         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1708         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1709
1710         // the second pretext is the mode (for example a light source)
1711         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1712         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1713         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1714         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1715
1716         // now add all the permutation pretexts
1717         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1718         {
1719                 if (permutation & (1<<i))
1720                 {
1721                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1722                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1723                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1724                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1725                 }
1726                 else
1727                 {
1728                         // keep line numbers correct
1729                         vertstrings_list[vertstrings_count++] = "\n";
1730                         geomstrings_list[geomstrings_count++] = "\n";
1731                         fragstrings_list[fragstrings_count++] = "\n";
1732                 }
1733         }
1734
1735         // now append the shader text itself
1736         vertstrings_list[vertstrings_count++] = vertexstring;
1737         geomstrings_list[geomstrings_count++] = geometrystring;
1738         fragstrings_list[fragstrings_count++] = fragmentstring;
1739
1740         // if any sources were NULL, clear the respective list
1741         if (!vertexstring)
1742                 vertstrings_count = 0;
1743         if (!geometrystring)
1744                 geomstrings_count = 0;
1745         if (!fragmentstring)
1746                 fragstrings_count = 0;
1747
1748         // compile the shader program
1749         if (vertstrings_count + geomstrings_count + fragstrings_count)
1750                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1751         if (p->program)
1752         {
1753                 CHECKGLERROR
1754                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1755                 // look up all the uniform variable names we care about, so we don't
1756                 // have to look them up every time we set them
1757                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1758                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1759                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1760                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1761                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1762                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1763                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1764                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1765                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1766                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1767                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1768                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1769                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1770                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1771                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1772                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1773                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1774                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1775                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1776                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1777                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1778                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1779                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1780                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");  
1781                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1782                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1783                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1784                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1785                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1786                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1787                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1788                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1789                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1790                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1791                 p->loc_GlowColor                  = qglGetUniformLocationARB(p->program, "GlowColor");
1792                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1793                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1794                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1795                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1796                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1797                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1798                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1799                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1800                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1801                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1802                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1803                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1804                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1805                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1806                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1807                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1808                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1809                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1810                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1811                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1812                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1813                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
1814                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
1815                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1816                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1817                 // initialize the samplers to refer to the texture units we use
1818                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1819                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1820                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1821                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1822                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1823                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1824                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1825                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1826                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1827                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1828                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1829                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1830                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1831                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1832                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1833                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1834                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1835                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1836                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1837                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1838                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , GL20TU_SHADOWMAPRECT);
1839                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
1840                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
1841                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1842                 CHECKGLERROR
1843                 if (developer.integer)
1844                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1845         }
1846         else
1847                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1848
1849         // free the strings
1850         if (vertexstring)
1851                 Mem_Free(vertexstring);
1852         if (geometrystring)
1853                 Mem_Free(geometrystring);
1854         if (fragmentstring)
1855                 Mem_Free(fragmentstring);
1856 }
1857
1858 void R_GLSL_Restart_f(void)
1859 {
1860         unsigned int i, limit;
1861         r_glsl_permutation_t *p;
1862         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1863         for (i = 0;i < limit;i++)
1864         {
1865                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1866                 {
1867                         GL_Backend_FreeProgram(p->program);
1868                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1869                 }
1870         }
1871         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1872 }
1873
1874 void R_GLSL_DumpShader_f(void)
1875 {
1876         int i;
1877
1878         qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1879         if(!file)
1880         {
1881                 Con_Printf("failed to write to glsl/default.glsl\n");
1882                 return;
1883         }
1884
1885         FS_Print(file, "/* The engine may define the following macros:\n");
1886         FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1887         for (i = 0;i < SHADERMODE_COUNT;i++)
1888                 FS_Print(file, shadermodeinfo[i].pretext);
1889         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1890                 FS_Print(file, shaderpermutationinfo[i].pretext);
1891         FS_Print(file, "*/\n");
1892         FS_Print(file, builtinshaderstring);
1893         FS_Close(file);
1894
1895         Con_Printf("glsl/default.glsl written\n");
1896 }
1897
1898 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1899 {
1900         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1901         if (r_glsl_permutation != perm)
1902         {
1903                 r_glsl_permutation = perm;
1904                 if (!r_glsl_permutation->program)
1905                 {
1906                         if (!r_glsl_permutation->compiled)
1907                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1908                         if (!r_glsl_permutation->program)
1909                         {
1910                                 // remove features until we find a valid permutation
1911                                 int i;
1912                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1913                                 {
1914                                         // reduce i more quickly whenever it would not remove any bits
1915                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1916                                         if (!(permutation & j))
1917                                                 continue;
1918                                         permutation -= j;
1919                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1920                                         if (!r_glsl_permutation->compiled)
1921                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1922                                         if (r_glsl_permutation->program)
1923                                                 break;
1924                                 }
1925                                 if (i >= SHADERPERMUTATION_COUNT)
1926                                 {
1927                                         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");
1928                                         Cvar_SetValueQuick(&r_glsl, 0);
1929                                         R_GLSL_Restart_f(); // unload shaders
1930                                         return; // no bit left to clear
1931                                 }
1932                         }
1933                 }
1934                 CHECKGLERROR
1935                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1936         }
1937 }
1938
1939 void R_SetupGenericShader(qboolean usetexture)
1940 {
1941         if (gl_support_fragment_shader)
1942         {
1943                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1944                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1945                 else if (r_glsl_permutation)
1946                 {
1947                         r_glsl_permutation = NULL;
1948                         qglUseProgramObjectARB(0);CHECKGLERROR
1949                 }
1950         }
1951 }
1952
1953 void R_SetupGenericTwoTextureShader(int texturemode)
1954 {
1955         if (gl_support_fragment_shader)
1956         {
1957                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1958                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1959                 else if (r_glsl_permutation)
1960                 {
1961                         r_glsl_permutation = NULL;
1962                         qglUseProgramObjectARB(0);CHECKGLERROR
1963                 }
1964         }
1965         if (!r_glsl_permutation)
1966         {
1967                 if (texturemode == GL_DECAL && gl_combine.integer)
1968                         texturemode = GL_INTERPOLATE_ARB;
1969                 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1970         }
1971 }
1972
1973 void R_SetupDepthOrShadowShader(void)
1974 {
1975         if (gl_support_fragment_shader)
1976         {
1977                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1978                         R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1979                 else if (r_glsl_permutation)
1980                 {
1981                         r_glsl_permutation = NULL;
1982                         qglUseProgramObjectARB(0);CHECKGLERROR
1983                 }
1984         }
1985 }
1986
1987 void R_SetupShowDepthShader(void)
1988 {
1989         if (gl_support_fragment_shader)
1990         {
1991                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1992                         R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
1993                 else if (r_glsl_permutation)
1994                 {
1995                         r_glsl_permutation = NULL;
1996                         qglUseProgramObjectARB(0);CHECKGLERROR
1997                 }
1998         }
1999 }
2000
2001 extern rtexture_t *r_shadow_attenuationgradienttexture;
2002 extern rtexture_t *r_shadow_attenuation2dtexture;
2003 extern rtexture_t *r_shadow_attenuation3dtexture;
2004 extern qboolean r_shadow_usingshadowmaprect;
2005 extern qboolean r_shadow_usingshadowmapcube;
2006 extern qboolean r_shadow_usingshadowmap2d;
2007 extern float r_shadow_shadowmap_texturescale[2];
2008 extern float r_shadow_shadowmap_parameters[4];
2009 extern qboolean r_shadow_shadowmapvsdct;
2010 extern qboolean r_shadow_shadowmapsampler;
2011 extern int r_shadow_shadowmappcf;
2012 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2013 {
2014         // select a permutation of the lighting shader appropriate to this
2015         // combination of texture, entity, light source, and fogging, only use the
2016         // minimum features necessary to avoid wasting rendering time in the
2017         // fragment shader on features that are not being used
2018         unsigned int permutation = 0;
2019         unsigned int mode = 0;
2020         // TODO: implement geometry-shader based shadow volumes someday
2021         if (r_glsl_offsetmapping.integer)
2022         {
2023                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2024                 if (r_glsl_offsetmapping_reliefmapping.integer)
2025                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2026         }
2027         if (rsurfacepass == RSURFPASS_BACKGROUND)
2028         {
2029                 // distorted background
2030                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2031                         mode = SHADERMODE_WATER;
2032                 else
2033                         mode = SHADERMODE_REFRACTION;
2034         }
2035         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2036         {
2037                 // light source
2038                 mode = SHADERMODE_LIGHTSOURCE;
2039                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2040                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2041                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2042                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2043                 if (diffusescale > 0)
2044                         permutation |= SHADERPERMUTATION_DIFFUSE;
2045                 if (specularscale > 0)
2046                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2047                 if (r_refdef.fogenabled)
2048                         permutation |= SHADERPERMUTATION_FOG;
2049                 if (rsurface.texture->colormapping)
2050                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2051                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2052                 {
2053                         if (r_shadow_usingshadowmaprect)
2054                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2055                         if (r_shadow_usingshadowmap2d)
2056                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2057                         if (r_shadow_usingshadowmapcube)
2058                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2059                         else if(r_shadow_shadowmapvsdct)
2060                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2061
2062                         if (r_shadow_shadowmapsampler)
2063                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2064                         if (r_shadow_shadowmappcf > 1)
2065                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2066                         else if (r_shadow_shadowmappcf)
2067                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2068                 }
2069         }
2070         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2071         {
2072                 // unshaded geometry (fullbright or ambient model lighting)
2073                 mode = SHADERMODE_FLATCOLOR;
2074                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2075                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2076                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2077                         permutation |= SHADERPERMUTATION_GLOW;
2078                 if (r_refdef.fogenabled)
2079                         permutation |= SHADERPERMUTATION_FOG;
2080                 if (rsurface.texture->colormapping)
2081                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2082                 if (r_glsl_offsetmapping.integer)
2083                 {
2084                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2085                         if (r_glsl_offsetmapping_reliefmapping.integer)
2086                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2087                 }
2088                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2089                         permutation |= SHADERPERMUTATION_REFLECTION;
2090         }
2091         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2092         {
2093                 // directional model lighting
2094                 mode = SHADERMODE_LIGHTDIRECTION;
2095                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2096                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2097                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2098                         permutation |= SHADERPERMUTATION_GLOW;
2099                 permutation |= SHADERPERMUTATION_DIFFUSE;
2100                 if (specularscale > 0)
2101                         permutation |= SHADERPERMUTATION_SPECULAR;
2102                 if (r_refdef.fogenabled)
2103                         permutation |= SHADERPERMUTATION_FOG;
2104                 if (rsurface.texture->colormapping)
2105                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2106                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2107                         permutation |= SHADERPERMUTATION_REFLECTION;
2108         }
2109         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2110         {
2111                 // ambient model lighting
2112                 mode = SHADERMODE_LIGHTDIRECTION;
2113                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2114                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2115                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2116                         permutation |= SHADERPERMUTATION_GLOW;
2117                 if (r_refdef.fogenabled)
2118                         permutation |= SHADERPERMUTATION_FOG;
2119                 if (rsurface.texture->colormapping)
2120                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2121                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2122                         permutation |= SHADERPERMUTATION_REFLECTION;
2123         }
2124         else
2125         {
2126                 // lightmapped wall
2127                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2128                 {
2129                         // deluxemapping (light direction texture)
2130                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2131                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2132                         else
2133                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2134                         permutation |= SHADERPERMUTATION_DIFFUSE;
2135                         if (specularscale > 0)
2136                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2137                 }
2138                 else if (r_glsl_deluxemapping.integer >= 2)
2139                 {
2140                         // fake deluxemapping (uniform light direction in tangentspace)
2141                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2142                         permutation |= SHADERPERMUTATION_DIFFUSE;
2143                         if (specularscale > 0)
2144                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2145                 }
2146                 else if (rsurface.uselightmaptexture)
2147                 {
2148                         // ordinary lightmapping (q1bsp, q3bsp)
2149                         mode = SHADERMODE_LIGHTMAP;
2150                 }
2151                 else
2152                 {
2153                         // ordinary vertex coloring (q3bsp)
2154                         mode = SHADERMODE_VERTEXCOLOR;
2155                 }
2156                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2157                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2158                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2159                         permutation |= SHADERPERMUTATION_GLOW;
2160                 if (r_refdef.fogenabled)
2161                         permutation |= SHADERPERMUTATION_FOG;
2162                 if (rsurface.texture->colormapping)
2163                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2164                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2165                         permutation |= SHADERPERMUTATION_REFLECTION;
2166         }
2167         if(permutation & SHADERPERMUTATION_SPECULAR)
2168                 if(r_shadow_glossexact.integer)
2169                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2170         R_SetupShader_SetPermutation(mode, permutation);
2171         if (mode == SHADERMODE_LIGHTSOURCE)
2172         {
2173                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2174                 if (permutation & SHADERPERMUTATION_DIFFUSE)
2175                 {
2176                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2177                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2178                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2179                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2180                 }
2181                 else
2182                 {
2183                         // ambient only is simpler
2184                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
2185                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2186                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2187                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2188                 }
2189                 // additive passes are only darkened by fog, not tinted
2190                 if (r_glsl_permutation->loc_FogColor >= 0)
2191                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2192                 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2193                 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2194         }
2195         else
2196         {
2197                 if (mode == SHADERMODE_LIGHTDIRECTION)
2198                 {
2199                         if (r_glsl_permutation->loc_AmbientColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale  * 0.5f, rsurface.modellight_ambient[1] * ambientscale  * 0.5f, rsurface.modellight_ambient[2] * ambientscale  * 0.5f);
2200                         if (r_glsl_permutation->loc_DiffuseColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale  * 0.5f, rsurface.modellight_diffuse[1] * diffusescale  * 0.5f, rsurface.modellight_diffuse[2] * diffusescale  * 0.5f);
2201                         if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
2202                         if (r_glsl_permutation->loc_LightDir      >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2203                 }
2204                 else
2205                 {
2206                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2207                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2208                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2209                 }
2210                 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
2211                 if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
2212                 // additive passes are only darkened by fog, not tinted
2213                 if (r_glsl_permutation->loc_FogColor >= 0)
2214                 {
2215                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2216                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2217                         else
2218                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2219                 }
2220                 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);
2221                 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]);
2222                 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]);
2223                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2224                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2225                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2226                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2227         }
2228         if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2229         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2230         if (r_glsl_permutation->loc_Color_Pants >= 0)
2231         {
2232                 if (rsurface.texture->currentskinframe->pants)
2233                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2234                 else
2235                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2236         }
2237         if (r_glsl_permutation->loc_Color_Shirt >= 0)
2238         {
2239                 if (rsurface.texture->currentskinframe->shirt)
2240                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2241                 else
2242                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2243         }
2244         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
2245         if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2246         {
2247                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2248         }
2249         else
2250         {
2251                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2252         }
2253         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2254         CHECKGLERROR
2255 }
2256
2257 #define SKINFRAME_HASH 1024
2258
2259 typedef struct
2260 {
2261         int loadsequence; // incremented each level change
2262         memexpandablearray_t array;
2263         skinframe_t *hash[SKINFRAME_HASH];
2264 }
2265 r_skinframe_t;
2266 r_skinframe_t r_skinframe;
2267
2268 void R_SkinFrame_PrepareForPurge(void)
2269 {
2270         r_skinframe.loadsequence++;
2271         // wrap it without hitting zero
2272         if (r_skinframe.loadsequence >= 200)
2273                 r_skinframe.loadsequence = 1;
2274 }
2275
2276 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2277 {
2278         if (!skinframe)
2279                 return;
2280         // mark the skinframe as used for the purging code
2281         skinframe->loadsequence = r_skinframe.loadsequence;
2282 }
2283
2284 void R_SkinFrame_Purge(void)
2285 {
2286         int i;
2287         skinframe_t *s;
2288         for (i = 0;i < SKINFRAME_HASH;i++)
2289         {
2290                 for (s = r_skinframe.hash[i];s;s = s->next)
2291                 {
2292                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2293                         {
2294                                 if (s->merged == s->base)
2295                                         s->merged = NULL;
2296                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2297                                 R_PurgeTexture(s->stain );s->stain  = NULL;
2298                                 R_PurgeTexture(s->merged);s->merged = NULL;
2299                                 R_PurgeTexture(s->base  );s->base   = NULL;
2300                                 R_PurgeTexture(s->pants );s->pants  = NULL;
2301                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
2302                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
2303                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
2304                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
2305                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
2306                                 s->loadsequence = 0;
2307                         }
2308                 }
2309         }
2310 }
2311
2312 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2313         skinframe_t *item;
2314         char basename[MAX_QPATH];
2315
2316         Image_StripImageExtension(name, basename, sizeof(basename));
2317
2318         if( last == NULL ) {
2319                 int hashindex;
2320                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2321                 item = r_skinframe.hash[hashindex];
2322         } else {
2323                 item = last->next;
2324         }
2325
2326         // linearly search through the hash bucket
2327         for( ; item ; item = item->next ) {
2328                 if( !strcmp( item->basename, basename ) ) {
2329                         return item;
2330                 }
2331         }
2332         return NULL;
2333 }
2334
2335 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2336 {
2337         skinframe_t *item;
2338         int hashindex;
2339         char basename[MAX_QPATH];
2340
2341         Image_StripImageExtension(name, basename, sizeof(basename));
2342
2343         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2344         for (item = r_skinframe.hash[hashindex];item;item = item->next)
2345                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2346                         break;
2347
2348         if (!item) {
2349                 rtexture_t *dyntexture;
2350                 // check whether its a dynamic texture
2351                 dyntexture = CL_GetDynTexture( basename );
2352                 if (!add && !dyntexture)
2353                         return NULL;
2354                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2355                 memset(item, 0, sizeof(*item));
2356                 strlcpy(item->basename, basename, sizeof(item->basename));
2357                 item->base = dyntexture; // either NULL or dyntexture handle
2358                 item->textureflags = textureflags;
2359                 item->comparewidth = comparewidth;
2360                 item->compareheight = compareheight;
2361                 item->comparecrc = comparecrc;
2362                 item->next = r_skinframe.hash[hashindex];
2363                 r_skinframe.hash[hashindex] = item;
2364         }
2365         else if( item->base == NULL )
2366         {
2367                 rtexture_t *dyntexture;
2368                 // check whether its a dynamic texture
2369                 // 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]
2370                 dyntexture = CL_GetDynTexture( basename );
2371                 item->base = dyntexture; // either NULL or dyntexture handle
2372         }
2373
2374         R_SkinFrame_MarkUsed(item);
2375         return item;
2376 }
2377
2378 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2379         { \
2380                 unsigned long long avgcolor[5], wsum; \
2381                 int pix, comp, w; \
2382                 avgcolor[0] = 0; \
2383                 avgcolor[1] = 0; \
2384                 avgcolor[2] = 0; \
2385                 avgcolor[3] = 0; \
2386                 avgcolor[4] = 0; \
2387                 wsum = 0; \
2388                 for(pix = 0; pix < cnt; ++pix) \
2389                 { \
2390                         w = 0; \
2391                         for(comp = 0; comp < 3; ++comp) \
2392                                 w += getpixel; \
2393                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2394                         { \
2395                                 ++wsum; \
2396                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2397                                 w = getpixel; \
2398                                 for(comp = 0; comp < 3; ++comp) \
2399                                         avgcolor[comp] += getpixel * w; \
2400                                 avgcolor[3] += w; \
2401                         } \
2402                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2403                         avgcolor[4] += getpixel; \
2404                 } \
2405                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2406                         avgcolor[3] = 1; \
2407                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2408                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2409                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2410                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2411         }
2412
2413 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
2414 {
2415         // FIXME: it should be possible to disable loading various layers using
2416         // cvars, to prevent wasted loading time and memory usage if the user does
2417         // not want them
2418         qboolean loadnormalmap = true;
2419         qboolean loadgloss = true;
2420         qboolean loadpantsandshirt = true;
2421         qboolean loadglow = true;
2422         int j;
2423         unsigned char *pixels;
2424         unsigned char *bumppixels;
2425         unsigned char *basepixels = NULL;
2426         int basepixels_width;
2427         int basepixels_height;
2428         skinframe_t *skinframe;
2429
2430         if (has_alpha)
2431                 *has_alpha = false;
2432
2433         if (cls.state == ca_dedicated)
2434                 return NULL;
2435
2436         // return an existing skinframe if already loaded
2437         // if loading of the first image fails, don't make a new skinframe as it
2438         // would cause all future lookups of this to be missing
2439         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2440         if (skinframe && skinframe->base)
2441                 return skinframe;
2442
2443         basepixels = loadimagepixelsbgra(name, complain, true);
2444         if (basepixels == NULL)
2445                 return NULL;
2446
2447         if (developer_loading.integer)
2448                 Con_Printf("loading skin \"%s\"\n", name);
2449
2450         // we've got some pixels to store, so really allocate this new texture now
2451         if (!skinframe)
2452                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2453         skinframe->stain = NULL;
2454         skinframe->merged = NULL;
2455         skinframe->base = r_texture_notexture;
2456         skinframe->pants = NULL;
2457         skinframe->shirt = NULL;
2458         skinframe->nmap = r_texture_blanknormalmap;
2459         skinframe->gloss = NULL;
2460         skinframe->glow = NULL;
2461         skinframe->fog = NULL;
2462
2463         basepixels_width = image_width;
2464         basepixels_height = image_height;
2465         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);
2466
2467         if (textureflags & TEXF_ALPHA)
2468         {
2469                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2470                         if (basepixels[j] < 255)
2471                                 break;
2472                 if (j < basepixels_width * basepixels_height * 4)
2473                 {
2474                         // has transparent pixels
2475                         if (has_alpha)
2476                                 *has_alpha = true;
2477                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2478                         for (j = 0;j < image_width * image_height * 4;j += 4)
2479                         {
2480                                 pixels[j+0] = 255;
2481                                 pixels[j+1] = 255;
2482                                 pixels[j+2] = 255;
2483                                 pixels[j+3] = basepixels[j+3];
2484                         }
2485                         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);
2486                         Mem_Free(pixels);
2487                 }
2488         }
2489
2490         R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2491         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2492
2493         // _norm is the name used by tenebrae and has been adopted as standard
2494         if (loadnormalmap)
2495         {
2496                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2497                 {
2498                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2499                         Mem_Free(pixels);
2500                         pixels = NULL;
2501                 }
2502                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2503                 {
2504                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2505                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2506                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2507                         Mem_Free(pixels);
2508                         Mem_Free(bumppixels);
2509                 }
2510                 else if (r_shadow_bumpscale_basetexture.value > 0)
2511                 {
2512                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2513                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2514                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2515                         Mem_Free(pixels);
2516                 }
2517         }
2518         // _luma is supported for tenebrae compatibility
2519         // (I think it's a very stupid name, but oh well)
2520         // _glow is the preferred name
2521         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;}
2522         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;}
2523         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;}
2524         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;}
2525
2526         if (basepixels)
2527                 Mem_Free(basepixels);
2528
2529         return skinframe;
2530 }
2531
2532 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2533 {
2534         return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, NULL);
2535 }
2536
2537 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)
2538 {
2539         int i;
2540         if (!force)
2541         {
2542                 for (i = 0;i < width*height;i++)
2543                         if (((unsigned char *)&palette[in[i]])[3] > 0)
2544                                 break;
2545                 if (i == width*height)
2546                         return NULL;
2547         }
2548         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2549 }
2550
2551 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2552 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2553 {
2554         int i;
2555         unsigned char *temp1, *temp2;
2556         skinframe_t *skinframe;
2557
2558         if (cls.state == ca_dedicated)
2559                 return NULL;
2560
2561         // if already loaded just return it, otherwise make a new skinframe
2562         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2563         if (skinframe && skinframe->base)
2564                 return skinframe;
2565
2566         skinframe->stain = NULL;
2567         skinframe->merged = NULL;
2568         skinframe->base = r_texture_notexture;
2569         skinframe->pants = NULL;
2570         skinframe->shirt = NULL;
2571         skinframe->nmap = r_texture_blanknormalmap;
2572         skinframe->gloss = NULL;
2573         skinframe->glow = NULL;
2574         skinframe->fog = NULL;
2575
2576         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2577         if (!skindata)
2578                 return NULL;
2579
2580         if (developer_loading.integer)
2581                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2582
2583         if (r_shadow_bumpscale_basetexture.value > 0)
2584         {
2585                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2586                 temp2 = temp1 + width * height * 4;
2587                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2588                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2589                 Mem_Free(temp1);
2590         }
2591         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2592         if (textureflags & TEXF_ALPHA)
2593         {
2594                 for (i = 3;i < width * height * 4;i += 4)
2595                         if (skindata[i] < 255)
2596                                 break;
2597                 if (i < width * height * 4)
2598                 {
2599                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2600                         memcpy(fogpixels, skindata, width * height * 4);
2601                         for (i = 0;i < width * height * 4;i += 4)
2602                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2603                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2604                         Mem_Free(fogpixels);
2605                 }
2606         }
2607
2608         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2609         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2610
2611         return skinframe;
2612 }
2613
2614 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2615 {
2616         int i;
2617         unsigned char *temp1, *temp2;
2618         unsigned int *palette;
2619         skinframe_t *skinframe;
2620
2621         if (cls.state == ca_dedicated)
2622                 return NULL;
2623
2624         // if already loaded just return it, otherwise make a new skinframe
2625         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2626         if (skinframe && skinframe->base)
2627                 return skinframe;
2628
2629         palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2630
2631         skinframe->stain = NULL;
2632         skinframe->merged = NULL;
2633         skinframe->base = r_texture_notexture;
2634         skinframe->pants = NULL;
2635         skinframe->shirt = NULL;
2636         skinframe->nmap = r_texture_blanknormalmap;
2637         skinframe->gloss = NULL;
2638         skinframe->glow = NULL;
2639         skinframe->fog = NULL;
2640
2641         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2642         if (!skindata)
2643                 return NULL;
2644
2645         if (developer_loading.integer)
2646                 Con_Printf("loading quake skin \"%s\"\n", name);
2647
2648         if (r_shadow_bumpscale_basetexture.value > 0)
2649         {
2650                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2651                 temp2 = temp1 + width * height * 4;
2652                 // use either a custom palette or the quake palette
2653                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2654                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2655                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2656                 Mem_Free(temp1);
2657         }
2658         // use either a custom palette, or the quake palette
2659         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2660         if (loadglowtexture)
2661                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2662         if (loadpantsandshirt)
2663         {
2664                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2665                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2666         }
2667         if (skinframe->pants || skinframe->shirt)
2668                 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
2669         if (textureflags & TEXF_ALPHA)
2670         {
2671                 for (i = 0;i < width * height;i++)
2672                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2673                                 break;
2674                 if (i < width * height)
2675                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2676         }
2677
2678         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2679         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2680
2681         return skinframe;
2682 }
2683
2684 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
2685 {
2686         int i;
2687         skinframe_t *skinframe;
2688
2689         if (cls.state == ca_dedicated)
2690                 return NULL;
2691
2692         // if already loaded just return it, otherwise make a new skinframe
2693         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2694         if (skinframe && skinframe->base)
2695                 return skinframe;
2696
2697         skinframe->stain = NULL;
2698         skinframe->merged = NULL;
2699         skinframe->base = r_texture_notexture;
2700         skinframe->pants = NULL;
2701         skinframe->shirt = NULL;
2702         skinframe->nmap = r_texture_blanknormalmap;
2703         skinframe->gloss = NULL;
2704         skinframe->glow = NULL;
2705         skinframe->fog = NULL;
2706
2707         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2708         if (!skindata)
2709                 return NULL;
2710
2711         if (developer_loading.integer)
2712                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2713
2714         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, skinframe->basename, palette, skinframe->textureflags, true);
2715         if (textureflags & TEXF_ALPHA)
2716         {
2717                 for (i = 0;i < width * height;i++)
2718                         if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
2719                                 break;
2720                 if (i < width * height)
2721                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, skinframe->textureflags, true); // fog mask
2722         }
2723
2724         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2725         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2726
2727         return skinframe;
2728 }
2729
2730 skinframe_t *R_SkinFrame_LoadMissing(void)
2731 {
2732         skinframe_t *skinframe;
2733
2734         if (cls.state == ca_dedicated)
2735                 return NULL;
2736
2737         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2738         skinframe->stain = NULL;
2739         skinframe->merged = NULL;
2740         skinframe->base = r_texture_notexture;
2741         skinframe->pants = NULL;
2742         skinframe->shirt = NULL;
2743         skinframe->nmap = r_texture_blanknormalmap;
2744         skinframe->gloss = NULL;
2745         skinframe->glow = NULL;
2746         skinframe->fog = NULL;
2747
2748         skinframe->avgcolor[0] = rand() / RAND_MAX;
2749         skinframe->avgcolor[1] = rand() / RAND_MAX;
2750         skinframe->avgcolor[2] = rand() / RAND_MAX;
2751         skinframe->avgcolor[3] = 1;
2752
2753         return skinframe;
2754 }
2755
2756 void gl_main_start(void)
2757 {
2758         r_numqueries = 0;
2759         r_maxqueries = 0;
2760         memset(r_queries, 0, sizeof(r_queries));
2761
2762         r_qwskincache = NULL;
2763         r_qwskincache_size = 0;
2764
2765         // set up r_skinframe loading system for textures
2766         memset(&r_skinframe, 0, sizeof(r_skinframe));
2767         r_skinframe.loadsequence = 1;
2768         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2769
2770         r_main_texturepool = R_AllocTexturePool();
2771         R_BuildBlankTextures();
2772         R_BuildNoTexture();
2773         if (gl_texturecubemap)
2774         {
2775                 R_BuildWhiteCube();
2776                 R_BuildNormalizationCube();
2777         }
2778         r_texture_fogattenuation = NULL;
2779         r_texture_gammaramps = NULL;
2780         //r_texture_fogintensity = NULL;
2781         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2782         memset(&r_waterstate, 0, sizeof(r_waterstate));
2783         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
2784         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
2785         memset(&r_svbsp, 0, sizeof (r_svbsp));
2786
2787         r_refdef.fogmasktable_density = 0;
2788 }
2789
2790 extern rtexture_t *loadingscreentexture;
2791 void gl_main_shutdown(void)
2792 {
2793         if (r_maxqueries)
2794                 qglDeleteQueriesARB(r_maxqueries, r_queries);
2795
2796         r_numqueries = 0;
2797         r_maxqueries = 0;
2798         memset(r_queries, 0, sizeof(r_queries));
2799
2800         r_qwskincache = NULL;
2801         r_qwskincache_size = 0;
2802
2803         // clear out the r_skinframe state
2804         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2805         memset(&r_skinframe, 0, sizeof(r_skinframe));
2806
2807         if (r_svbsp.nodes)
2808                 Mem_Free(r_svbsp.nodes);
2809         memset(&r_svbsp, 0, sizeof (r_svbsp));
2810         R_FreeTexturePool(&r_main_texturepool);
2811         loadingscreentexture = NULL;
2812         r_texture_blanknormalmap = NULL;
2813         r_texture_white = NULL;
2814         r_texture_grey128 = NULL;
2815         r_texture_black = NULL;
2816         r_texture_whitecube = NULL;
2817         r_texture_normalizationcube = NULL;
2818         r_texture_fogattenuation = NULL;
2819         r_texture_gammaramps = NULL;
2820         //r_texture_fogintensity = NULL;
2821         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2822         memset(&r_waterstate, 0, sizeof(r_waterstate));
2823         R_GLSL_Restart_f();
2824 }
2825
2826 extern void CL_ParseEntityLump(char *entitystring);
2827 void gl_main_newmap(void)
2828 {
2829         // FIXME: move this code to client
2830         int l;
2831         char *entities, entname[MAX_QPATH];
2832         if (r_qwskincache)
2833                 Mem_Free(r_qwskincache);
2834         r_qwskincache = NULL;
2835         r_qwskincache_size = 0;
2836         if (cl.worldmodel)
2837         {
2838                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2839                 l = (int)strlen(entname) - 4;
2840                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2841                 {
2842                         memcpy(entname + l, ".ent", 5);
2843                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2844                         {
2845                                 CL_ParseEntityLump(entities);
2846                                 Mem_Free(entities);
2847                                 return;
2848                         }
2849                 }
2850                 if (cl.worldmodel->brush.entities)
2851                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
2852         }
2853 }
2854
2855 void GL_Main_Init(void)
2856 {
2857         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2858
2859         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2860         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2861         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2862         if (gamemode == GAME_NEHAHRA)
2863         {
2864                 Cvar_RegisterVariable (&gl_fogenable);
2865                 Cvar_RegisterVariable (&gl_fogdensity);
2866                 Cvar_RegisterVariable (&gl_fogred);
2867                 Cvar_RegisterVariable (&gl_foggreen);
2868                 Cvar_RegisterVariable (&gl_fogblue);
2869                 Cvar_RegisterVariable (&gl_fogstart);
2870                 Cvar_RegisterVariable (&gl_fogend);
2871                 Cvar_RegisterVariable (&gl_skyclip);
2872         }
2873         Cvar_RegisterVariable(&r_motionblur);
2874         Cvar_RegisterVariable(&r_motionblur_maxblur);
2875         Cvar_RegisterVariable(&r_motionblur_bmin);
2876         Cvar_RegisterVariable(&r_motionblur_vmin);
2877         Cvar_RegisterVariable(&r_motionblur_vmax);
2878         Cvar_RegisterVariable(&r_motionblur_vcoeff);
2879         Cvar_RegisterVariable(&r_motionblur_randomize);
2880         Cvar_RegisterVariable(&r_damageblur);
2881         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
2882         Cvar_RegisterVariable(&r_equalize_entities_minambient);
2883         Cvar_RegisterVariable(&r_equalize_entities_by);
2884         Cvar_RegisterVariable(&r_equalize_entities_to);
2885         Cvar_RegisterVariable(&r_animcache);
2886         Cvar_RegisterVariable(&r_depthfirst);
2887         Cvar_RegisterVariable(&r_useinfinitefarclip);
2888         Cvar_RegisterVariable(&r_nearclip);
2889         Cvar_RegisterVariable(&r_showbboxes);
2890         Cvar_RegisterVariable(&r_showsurfaces);
2891         Cvar_RegisterVariable(&r_showtris);
2892         Cvar_RegisterVariable(&r_shownormals);
2893         Cvar_RegisterVariable(&r_showlighting);
2894         Cvar_RegisterVariable(&r_showshadowvolumes);
2895         Cvar_RegisterVariable(&r_showcollisionbrushes);
2896         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2897         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2898         Cvar_RegisterVariable(&r_showdisabledepthtest);
2899         Cvar_RegisterVariable(&r_drawportals);
2900         Cvar_RegisterVariable(&r_drawentities);
2901         Cvar_RegisterVariable(&r_cullentities_trace);
2902         Cvar_RegisterVariable(&r_cullentities_trace_samples);
2903         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2904         Cvar_RegisterVariable(&r_cullentities_trace_delay);
2905         Cvar_RegisterVariable(&r_drawviewmodel);
2906         Cvar_RegisterVariable(&r_speeds);
2907         Cvar_RegisterVariable(&r_fullbrights);
2908         Cvar_RegisterVariable(&r_wateralpha);
2909         Cvar_RegisterVariable(&r_dynamic);
2910         Cvar_RegisterVariable(&r_fullbright);
2911         Cvar_RegisterVariable(&r_shadows);
2912         Cvar_RegisterVariable(&r_shadows_darken);
2913         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
2914         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
2915         Cvar_RegisterVariable(&r_shadows_throwdistance);
2916         Cvar_RegisterVariable(&r_shadows_throwdirection);
2917         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2918         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2919         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2920         Cvar_RegisterVariable(&r_fog_exp2);
2921         Cvar_RegisterVariable(&r_drawfog);
2922         Cvar_RegisterVariable(&r_textureunits);
2923         Cvar_RegisterVariable(&r_glsl);
2924         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2925         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2926         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2927         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2928         Cvar_RegisterVariable(&r_glsl_postprocess);
2929         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2930         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2931         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2932         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2933         Cvar_RegisterVariable(&r_glsl_usegeneric);
2934         Cvar_RegisterVariable(&r_water);
2935         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2936         Cvar_RegisterVariable(&r_water_clippingplanebias);
2937         Cvar_RegisterVariable(&r_water_refractdistort);
2938         Cvar_RegisterVariable(&r_water_reflectdistort);
2939         Cvar_RegisterVariable(&r_lerpsprites);
2940         Cvar_RegisterVariable(&r_lerpmodels);
2941         Cvar_RegisterVariable(&r_lerplightstyles);
2942         Cvar_RegisterVariable(&r_waterscroll);
2943         Cvar_RegisterVariable(&r_bloom);
2944         Cvar_RegisterVariable(&r_bloom_colorscale);
2945         Cvar_RegisterVariable(&r_bloom_brighten);
2946         Cvar_RegisterVariable(&r_bloom_blur);
2947         Cvar_RegisterVariable(&r_bloom_resolution);
2948         Cvar_RegisterVariable(&r_bloom_colorexponent);
2949         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2950         Cvar_RegisterVariable(&r_hdr);
2951         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2952         Cvar_RegisterVariable(&r_hdr_glowintensity);
2953         Cvar_RegisterVariable(&r_hdr_range);
2954         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2955         Cvar_RegisterVariable(&developer_texturelogging);
2956         Cvar_RegisterVariable(&gl_lightmaps);
2957         Cvar_RegisterVariable(&r_test);
2958         Cvar_RegisterVariable(&r_batchmode);
2959         Cvar_RegisterVariable(&r_glsl_saturation);
2960         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2961                 Cvar_SetValue("r_fullbrights", 0);
2962         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2963
2964         Cvar_RegisterVariable(&r_track_sprites);
2965         Cvar_RegisterVariable(&r_track_sprites_flags);
2966         Cvar_RegisterVariable(&r_track_sprites_scalew);
2967         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2968 }
2969
2970 extern void R_Textures_Init(void);
2971 extern void GL_Draw_Init(void);
2972 extern void GL_Main_Init(void);
2973 extern void R_Shadow_Init(void);
2974 extern void R_Sky_Init(void);
2975 extern void GL_Surf_Init(void);
2976 extern void R_Particles_Init(void);
2977 extern void R_Explosion_Init(void);
2978 extern void gl_backend_init(void);
2979 extern void Sbar_Init(void);
2980 extern void R_LightningBeams_Init(void);
2981 extern void Mod_RenderInit(void);
2982
2983 void Render_Init(void)
2984 {
2985         gl_backend_init();
2986         R_Textures_Init();
2987         GL_Main_Init();
2988         GL_Draw_Init();
2989         R_Shadow_Init();
2990         R_Sky_Init();
2991         GL_Surf_Init();
2992         Sbar_Init();
2993         R_Particles_Init();
2994         R_Explosion_Init();
2995         R_LightningBeams_Init();
2996         Mod_RenderInit();
2997 }
2998
2999 /*
3000 ===============
3001 GL_Init
3002 ===============
3003 */
3004 extern char *ENGINE_EXTENSIONS;
3005 void GL_Init (void)
3006 {
3007         gl_renderer = (const char *)qglGetString(GL_RENDERER);
3008         gl_vendor = (const char *)qglGetString(GL_VENDOR);
3009         gl_version = (const char *)qglGetString(GL_VERSION);
3010         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3011
3012         if (!gl_extensions)
3013                 gl_extensions = "";
3014         if (!gl_platformextensions)
3015                 gl_platformextensions = "";
3016
3017         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3018         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3019         Con_Printf("GL_VERSION: %s\n", gl_version);
3020         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3021         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3022
3023         VID_CheckExtensions();
3024
3025         // LordHavoc: report supported extensions
3026         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3027
3028         // clear to black (loading plaque will be seen over this)
3029         CHECKGLERROR
3030         qglClearColor(0,0,0,1);CHECKGLERROR
3031         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
3032 }
3033
3034 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3035 {
3036         int i;
3037         mplane_t *p;
3038         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3039         {
3040                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
3041                 if (i == 4)
3042                         continue;
3043                 p = r_refdef.view.frustum + i;
3044                 switch(p->signbits)
3045                 {
3046                 default:
3047                 case 0:
3048                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3049                                 return true;
3050                         break;
3051                 case 1:
3052                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3053                                 return true;
3054                         break;
3055                 case 2:
3056                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3057                                 return true;
3058                         break;
3059                 case 3:
3060                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3061                                 return true;
3062                         break;
3063                 case 4:
3064                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3065                                 return true;
3066                         break;
3067                 case 5:
3068                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3069                                 return true;
3070                         break;
3071                 case 6:
3072                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3073                                 return true;
3074                         break;
3075                 case 7:
3076                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3077                                 return true;
3078                         break;
3079                 }
3080         }
3081         return false;
3082 }
3083
3084 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3085 {
3086         int i;
3087         const mplane_t *p;
3088         for (i = 0;i < numplanes;i++)
3089         {
3090                 p = planes + i;
3091                 switch(p->signbits)
3092                 {
3093                 default:
3094                 case 0:
3095                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3096                                 return true;
3097                         break;
3098                 case 1:
3099                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3100                                 return true;
3101                         break;
3102                 case 2:
3103                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3104                                 return true;
3105                         break;
3106                 case 3:
3107                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3108                                 return true;
3109                         break;
3110                 case 4:
3111                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3112                                 return true;
3113                         break;
3114                 case 5:
3115                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3116                                 return true;
3117                         break;
3118                 case 6:
3119                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3120                                 return true;
3121                         break;
3122                 case 7:
3123                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3124                                 return true;
3125                         break;
3126                 }
3127         }
3128         return false;
3129 }
3130
3131 //==================================================================================
3132
3133 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3134
3135 /**
3136  * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3137  * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3138  * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3139  */
3140
3141 typedef struct r_animcache_entity_s
3142 {
3143         float *vertex3f;
3144         float *normal3f;
3145         float *svector3f;
3146         float *tvector3f;
3147         int maxvertices;
3148         qboolean wantnormals;
3149         qboolean wanttangents;
3150 }
3151 r_animcache_entity_t;
3152
3153 typedef struct r_animcache_s
3154 {
3155         r_animcache_entity_t entity[MAX_EDICTS*2];
3156         int maxindex;
3157         int currentindex;
3158 }
3159 r_animcache_t;
3160
3161 static r_animcache_t r_animcachestate;
3162
3163 void R_AnimCache_Free(void)
3164 {
3165         int idx;
3166         for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
3167         {
3168                 r_animcachestate.entity[idx].maxvertices = 0;
3169                 Mem_Free(r_animcachestate.entity[idx].vertex3f);
3170                 r_animcachestate.entity[idx].vertex3f = NULL;
3171                 r_animcachestate.entity[idx].normal3f = NULL;
3172                 r_animcachestate.entity[idx].svector3f = NULL;
3173                 r_animcachestate.entity[idx].tvector3f = NULL;
3174         }
3175         r_animcachestate.currentindex = 0;
3176         r_animcachestate.maxindex = 0;
3177 }
3178
3179 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
3180 {
3181         int arraySize;
3182         float *base;
3183         r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
3184
3185         if (cache->maxvertices >= numvertices)
3186                 return;
3187
3188         // Release existing memory
3189         if (cache->vertex3f)
3190                 Mem_Free(cache->vertex3f);
3191
3192         // Pad by 1024 verts
3193         cache->maxvertices = (numvertices + 1023) & ~1023;
3194         arraySize = cache->maxvertices * 3;
3195
3196         // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
3197         base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
3198         r_animcachestate.entity[cacheIdx].vertex3f = base;
3199         r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
3200         r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
3201         r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3202
3203 //      Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3204 }
3205
3206 void R_AnimCache_NewFrame(void)
3207 {
3208         int i;
3209
3210         if (r_animcache.integer && r_drawentities.integer)
3211                 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3212         else if (r_animcachestate.maxindex)
3213                 R_AnimCache_Free();
3214
3215         r_animcachestate.currentindex = 0;
3216
3217         for (i = 0;i < r_refdef.scene.numentities;i++)
3218                 r_refdef.scene.entities[i]->animcacheindex = -1;
3219 }
3220
3221 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3222 {
3223         dp_model_t *model = ent->model;
3224         r_animcache_entity_t *c;
3225         // see if it's already cached this frame
3226         if (ent->animcacheindex >= 0)
3227         {
3228                 // add normals/tangents if needed
3229                 c = r_animcachestate.entity + ent->animcacheindex;
3230                 if (c->wantnormals)
3231                         wantnormals = false;
3232                 if (c->wanttangents)
3233                         wanttangents = false;
3234                 if (wantnormals || wanttangents)
3235                         model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3236         }
3237         else
3238         {
3239                 // see if this ent is worth caching
3240                 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3241                         return false;
3242                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3243                         return false;
3244                 // assign it a cache entry and make sure the arrays are big enough
3245                 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3246                 ent->animcacheindex = r_animcachestate.currentindex++;
3247                 c = r_animcachestate.entity + ent->animcacheindex;
3248                 c->wantnormals = wantnormals;
3249                 c->wanttangents = wanttangents;
3250                 model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3251         }
3252         return true;
3253 }
3254
3255 void R_AnimCache_CacheVisibleEntities(void)
3256 {
3257         int i;
3258         qboolean wantnormals;
3259         qboolean wanttangents;
3260
3261         if (!r_animcachestate.maxindex)
3262                 return;
3263
3264         wantnormals = !r_showsurfaces.integer;
3265         wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
3266
3267         // TODO: thread this?
3268
3269         for (i = 0;i < r_refdef.scene.numentities;i++)
3270         {
3271                 if (!r_refdef.viewcache.entityvisible[i])
3272                         continue;
3273                 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3274         }
3275 }
3276
3277 //==================================================================================
3278
3279 static void R_View_UpdateEntityLighting (void)
3280 {
3281         int i;
3282         entity_render_t *ent;
3283         vec3_t tempdiffusenormal, avg;
3284         vec_t f, fa, fd, fdd;
3285
3286         for (i = 0;i < r_refdef.scene.numentities;i++)
3287         {
3288                 ent = r_refdef.scene.entities[i];
3289
3290                 // skip unseen models
3291                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3292                         continue;
3293
3294                 // skip bsp models
3295                 if (ent->model && ent->model->brush.num_leafs)
3296                 {
3297                         // TODO: use modellight for r_ambient settings on world?
3298                         VectorSet(ent->modellight_ambient, 0, 0, 0);
3299                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
3300                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
3301                         continue;
3302                 }
3303
3304                 // fetch the lighting from the worldmodel data
3305                 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
3306                 VectorClear(ent->modellight_diffuse);
3307                 VectorClear(tempdiffusenormal);
3308                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3309                 {
3310                         vec3_t org;
3311                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3312                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3313                         if(ent->flags & RENDER_EQUALIZE)
3314                         {
3315                                 // first fix up ambient lighting...
3316                                 if(r_equalize_entities_minambient.value > 0)
3317                                 {
3318                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
3319                                         if(fd > 0)
3320                                         {
3321                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
3322                                                 if(fa < r_equalize_entities_minambient.value * fd)
3323                                                 {
3324                                                         // solve:
3325                                                         //   fa'/fd' = minambient
3326                                                         //   fa'+0.25*fd' = fa+0.25*fd
3327                                                         //   ...
3328                                                         //   fa' = fd' * minambient
3329                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
3330                                                         //   ...
3331                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
3332                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
3333                                                         //   ...
3334                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
3335                                                         f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
3336                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
3337                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3338                                                 }
3339                                         }
3340                                 }
3341
3342                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
3343                                 {
3344                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
3345                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
3346                                         if(f > 0)
3347                                         {
3348                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
3349                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
3350                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3351                                         }
3352                                 }
3353                         }
3354                 }
3355                 else // highly rare
3356                         VectorSet(ent->modellight_ambient, 1, 1, 1);
3357
3358                 // move the light direction into modelspace coordinates for lighting code
3359                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3360                 if(VectorLength2(ent->modellight_lightdir) == 0)
3361                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3362                 VectorNormalize(ent->modellight_lightdir);
3363         }
3364 }
3365
3366 #define MAX_LINEOFSIGHTTRACES 64
3367
3368 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3369 {
3370         int i;
3371         vec3_t boxmins, boxmaxs;
3372         vec3_t start;
3373         vec3_t end;
3374         dp_model_t *model = r_refdef.scene.worldmodel;
3375         
3376         if (!model || !model->brush.TraceLineOfSight)
3377                 return true;
3378
3379         // expand the box a little
3380         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
3381         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
3382         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
3383         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
3384         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
3385         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
3386
3387         // try center
3388         VectorCopy(eye, start);
3389         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
3390         if (model->brush.TraceLineOfSight(model, start, end))
3391                 return true;
3392
3393         // try various random positions
3394         for (i = 0;i < numsamples;i++)
3395         {
3396                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3397                 if (model->brush.TraceLineOfSight(model, start, end))
3398                         return true;
3399         }
3400
3401         return false;
3402 }
3403
3404
3405 static void R_View_UpdateEntityVisible (void)
3406 {
3407         int i, renderimask;
3408         entity_render_t *ent;
3409
3410         if (!r_drawentities.integer)
3411                 return;
3412
3413         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3414         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3415         {
3416                 // worldmodel can check visibility
3417                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3418                 for (i = 0;i < r_refdef.scene.numentities;i++)
3419                 {
3420                         ent = r_refdef.scene.entities[i];
3421                         if (!(ent->flags & renderimask))
3422                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
3423                         if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
3424                                 r_refdef.viewcache.entityvisible[i] = true;
3425                 }
3426                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3427                 {
3428                         for (i = 0;i < r_refdef.scene.numentities;i++)
3429                         {
3430                                 ent = r_refdef.scene.entities[i];
3431                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & (RENDER_VIEWMODEL + RENDER_NOCULL)) && !(ent->model && (ent->model->name[0] == '*')))
3432                                 {
3433                                         if(R_CanSeeBox(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
3434                                                 ent->last_trace_visibility = realtime;
3435                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3436                                                 r_refdef.viewcache.entityvisible[i] = 0;
3437                                 }
3438                         }
3439                 }
3440         }
3441         else
3442         {
3443                 // no worldmodel or it can't check visibility
3444                 for (i = 0;i < r_refdef.scene.numentities;i++)
3445                 {
3446                         ent = r_refdef.scene.entities[i];
3447                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
3448                 }
3449         }
3450 }
3451
3452 /// only used if skyrendermasked, and normally returns false
3453 int R_DrawBrushModelsSky (void)
3454 {
3455         int i, sky;
3456         entity_render_t *ent;
3457
3458         if (!r_drawentities.integer)
3459                 return false;
3460
3461         sky = false;
3462         for (i = 0;i < r_refdef.scene.numentities;i++)
3463         {
3464                 if (!r_refdef.viewcache.entityvisible[i])
3465                         continue;
3466                 ent = r_refdef.scene.entities[i];
3467                 if (!ent->model || !ent->model->DrawSky)
3468                         continue;
3469                 ent->model->DrawSky(ent);
3470                 sky = true;
3471         }
3472         return sky;
3473 }
3474
3475 static void R_DrawNoModel(entity_render_t *ent);
3476 static void R_DrawModels(void)
3477 {
3478         int i;
3479         entity_render_t *ent;
3480
3481         if (!r_drawentities.integer)
3482                 return;
3483
3484         for (i = 0;i < r_refdef.scene.numentities;i++)
3485         {
3486                 if (!r_refdef.viewcache.entityvisible[i])
3487                         continue;
3488                 ent = r_refdef.scene.entities[i];
3489                 r_refdef.stats.entities++;
3490                 if (ent->model && ent->model->Draw != NULL)
3491                         ent->model->Draw(ent);
3492                 else
3493                         R_DrawNoModel(ent);
3494         }
3495 }
3496
3497 static void R_DrawModelsDepth(void)
3498 {
3499         int i;
3500         entity_render_t *ent;
3501
3502         if (!r_drawentities.integer)
3503                 return;
3504
3505         for (i = 0;i < r_refdef.scene.numentities;i++)
3506         {
3507                 if (!r_refdef.viewcache.entityvisible[i])
3508                         continue;
3509                 ent = r_refdef.scene.entities[i];
3510                 if (ent->model && ent->model->DrawDepth != NULL)
3511                         ent->model->DrawDepth(ent);
3512         }
3513 }
3514
3515 static void R_DrawModelsDebug(void)
3516 {
3517         int i;
3518         entity_render_t *ent;
3519
3520         if (!r_drawentities.integer)
3521                 return;
3522
3523         for (i = 0;i < r_refdef.scene.numentities;i++)
3524         {
3525                 if (!r_refdef.viewcache.entityvisible[i])
3526                         continue;
3527                 ent = r_refdef.scene.entities[i];
3528                 if (ent->model && ent->model->DrawDebug != NULL)
3529                         ent->model->DrawDebug(ent);
3530         }
3531 }
3532
3533 static void R_DrawModelsAddWaterPlanes(void)
3534 {
3535         int i;
3536         entity_render_t *ent;
3537
3538         if (!r_drawentities.integer)
3539                 return;
3540
3541         for (i = 0;i < r_refdef.scene.numentities;i++)
3542         {
3543                 if (!r_refdef.viewcache.entityvisible[i])
3544                         continue;
3545                 ent = r_refdef.scene.entities[i];
3546                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3547                         ent->model->DrawAddWaterPlanes(ent);
3548         }
3549 }
3550
3551 static void R_View_SetFrustum(void)
3552 {
3553         int i;
3554         double slopex, slopey;
3555         vec3_t forward, left, up, origin;
3556
3557         // we can't trust r_refdef.view.forward and friends in reflected scenes
3558         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3559
3560 #if 0
3561         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3562         r_refdef.view.frustum[0].normal[1] = 0 - 0;
3563         r_refdef.view.frustum[0].normal[2] = -1 - 0;
3564         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3565         r_refdef.view.frustum[1].normal[1] = 0 + 0;
3566         r_refdef.view.frustum[1].normal[2] = -1 + 0;
3567         r_refdef.view.frustum[2].normal[0] = 0 - 0;
3568         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3569         r_refdef.view.frustum[2].normal[2] = -1 - 0;
3570         r_refdef.view.frustum[3].normal[0] = 0 + 0;
3571         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3572         r_refdef.view.frustum[3].normal[2] = -1 + 0;
3573 #endif
3574
3575 #if 0
3576         zNear = r_refdef.nearclip;
3577         nudge = 1.0 - 1.0 / (1<<23);
3578         r_refdef.view.frustum[4].normal[0] = 0 - 0;
3579         r_refdef.view.frustum[4].normal[1] = 0 - 0;
3580         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3581         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3582         r_refdef.view.frustum[5].normal[0] = 0 + 0;
3583         r_refdef.view.frustum[5].normal[1] = 0 + 0;
3584         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3585         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3586 #endif
3587
3588
3589
3590 #if 0
3591         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3592         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3593         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3594         r_refdef.view.frustum[0].dist = m[15] - m[12];
3595
3596         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3597         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3598         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3599         r_refdef.view.frustum[1].dist = m[15] + m[12];
3600
3601         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3602         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3603         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3604         r_refdef.view.frustum[2].dist = m[15] - m[13];
3605
3606         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3607         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3608         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3609         r_refdef.view.frustum[3].dist = m[15] + m[13];
3610
3611         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3612         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3613         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3614         r_refdef.view.frustum[4].dist = m[15] - m[14];
3615
3616         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3617         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3618         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3619         r_refdef.view.frustum[5].dist = m[15] + m[14];
3620 #endif
3621
3622         if (r_refdef.view.useperspective)
3623         {
3624                 slopex = 1.0 / r_refdef.view.frustum_x;
3625                 slopey = 1.0 / r_refdef.view.frustum_y;
3626                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3627                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
3628                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
3629                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
3630                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3631
3632                 // Leaving those out was a mistake, those were in the old code, and they
3633                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3634                 // I couldn't reproduce it after adding those normalizations. --blub
3635                 VectorNormalize(r_refdef.view.frustum[0].normal);
3636                 VectorNormalize(r_refdef.view.frustum[1].normal);
3637                 VectorNormalize(r_refdef.view.frustum[2].normal);
3638                 VectorNormalize(r_refdef.view.frustum[3].normal);
3639
3640                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3641                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
3642                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
3643                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
3644                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
3645
3646                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3647                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3648                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3649                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3650                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3651         }
3652         else
3653         {
3654                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3655                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3656                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3657                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3658                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3659                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3660                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3661                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3662                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3663                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3664         }
3665         r_refdef.view.numfrustumplanes = 5;
3666
3667         if (r_refdef.view.useclipplane)
3668         {
3669                 r_refdef.view.numfrustumplanes = 6;
3670                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3671         }
3672
3673         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3674                 PlaneClassify(r_refdef.view.frustum + i);
3675
3676         // LordHavoc: note to all quake engine coders, Quake had a special case
3677         // for 90 degrees which assumed a square view (wrong), so I removed it,
3678         // Quake2 has it disabled as well.
3679
3680         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3681         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3682         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3683         //PlaneClassify(&frustum[0]);
3684
3685         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3686         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3687         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3688         //PlaneClassify(&frustum[1]);
3689
3690         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3691         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3692         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3693         //PlaneClassify(&frustum[2]);
3694
3695         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3696         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3697         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3698         //PlaneClassify(&frustum[3]);
3699
3700         // nearclip plane
3701         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3702         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3703         //PlaneClassify(&frustum[4]);
3704 }
3705
3706 void R_View_Update(void)
3707 {
3708         R_View_SetFrustum();
3709         R_View_WorldVisibility(r_refdef.view.useclipplane);
3710         R_View_UpdateEntityVisible();
3711         R_View_UpdateEntityLighting();
3712 }
3713
3714 void R_SetupView(qboolean allowwaterclippingplane)
3715 {
3716         const double *customclipplane = NULL;
3717         double plane[4];
3718         if (r_refdef.view.useclipplane && allowwaterclippingplane)
3719         {
3720                 // LordHavoc: couldn't figure out how to make this approach the
3721                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3722                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3723                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3724                         dist = r_refdef.view.clipplane.dist;
3725                 plane[0] = r_refdef.view.clipplane.normal[0];
3726                 plane[1] = r_refdef.view.clipplane.normal[1];
3727                 plane[2] = r_refdef.view.clipplane.normal[2];
3728                 plane[3] = dist;
3729                 customclipplane = plane;
3730         }
3731
3732         if (!r_refdef.view.useperspective)
3733                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
3734         else if (gl_stencil && r_useinfinitefarclip.integer)
3735                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
3736         else
3737                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
3738         R_SetViewport(&r_refdef.view.viewport);
3739 }
3740
3741 void R_ResetViewRendering2D(void)
3742 {
3743         r_viewport_t viewport;
3744         DrawQ_Finish();
3745
3746         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3747         R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
3748         R_SetViewport(&viewport);
3749         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
3750         GL_Color(1, 1, 1, 1);
3751         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3752         GL_BlendFunc(GL_ONE, GL_ZERO);
3753         GL_AlphaTest(false);
3754         GL_ScissorTest(false);
3755         GL_DepthMask(false);
3756         GL_DepthRange(0, 1);
3757         GL_DepthTest(false);
3758         R_Mesh_Matrix(&identitymatrix);
3759         R_Mesh_ResetTextureState();
3760         GL_PolygonOffset(0, 0);
3761         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3762         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3763         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3764         qglStencilMask(~0);CHECKGLERROR
3765         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3766         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3767         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3768         R_SetupGenericShader(true);
3769 }
3770
3771 void R_ResetViewRendering3D(void)
3772 {
3773         DrawQ_Finish();
3774
3775         R_SetupView(true);
3776         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3777         GL_Color(1, 1, 1, 1);
3778         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3779         GL_BlendFunc(GL_ONE, GL_ZERO);
3780         GL_AlphaTest(false);
3781         GL_ScissorTest(true);
3782         GL_DepthMask(true);
3783         GL_DepthRange(0, 1);
3784         GL_DepthTest(true);
3785         R_Mesh_Matrix(&identitymatrix);
3786         R_Mesh_ResetTextureState();
3787         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3788         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3789         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3790         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3791         qglStencilMask(~0);CHECKGLERROR
3792         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3793         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3794         GL_CullFace(r_refdef.view.cullface_back);
3795         R_SetupGenericShader(true);
3796 }
3797
3798 void R_RenderScene(void);
3799 void R_RenderWaterPlanes(void);
3800
3801 static void R_Water_StartFrame(void)
3802 {
3803         int i;
3804         int waterwidth, waterheight, texturewidth, textureheight;
3805         r_waterstate_waterplane_t *p;
3806
3807         // set waterwidth and waterheight to the water resolution that will be
3808         // used (often less than the screen resolution for faster rendering)
3809         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
3810         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
3811
3812         // calculate desired texture sizes
3813         // can't use water if the card does not support the texture size
3814         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3815                 texturewidth = textureheight = waterwidth = waterheight = 0;
3816         else if (gl_support_arb_texture_non_power_of_two)
3817         {
3818                 texturewidth = waterwidth;
3819                 textureheight = waterheight;
3820         }
3821         else
3822         {
3823                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
3824                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
3825         }
3826
3827         // allocate textures as needed
3828         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3829         {
3830                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3831                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3832                 {
3833                         if (p->texture_refraction)
3834                                 R_FreeTexture(p->texture_refraction);
3835                         p->texture_refraction = NULL;
3836                         if (p->texture_reflection)
3837                                 R_FreeTexture(p->texture_reflection);
3838                         p->texture_reflection = NULL;
3839                 }
3840                 memset(&r_waterstate, 0, sizeof(r_waterstate));
3841                 r_waterstate.texturewidth = texturewidth;
3842                 r_waterstate.textureheight = textureheight;
3843         }
3844
3845         if (r_waterstate.texturewidth)
3846         {
3847                 r_waterstate.enabled = true;
3848
3849                 // when doing a reduced render (HDR) we want to use a smaller area
3850                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3851                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3852
3853                 // set up variables that will be used in shader setup
3854                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
3855                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
3856                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
3857                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
3858         }
3859
3860         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3861         r_waterstate.numwaterplanes = 0;
3862 }
3863
3864 void R_Water_AddWaterPlane(msurface_t *surface)
3865 {
3866         int triangleindex, planeindex;
3867         const int *e;
3868         vec3_t vert[3];
3869         vec3_t normal;
3870         vec3_t center;
3871         mplane_t plane;
3872         r_waterstate_waterplane_t *p;
3873         texture_t *t = R_GetCurrentTexture(surface->texture);
3874         // just use the first triangle with a valid normal for any decisions
3875         VectorClear(normal);
3876         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3877         {
3878                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3879                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3880                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3881                 TriangleNormal(vert[0], vert[1], vert[2], normal);
3882                 if (VectorLength2(normal) >= 0.001)
3883                         break;
3884         }
3885
3886         VectorCopy(normal, plane.normal);
3887         VectorNormalize(plane.normal);
3888         plane.dist = DotProduct(vert[0], plane.normal);
3889         PlaneClassify(&plane);
3890         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3891         {
3892                 // skip backfaces (except if nocullface is set)
3893                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3894                         return;
3895                 VectorNegate(plane.normal, plane.normal);
3896                 plane.dist *= -1;
3897                 PlaneClassify(&plane);
3898         }
3899
3900
3901         // find a matching plane if there is one
3902         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3903                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3904                         break;
3905         if (planeindex >= r_waterstate.maxwaterplanes)
3906                 return; // nothing we can do, out of planes
3907
3908         // if this triangle does not fit any known plane rendered this frame, add one
3909         if (planeindex >= r_waterstate.numwaterplanes)
3910         {
3911                 // store the new plane
3912                 r_waterstate.numwaterplanes++;
3913                 p->plane = plane;
3914                 // clear materialflags and pvs
3915                 p->materialflags = 0;
3916                 p->pvsvalid = false;
3917         }
3918         // merge this surface's materialflags into the waterplane
3919         p->materialflags |= t->currentmaterialflags;
3920         // merge this surface's PVS into the waterplane
3921         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3922         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3923          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3924         {
3925                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3926                 p->pvsvalid = true;
3927         }
3928 }
3929
3930 static void R_Water_ProcessPlanes(void)
3931 {
3932         r_refdef_view_t originalview;
3933         r_refdef_view_t myview;
3934         int planeindex;
3935         r_waterstate_waterplane_t *p;
3936
3937         originalview = r_refdef.view;
3938
3939         // make sure enough textures are allocated
3940         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3941         {
3942                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3943                 {
3944                         if (!p->texture_refraction)
3945                                 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);
3946                         if (!p->texture_refraction)
3947                                 goto error;
3948                 }
3949
3950                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3951                 {
3952                         if (!p->texture_reflection)
3953                                 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);
3954                         if (!p->texture_reflection)
3955                                 goto error;
3956                 }
3957         }
3958
3959         // render views
3960         r_refdef.view = originalview;
3961         r_refdef.view.showdebug = false;
3962         r_refdef.view.width = r_waterstate.waterwidth;
3963         r_refdef.view.height = r_waterstate.waterheight;
3964         r_refdef.view.useclipplane = true;
3965         myview = r_refdef.view;
3966         r_waterstate.renderingscene = true;
3967         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3968         {
3969                 // render the normal view scene and copy into texture
3970                 // (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)
3971                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3972                 {
3973                         r_refdef.view = myview;
3974                         r_refdef.view.clipplane = p->plane;
3975                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3976                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3977                         PlaneClassify(&r_refdef.view.clipplane);
3978
3979                         R_ResetViewRendering3D();
3980                         R_ClearScreen(r_refdef.fogenabled);
3981                         R_View_Update();
3982                         R_RenderScene();
3983
3984                         // copy view into the screen texture
3985                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3986                         GL_ActiveTexture(0);
3987                         CHECKGLERROR
3988                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
3989                 }
3990
3991                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3992                 {
3993                         r_refdef.view = myview;
3994                         // render reflected scene and copy into texture
3995                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3996                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3997                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3998                         r_refdef.view.clipplane = p->plane;
3999                         // reverse the cullface settings for this render
4000                         r_refdef.view.cullface_front = GL_FRONT;
4001                         r_refdef.view.cullface_back = GL_BACK;
4002                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4003                         {
4004                                 r_refdef.view.usecustompvs = true;
4005                                 if (p->pvsvalid)
4006                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4007                                 else
4008                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4009                         }
4010
4011                         R_ResetViewRendering3D();
4012                         R_ClearScreen(r_refdef.fogenabled);
4013                         R_View_Update();
4014                         R_RenderScene();
4015
4016                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
4017                         GL_ActiveTexture(0);
4018                         CHECKGLERROR
4019                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4020                 }
4021         }
4022         r_waterstate.renderingscene = false;
4023         r_refdef.view = originalview;
4024         R_ResetViewRendering3D();
4025         R_ClearScreen(r_refdef.fogenabled);
4026         R_View_Update();
4027         return;
4028 error:
4029         r_refdef.view = originalview;
4030         r_waterstate.renderingscene = false;
4031         Cvar_SetValueQuick(&r_water, 0);
4032         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
4033         return;
4034 }
4035
4036 void R_Bloom_StartFrame(void)
4037 {
4038         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
4039
4040         // set bloomwidth and bloomheight to the bloom resolution that will be
4041         // used (often less than the screen resolution for faster rendering)
4042         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
4043         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
4044         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
4045         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
4046         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
4047
4048         // calculate desired texture sizes
4049         if (gl_support_arb_texture_non_power_of_two)
4050         {
4051                 screentexturewidth = r_refdef.view.width;
4052                 screentextureheight = r_refdef.view.height;
4053                 bloomtexturewidth = r_bloomstate.bloomwidth;
4054                 bloomtextureheight = r_bloomstate.bloomheight;
4055         }
4056         else
4057         {
4058                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
4059                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
4060                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
4061                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
4062         }
4063
4064         if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
4065         {
4066                 Cvar_SetValueQuick(&r_hdr, 0);
4067                 Cvar_SetValueQuick(&r_bloom, 0);
4068                 Cvar_SetValueQuick(&r_motionblur, 0);
4069                 Cvar_SetValueQuick(&r_damageblur, 0);
4070         }
4071
4072         if (!(r_glsl.integer && (r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
4073                 screentexturewidth = screentextureheight = 0;
4074         if (!r_hdr.integer && !r_bloom.integer)
4075                 bloomtexturewidth = bloomtextureheight = 0;
4076
4077         // allocate textures as needed
4078         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
4079         {
4080                 if (r_bloomstate.texture_screen)
4081                         R_FreeTexture(r_bloomstate.texture_screen);
4082                 r_bloomstate.texture_screen = NULL;
4083                 r_bloomstate.screentexturewidth = screentexturewidth;
4084                 r_bloomstate.screentextureheight = screentextureheight;
4085                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
4086                         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);
4087         }
4088         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
4089         {
4090                 if (r_bloomstate.texture_bloom)
4091                         R_FreeTexture(r_bloomstate.texture_bloom);
4092                 r_bloomstate.texture_bloom = NULL;
4093                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
4094                 r_bloomstate.bloomtextureheight = bloomtextureheight;
4095                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
4096                         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);
4097         }
4098
4099         // when doing a reduced render (HDR) we want to use a smaller area
4100         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
4101         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
4102         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
4103         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
4104         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
4105
4106         // set up a texcoord array for the full resolution screen image
4107         // (we have to keep this around to copy back during final render)
4108         r_bloomstate.screentexcoord2f[0] = 0;
4109         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
4110         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
4111         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
4112         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
4113         r_bloomstate.screentexcoord2f[5] = 0;
4114         r_bloomstate.screentexcoord2f[6] = 0;
4115         r_bloomstate.screentexcoord2f[7] = 0;
4116
4117         // set up a texcoord array for the reduced resolution bloom image
4118         // (which will be additive blended over the screen image)
4119         r_bloomstate.bloomtexcoord2f[0] = 0;
4120         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4121         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
4122         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4123         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
4124         r_bloomstate.bloomtexcoord2f[5] = 0;
4125         r_bloomstate.bloomtexcoord2f[6] = 0;
4126         r_bloomstate.bloomtexcoord2f[7] = 0;
4127
4128         if (r_hdr.integer || r_bloom.integer)
4129         {
4130                 r_bloomstate.enabled = true;
4131                 r_bloomstate.hdr = r_hdr.integer != 0;
4132         }
4133
4134         R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
4135 }
4136
4137 void R_Bloom_CopyBloomTexture(float colorscale)
4138 {
4139         r_refdef.stats.bloom++;
4140
4141         // scale down screen texture to the bloom texture size
4142         CHECKGLERROR
4143         R_SetViewport(&r_bloomstate.viewport);
4144         GL_BlendFunc(GL_ONE, GL_ZERO);
4145         GL_Color(colorscale, colorscale, colorscale, 1);
4146         // TODO: optimize with multitexture or GLSL
4147         R_SetupGenericShader(true);
4148         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4149         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4150         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4151         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4152
4153         // we now have a bloom image in the framebuffer
4154         // copy it into the bloom image texture for later processing
4155         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4156         GL_ActiveTexture(0);
4157         CHECKGLERROR
4158         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4159         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4160 }
4161
4162 void R_Bloom_CopyHDRTexture(void)
4163 {
4164         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4165         GL_ActiveTexture(0);
4166         CHECKGLERROR
4167         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4168         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4169 }
4170
4171 void R_Bloom_MakeTexture(void)
4172 {
4173         int x, range, dir;
4174         float xoffset, yoffset, r, brighten;
4175
4176         r_refdef.stats.bloom++;
4177
4178         R_ResetViewRendering2D();
4179         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4180         R_Mesh_ColorPointer(NULL, 0, 0);
4181         R_SetupGenericShader(true);
4182
4183         // we have a bloom image in the framebuffer
4184         CHECKGLERROR
4185         R_SetViewport(&r_bloomstate.viewport);
4186
4187         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4188         {
4189                 x *= 2;
4190                 r = bound(0, r_bloom_colorexponent.value / x, 1);
4191                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4192                 GL_Color(r, r, r, 1);
4193                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4194                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4195                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4196                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4197
4198                 // copy the vertically blurred bloom view to a texture
4199                 GL_ActiveTexture(0);
4200                 CHECKGLERROR
4201                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4202                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4203         }
4204
4205         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4206         brighten = r_bloom_brighten.value;
4207         if (r_hdr.integer)
4208                 brighten *= r_hdr_range.value;
4209         brighten = sqrt(brighten);
4210         if(range >= 1)
4211                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
4212         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4213         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4214
4215         for (dir = 0;dir < 2;dir++)
4216         {
4217                 // blend on at multiple vertical offsets to achieve a vertical blur
4218                 // TODO: do offset blends using GLSL
4219                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
4220                 GL_BlendFunc(GL_ONE, GL_ZERO);
4221                 for (x = -range;x <= range;x++)
4222                 {
4223                         if (!dir){xoffset = 0;yoffset = x;}
4224                         else {xoffset = x;yoffset = 0;}
4225                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
4226                         yoffset /= (float)r_bloomstate.bloomtextureheight;
4227                         // compute a texcoord array with the specified x and y offset
4228                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4229                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4230                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4231                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4232                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4233                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4234                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4235                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4236                         // this r value looks like a 'dot' particle, fading sharply to
4237                         // black at the edges
4238                         // (probably not realistic but looks good enough)
4239                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4240                         //r = brighten/(range*2+1);
4241                         r = brighten / (range * 2 + 1);
4242                         if(range >= 1)
4243                                 r *= (1 - x*x/(float)(range*range));
4244                         GL_Color(r, r, r, 1);
4245                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4246                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4247                         GL_BlendFunc(GL_ONE, GL_ONE);
4248                 }
4249
4250                 // copy the vertically blurred bloom view to a texture
4251                 GL_ActiveTexture(0);
4252                 CHECKGLERROR
4253                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4254                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4255         }
4256
4257         // apply subtract last
4258         // (just like it would be in a GLSL shader)
4259         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
4260         {
4261                 GL_BlendFunc(GL_ONE, GL_ZERO);
4262                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4263                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4264                 GL_Color(1, 1, 1, 1);
4265                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4266                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4267
4268                 GL_BlendFunc(GL_ONE, GL_ONE);
4269                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4270                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4271                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4272                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4273                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4274                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4275                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4276
4277                 // copy the darkened bloom view to a texture
4278                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4279                 GL_ActiveTexture(0);
4280                 CHECKGLERROR
4281                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4282                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4283         }
4284 }
4285
4286 void R_HDR_RenderBloomTexture(void)
4287 {
4288         int oldwidth, oldheight;
4289         float oldcolorscale;
4290
4291         oldcolorscale = r_refdef.view.colorscale;
4292         oldwidth = r_refdef.view.width;
4293         oldheight = r_refdef.view.height;
4294         r_refdef.view.width = r_bloomstate.bloomwidth;
4295         r_refdef.view.height = r_bloomstate.bloomheight;
4296
4297         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
4298         // TODO: add exposure compensation features
4299         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4300
4301         r_refdef.view.showdebug = false;
4302         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4303
4304         R_ResetViewRendering3D();
4305
4306         R_ClearScreen(r_refdef.fogenabled);
4307         if (r_timereport_active)
4308                 R_TimeReport("HDRclear");
4309
4310         R_View_Update();
4311         if (r_timereport_active)
4312                 R_TimeReport("visibility");
4313
4314         // only do secondary renders with HDR if r_hdr is 2 or higher
4315         r_waterstate.numwaterplanes = 0;
4316         if (r_waterstate.enabled && r_hdr.integer >= 2)
4317                 R_RenderWaterPlanes();
4318
4319         r_refdef.view.showdebug = true;
4320         R_RenderScene();
4321         r_waterstate.numwaterplanes = 0;
4322
4323         R_ResetViewRendering2D();
4324
4325         R_Bloom_CopyHDRTexture();
4326         R_Bloom_MakeTexture();
4327
4328         // restore the view settings
4329         r_refdef.view.width = oldwidth;
4330         r_refdef.view.height = oldheight;
4331         r_refdef.view.colorscale = oldcolorscale;
4332
4333         R_ResetViewRendering3D();
4334
4335         R_ClearScreen(r_refdef.fogenabled);
4336         if (r_timereport_active)
4337                 R_TimeReport("viewclear");
4338 }
4339
4340 static void R_BlendView(void)
4341 {
4342         if (r_bloomstate.texture_screen)
4343         {
4344                 // make sure the buffer is available
4345                 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4346
4347                 R_ResetViewRendering2D();
4348                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4349                 R_Mesh_ColorPointer(NULL, 0, 0);
4350                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4351                 GL_ActiveTexture(0);CHECKGLERROR
4352
4353                 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4354                 {  
4355                         // declare variables
4356                         float speed;
4357                         static float avgspeed;
4358
4359                         speed = VectorLength(cl.movement_velocity);
4360
4361                         cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4362                         avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4363
4364                         speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4365                         speed = bound(0, speed, 1);
4366                         speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4367
4368                         // calculate values into a standard alpha
4369                         cl.motionbluralpha = 1 - exp(-
4370                                         (
4371                                          (r_motionblur.value * speed / 80)
4372                                          +
4373                                          (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4374                                         )
4375                                         /
4376                                         max(0.0001, cl.time - cl.oldtime) // fps independent
4377                                    );
4378
4379                         cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4380                         cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4381                         // apply the blur
4382                         if (cl.motionbluralpha > 0)
4383                         {
4384                                 R_SetupGenericShader(true);
4385                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4386                                 GL_Color(1, 1, 1, cl.motionbluralpha);
4387                                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4388                                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4389                                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4390                                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4391                         }
4392                 }
4393
4394                 // copy view into the screen texture
4395                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4396                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4397         }
4398
4399         if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
4400         {
4401                 unsigned int permutation =
4402                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4403                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4404                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4405                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4406                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4407
4408                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4409                 {
4410                         // render simple bloom effect
4411                         // copy the screen and shrink it and darken it for the bloom process
4412                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4413                         // make the bloom texture
4414                         R_Bloom_MakeTexture();
4415                 }
4416
4417                 R_ResetViewRendering2D();
4418                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4419                 R_Mesh_ColorPointer(NULL, 0, 0);
4420                 GL_Color(1, 1, 1, 1);
4421                 GL_BlendFunc(GL_ONE, GL_ZERO);
4422                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4423                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4424                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4425                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4426                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4427                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4428                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4429                 if (r_glsl_permutation->loc_TintColor >= 0)
4430                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4431                 if (r_glsl_permutation->loc_ClientTime >= 0)
4432                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4433                 if (r_glsl_permutation->loc_PixelSize >= 0)
4434                         qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4435                 if (r_glsl_permutation->loc_UserVec1 >= 0)
4436                 {
4437                         float a=0, b=0, c=0, d=0;
4438 #if _MSC_VER >= 1400
4439 #define sscanf sscanf_s
4440 #endif
4441                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4442                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4443                 }
4444                 if (r_glsl_permutation->loc_UserVec2 >= 0)
4445                 {
4446                         float a=0, b=0, c=0, d=0;
4447                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4448                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4449                 }
4450                 if (r_glsl_permutation->loc_UserVec3 >= 0)
4451                 {
4452                         float a=0, b=0, c=0, d=0;
4453                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4454                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4455                 }
4456                 if (r_glsl_permutation->loc_UserVec4 >= 0)
4457                 {
4458                         float a=0, b=0, c=0, d=0;
4459                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4460                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4461                 }
4462                 if (r_glsl_permutation->loc_Saturation >= 0)
4463                         qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4464                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4465                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4466                 return;
4467         }
4468
4469
4470
4471         if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
4472         {
4473                 // render high dynamic range bloom effect
4474                 // the bloom texture was made earlier this render, so we just need to
4475                 // blend it onto the screen...
4476                 R_ResetViewRendering2D();
4477                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4478                 R_Mesh_ColorPointer(NULL, 0, 0);
4479                 R_SetupGenericShader(true);
4480                 GL_Color(1, 1, 1, 1);
4481                 GL_BlendFunc(GL_ONE, GL_ONE);
4482                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4483                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4484                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4485                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4486         }
4487         else if (r_bloomstate.texture_bloom)
4488         {
4489                 // render simple bloom effect
4490                 // copy the screen and shrink it and darken it for the bloom process
4491                 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4492                 // make the bloom texture
4493                 R_Bloom_MakeTexture();
4494                 // put the original screen image back in place and blend the bloom
4495                 // texture on it
4496                 R_ResetViewRendering2D();
4497                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4498                 R_Mesh_ColorPointer(NULL, 0, 0);
4499                 GL_Color(1, 1, 1, 1);
4500                 GL_BlendFunc(GL_ONE, GL_ZERO);
4501                 // do both in one pass if possible
4502                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4503                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4504                 if (r_textureunits.integer >= 2 && gl_combine.integer)
4505                 {
4506                         R_SetupGenericTwoTextureShader(GL_ADD);
4507                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
4508                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
4509                 }
4510                 else
4511                 {
4512                         R_SetupGenericShader(true);
4513                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4514                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4515                         // now blend on the bloom texture
4516                         GL_BlendFunc(GL_ONE, GL_ONE);
4517                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4518                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4519                 }
4520                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4521                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4522         }
4523         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4524         {
4525                 // apply a color tint to the whole view
4526                 R_ResetViewRendering2D();
4527                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4528                 R_Mesh_ColorPointer(NULL, 0, 0);
4529                 R_SetupGenericShader(false);
4530                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4531                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4532                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4533         }
4534 }
4535
4536 matrix4x4_t r_waterscrollmatrix;
4537
4538 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4539 {
4540         if (r_refdef.fog_density)
4541         {
4542                 r_refdef.fogcolor[0] = r_refdef.fog_red;
4543                 r_refdef.fogcolor[1] = r_refdef.fog_green;
4544                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4545
4546                 {
4547                         vec3_t fogvec;
4548                         VectorCopy(r_refdef.fogcolor, fogvec);
4549                         //   color.rgb *= ContrastBoost * SceneBrightness;
4550                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4551                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4552                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4553                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4554                 }
4555         }
4556 }
4557
4558 void R_UpdateVariables(void)
4559 {
4560         R_Textures_Frame();
4561
4562         r_refdef.scene.ambient = r_ambient.value;
4563
4564         r_refdef.farclip = 4096;
4565         if (r_refdef.scene.worldmodel)
4566                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
4567         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4568
4569         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4570                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4571         r_refdef.polygonfactor = 0;
4572         r_refdef.polygonoffset = 0;
4573         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4574         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4575
4576         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4577         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4578         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4579         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4580         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4581         if (r_showsurfaces.integer)
4582         {
4583                 r_refdef.scene.rtworld = false;
4584                 r_refdef.scene.rtworldshadows = false;
4585                 r_refdef.scene.rtdlight = false;
4586                 r_refdef.scene.rtdlightshadows = false;
4587                 r_refdef.lightmapintensity = 0;
4588         }
4589
4590         if (gamemode == GAME_NEHAHRA)
4591         {
4592                 if (gl_fogenable.integer)
4593                 {
4594                         r_refdef.oldgl_fogenable = true;
4595                         r_refdef.fog_density = gl_fogdensity.value;
4596                         r_refdef.fog_red = gl_fogred.value;
4597                         r_refdef.fog_green = gl_foggreen.value;
4598                         r_refdef.fog_blue = gl_fogblue.value;
4599                         r_refdef.fog_alpha = 1;
4600                         r_refdef.fog_start = 0;
4601                         r_refdef.fog_end = gl_skyclip.value;
4602                 }
4603                 else if (r_refdef.oldgl_fogenable)
4604                 {
4605                         r_refdef.oldgl_fogenable = false;
4606                         r_refdef.fog_density = 0;
4607                         r_refdef.fog_red = 0;
4608                         r_refdef.fog_green = 0;
4609                         r_refdef.fog_blue = 0;
4610                         r_refdef.fog_alpha = 0;
4611                         r_refdef.fog_start = 0;
4612                         r_refdef.fog_end = 0;
4613                 }
4614         }
4615
4616         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4617         r_refdef.fog_start = max(0, r_refdef.fog_start);
4618         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4619
4620         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4621
4622         if (r_refdef.fog_density && r_drawfog.integer)
4623         {
4624                 r_refdef.fogenabled = true;
4625                 // this is the point where the fog reaches 0.9986 alpha, which we
4626                 // consider a good enough cutoff point for the texture
4627                 // (0.9986 * 256 == 255.6)
4628                 if (r_fog_exp2.integer)
4629                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4630                 else
4631                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4632                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4633                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4634                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4635                 // fog color was already set
4636                 // update the fog texture
4637                 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
4638                         R_BuildFogTexture();
4639         }
4640         else
4641                 r_refdef.fogenabled = false;
4642
4643         if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4644         {
4645                 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4646                 {
4647                         // build GLSL gamma texture
4648 #define RAMPWIDTH 256
4649                         unsigned short ramp[RAMPWIDTH * 3];
4650                         unsigned char rampbgr[RAMPWIDTH][4];
4651                         int i;
4652
4653                         r_texture_gammaramps_serial = vid_gammatables_serial;
4654
4655                         VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4656                         for(i = 0; i < RAMPWIDTH; ++i)
4657                         {
4658                                 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4659                                 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4660                                 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4661                                 rampbgr[i][3] = 0;
4662                         }
4663                         if (r_texture_gammaramps)
4664                         {
4665                                 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4666                         }
4667                         else
4668                         {
4669                                 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
4670                         }
4671                 }
4672         }
4673         else
4674         {
4675                 // remove GLSL gamma texture
4676         }
4677 }
4678
4679 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4680 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4681 /*
4682 ================
4683 R_SelectScene
4684 ================
4685 */
4686 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4687         if( scenetype != r_currentscenetype ) {
4688                 // store the old scenetype
4689                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4690                 r_currentscenetype = scenetype;
4691                 // move in the new scene
4692                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4693         }
4694 }
4695
4696 /*
4697 ================
4698 R_GetScenePointer
4699 ================
4700 */
4701 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4702 {
4703         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4704         if( scenetype == r_currentscenetype ) {
4705                 return &r_refdef.scene;
4706         } else {
4707                 return &r_scenes_store[ scenetype ];
4708         }
4709 }
4710
4711 /*
4712 ================
4713 R_RenderView
4714 ================
4715 */
4716 void R_RenderView(void)
4717 {
4718         if (r_timereport_active)
4719                 R_TimeReport("start");
4720         r_frame++; // used only by R_GetCurrentTexture
4721         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4722
4723         R_AnimCache_NewFrame();
4724
4725         if (r_refdef.view.isoverlay)
4726         {
4727                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4728                 GL_Clear( GL_DEPTH_BUFFER_BIT );
4729                 R_TimeReport("depthclear");
4730
4731                 r_refdef.view.showdebug = false;
4732
4733                 r_waterstate.enabled = false;
4734                 r_waterstate.numwaterplanes = 0;
4735
4736                 R_RenderScene();
4737
4738                 CHECKGLERROR
4739                 return;
4740         }
4741
4742         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
4743                 return; //Host_Error ("R_RenderView: NULL worldmodel");
4744
4745         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4746
4747         // break apart the view matrix into vectors for various purposes
4748         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4749         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4750         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4751         VectorNegate(r_refdef.view.left, r_refdef.view.right);
4752         // make an inverted copy of the view matrix for tracking sprites
4753         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4754
4755         R_Shadow_UpdateWorldLightSelection();
4756
4757         R_Bloom_StartFrame();
4758         R_Water_StartFrame();
4759
4760         CHECKGLERROR
4761         if (r_timereport_active)
4762                 R_TimeReport("viewsetup");
4763
4764         R_ResetViewRendering3D();
4765
4766         if (r_refdef.view.clear || r_refdef.fogenabled)
4767         {
4768                 R_ClearScreen(r_refdef.fogenabled);
4769                 if (r_timereport_active)
4770                         R_TimeReport("viewclear");
4771         }
4772         r_refdef.view.clear = true;
4773
4774         // this produces a bloom texture to be used in R_BlendView() later
4775         if (r_hdr.integer)
4776                 R_HDR_RenderBloomTexture();
4777
4778         r_refdef.view.showdebug = true;
4779
4780         R_View_Update();
4781         if (r_timereport_active)
4782                 R_TimeReport("visibility");
4783
4784         r_waterstate.numwaterplanes = 0;
4785         if (r_waterstate.enabled)
4786                 R_RenderWaterPlanes();
4787
4788         R_RenderScene();
4789         r_waterstate.numwaterplanes = 0;
4790
4791         R_BlendView();
4792         if (r_timereport_active)
4793                 R_TimeReport("blendview");
4794
4795         GL_Scissor(0, 0, vid.width, vid.height);
4796         GL_ScissorTest(false);
4797         CHECKGLERROR
4798 }
4799
4800 void R_RenderWaterPlanes(void)
4801 {
4802         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4803         {
4804                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4805                 if (r_timereport_active)
4806                         R_TimeReport("waterworld");
4807         }
4808
4809         // don't let sound skip if going slow
4810         if (r_refdef.scene.extraupdate)
4811                 S_ExtraUpdate ();
4812
4813         R_DrawModelsAddWaterPlanes();
4814         if (r_timereport_active)
4815                 R_TimeReport("watermodels");
4816
4817         if (r_waterstate.numwaterplanes)
4818         {
4819                 R_Water_ProcessPlanes();
4820                 if (r_timereport_active)
4821                         R_TimeReport("waterscenes");
4822         }
4823 }
4824
4825 extern void R_DrawLightningBeams (void);
4826 extern void VM_CL_AddPolygonsToMeshQueue (void);
4827 extern void R_DrawPortals (void);
4828 extern cvar_t cl_locs_show;
4829 static void R_DrawLocs(void);
4830 static void R_DrawEntityBBoxes(void);
4831 void R_RenderScene(void)
4832 {
4833         r_refdef.stats.renders++;
4834
4835         R_UpdateFogColor();
4836
4837         // don't let sound skip if going slow
4838         if (r_refdef.scene.extraupdate)
4839                 S_ExtraUpdate ();
4840
4841         R_MeshQueue_BeginScene();
4842
4843         R_SkyStartFrame();
4844
4845         Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
4846
4847         if (cl.csqc_vidvars.drawworld)
4848         {
4849                 // don't let sound skip if going slow
4850                 if (r_refdef.scene.extraupdate)
4851                         S_ExtraUpdate ();
4852
4853                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
4854                 {
4855                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
4856                         if (r_timereport_active)
4857                                 R_TimeReport("worldsky");
4858                 }
4859
4860                 if (R_DrawBrushModelsSky() && r_timereport_active)
4861                         R_TimeReport("bmodelsky");
4862
4863                 if (skyrendermasked && skyrenderlater)
4864                 {
4865                         // we have to force off the water clipping plane while rendering sky
4866                         R_SetupView(false);
4867                         R_Sky();
4868                         R_SetupView(true);
4869                 }
4870         }
4871
4872         R_AnimCache_CacheVisibleEntities();
4873
4874         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4875         {
4876                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4877                 if (r_timereport_active)
4878                         R_TimeReport("worlddepth");
4879         }
4880         if (r_depthfirst.integer >= 2)
4881         {
4882                 R_DrawModelsDepth();
4883                 if (r_timereport_active)
4884                         R_TimeReport("modeldepth");
4885         }
4886
4887         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4888         {
4889                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4890                 if (r_timereport_active)
4891                         R_TimeReport("world");
4892         }
4893
4894         // don't let sound skip if going slow
4895         if (r_refdef.scene.extraupdate)
4896                 S_ExtraUpdate ();
4897
4898         R_DrawModels();
4899         if (r_timereport_active)
4900                 R_TimeReport("models");
4901
4902         // don't let sound skip if going slow
4903         if (r_refdef.scene.extraupdate)
4904                 S_ExtraUpdate ();
4905
4906         if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4907         {
4908                 R_DrawModelShadows();
4909                 R_ResetViewRendering3D();
4910                 // don't let sound skip if going slow
4911                 if (r_refdef.scene.extraupdate)
4912                         S_ExtraUpdate ();
4913         }
4914
4915         R_ShadowVolumeLighting(false);
4916         if (r_timereport_active)
4917                 R_TimeReport("rtlights");
4918
4919         // don't let sound skip if going slow
4920         if (r_refdef.scene.extraupdate)
4921                 S_ExtraUpdate ();
4922
4923         if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4924         {
4925                 R_DrawModelShadows();
4926                 R_ResetViewRendering3D();
4927                 // don't let sound skip if going slow
4928                 if (r_refdef.scene.extraupdate)
4929                         S_ExtraUpdate ();
4930         }
4931
4932         if (cl.csqc_vidvars.drawworld)
4933         {
4934                 R_DrawLightningBeams();
4935                 if (r_timereport_active)
4936                         R_TimeReport("lightning");
4937
4938                 R_DrawDecals();
4939                 if (r_timereport_active)
4940                         R_TimeReport("decals");
4941
4942                 R_DrawParticles();
4943                 if (r_timereport_active)
4944                         R_TimeReport("particles");
4945
4946                 R_DrawExplosions();
4947                 if (r_timereport_active)
4948                         R_TimeReport("explosions");
4949         }
4950
4951         R_SetupGenericShader(true);
4952         VM_CL_AddPolygonsToMeshQueue();
4953
4954         if (r_refdef.view.showdebug)
4955         {
4956                 if (cl_locs_show.integer)
4957                 {
4958                         R_DrawLocs();
4959                         if (r_timereport_active)
4960                                 R_TimeReport("showlocs");
4961                 }
4962
4963                 if (r_drawportals.integer)
4964                 {
4965                         R_DrawPortals();
4966                         if (r_timereport_active)
4967                                 R_TimeReport("portals");
4968                 }
4969
4970                 if (r_showbboxes.value > 0)
4971                 {
4972                         R_DrawEntityBBoxes();
4973                         if (r_timereport_active)
4974                                 R_TimeReport("bboxes");
4975                 }
4976         }
4977
4978         R_SetupGenericShader(true);
4979         R_MeshQueue_RenderTransparent();
4980         if (r_timereport_active)
4981                 R_TimeReport("drawtrans");
4982
4983         R_SetupGenericShader(true);
4984
4985         if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0))
4986         {
4987                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4988                 if (r_timereport_active)
4989                         R_TimeReport("worlddebug");
4990                 R_DrawModelsDebug();
4991                 if (r_timereport_active)
4992                         R_TimeReport("modeldebug");
4993         }
4994
4995         R_SetupGenericShader(true);
4996
4997         if (cl.csqc_vidvars.drawworld)
4998         {
4999                 R_DrawCoronas();
5000                 if (r_timereport_active)
5001                         R_TimeReport("coronas");
5002         }
5003
5004         // don't let sound skip if going slow
5005         if (r_refdef.scene.extraupdate)
5006                 S_ExtraUpdate ();
5007
5008         R_ResetViewRendering2D();
5009 }
5010
5011 static const unsigned short bboxelements[36] =
5012 {
5013         5, 1, 3, 5, 3, 7,
5014         6, 2, 0, 6, 0, 4,
5015         7, 3, 2, 7, 2, 6,
5016         4, 0, 1, 4, 1, 5,
5017         4, 5, 7, 4, 7, 6,
5018         1, 0, 2, 1, 2, 3,
5019 };
5020
5021 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
5022 {
5023         int i;
5024         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
5025         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5026         GL_DepthMask(false);
5027         GL_DepthRange(0, 1);
5028         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5029         R_Mesh_Matrix(&identitymatrix);
5030         R_Mesh_ResetTextureState();
5031
5032         // set up global fogging in worldspace (RSurf_FogVertex depends on this)
5033         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
5034
5035         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
5036         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
5037         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
5038         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
5039         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
5040         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
5041         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
5042         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
5043         R_FillColors(color4f, 8, cr, cg, cb, ca);
5044         if (r_refdef.fogenabled)
5045         {
5046                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
5047                 {
5048                         f1 = RSurf_FogVertex(v);
5049                         f2 = 1 - f1;
5050                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
5051                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
5052                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
5053                 }
5054         }
5055         R_Mesh_VertexPointer(vertex3f, 0, 0);
5056         R_Mesh_ColorPointer(color4f, 0, 0);
5057         R_Mesh_ResetTextureState();
5058         R_SetupGenericShader(false);
5059         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
5060 }
5061
5062 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5063 {
5064         int i;
5065         float color[4];
5066         prvm_edict_t *edict;
5067         prvm_prog_t *prog_save = prog;
5068
5069         // this function draws bounding boxes of server entities
5070         if (!sv.active)
5071                 return;
5072
5073         GL_CullFace(GL_NONE);
5074         R_SetupGenericShader(false);
5075
5076         prog = 0;
5077         SV_VM_Begin();
5078         for (i = 0;i < numsurfaces;i++)
5079         {
5080                 edict = PRVM_EDICT_NUM(surfacelist[i]);
5081                 switch ((int)edict->fields.server->solid)
5082                 {
5083                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
5084                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
5085                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
5086                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
5087                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
5088                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
5089                 }
5090                 color[3] *= r_showbboxes.value;
5091                 color[3] = bound(0, color[3], 1);
5092                 GL_DepthTest(!r_showdisabledepthtest.integer);
5093                 GL_CullFace(r_refdef.view.cullface_front);
5094                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
5095         }
5096         SV_VM_End();
5097         prog = prog_save;
5098 }
5099
5100 static void R_DrawEntityBBoxes(void)
5101 {
5102         int i;
5103         prvm_edict_t *edict;
5104         vec3_t center;
5105         prvm_prog_t *prog_save = prog;
5106
5107         // this function draws bounding boxes of server entities
5108         if (!sv.active)
5109                 return;
5110
5111         prog = 0;
5112         SV_VM_Begin();
5113         for (i = 0;i < prog->num_edicts;i++)
5114         {
5115                 edict = PRVM_EDICT_NUM(i);
5116                 if (edict->priv.server->free)
5117                         continue;
5118                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
5119                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
5120                         continue;
5121                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
5122                         continue;
5123                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
5124                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
5125         }
5126         SV_VM_End();
5127         prog = prog_save;
5128 }
5129
5130 unsigned short nomodelelements[24] =
5131 {
5132         5, 2, 0,
5133         5, 1, 2,
5134         5, 0, 3,
5135         5, 3, 1,
5136         0, 2, 4,
5137         2, 1, 4,
5138         3, 0, 4,
5139         1, 3, 4
5140 };
5141
5142 float nomodelvertex3f[6*3] =
5143 {
5144         -16,   0,   0,
5145          16,   0,   0,
5146           0, -16,   0,
5147           0,  16,   0,
5148           0,   0, -16,
5149           0,   0,  16
5150 };
5151
5152 float nomodelcolor4f[6*4] =
5153 {
5154         0.0f, 0.0f, 0.5f, 1.0f,
5155         0.0f, 0.0f, 0.5f, 1.0f,
5156         0.0f, 0.5f, 0.0f, 1.0f,
5157         0.0f, 0.5f, 0.0f, 1.0f,
5158         0.5f, 0.0f, 0.0f, 1.0f,
5159         0.5f, 0.0f, 0.0f, 1.0f
5160 };
5161
5162 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5163 {
5164         int i;
5165         float f1, f2, *c;
5166         float color4f[6*4];
5167
5168         // set up global fogging in worldspace (RSurf_FogVertex depends on this)
5169         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
5170
5171         // this is only called once per entity so numsurfaces is always 1, and
5172         // surfacelist is always {0}, so this code does not handle batches
5173         R_Mesh_Matrix(&ent->matrix);
5174
5175         if (ent->flags & EF_ADDITIVE)
5176         {
5177                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5178                 GL_DepthMask(false);
5179         }
5180         else if (ent->alpha < 1)
5181         {
5182                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5183                 GL_DepthMask(false);
5184         }
5185         else
5186         {
5187                 GL_BlendFunc(GL_ONE, GL_ZERO);
5188                 GL_DepthMask(true);
5189         }
5190         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5191         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5192         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
5193         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5194         R_SetupGenericShader(false);
5195         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
5196         if (r_refdef.fogenabled)
5197         {
5198                 vec3_t org;
5199                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5200                 R_Mesh_ColorPointer(color4f, 0, 0);
5201                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5202                 f1 = RSurf_FogVertex(org);
5203                 f2 = 1 - f1;
5204                 for (i = 0, c = color4f;i < 6;i++, c += 4)
5205                 {
5206                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5207                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5208                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5209                         c[3] *= ent->alpha;
5210                 }
5211         }
5212         else if (ent->alpha != 1)
5213         {
5214                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5215                 R_Mesh_ColorPointer(color4f, 0, 0);
5216                 for (i = 0, c = color4f;i < 6;i++, c += 4)
5217                         c[3] *= ent->alpha;
5218         }
5219         else
5220                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
5221         R_Mesh_ResetTextureState();
5222         R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
5223 }
5224
5225 void R_DrawNoModel(entity_render_t *ent)
5226 {
5227         vec3_t org;
5228         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5229         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
5230                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5231         //else
5232         //      R_DrawNoModelCallback(ent, 0);
5233 }
5234
5235 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5236 {
5237         vec3_t right1, right2, diff, normal;
5238
5239         VectorSubtract (org2, org1, normal);
5240
5241         // calculate 'right' vector for start
5242         VectorSubtract (r_refdef.view.origin, org1, diff);
5243         CrossProduct (normal, diff, right1);
5244         VectorNormalize (right1);
5245
5246         // calculate 'right' vector for end
5247         VectorSubtract (r_refdef.view.origin, org2, diff);
5248         CrossProduct (normal, diff, right2);
5249         VectorNormalize (right2);
5250
5251         vert[ 0] = org1[0] + width * right1[0];
5252         vert[ 1] = org1[1] + width * right1[1];
5253         vert[ 2] = org1[2] + width * right1[2];
5254         vert[ 3] = org1[0] - width * right1[0];
5255         vert[ 4] = org1[1] - width * right1[1];
5256         vert[ 5] = org1[2] - width * right1[2];
5257         vert[ 6] = org2[0] - width * right2[0];
5258         vert[ 7] = org2[1] - width * right2[1];
5259         vert[ 8] = org2[2] - width * right2[2];
5260         vert[ 9] = org2[0] + width * right2[0];
5261         vert[10] = org2[1] + width * right2[1];
5262         vert[11] = org2[2] + width * right2[2];
5263 }
5264
5265 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5266
5267 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)
5268 {
5269         // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
5270         float fog = 1.0f;
5271         float vertex3f[12];
5272
5273         // set up global fogging in worldspace (RSurf_FogVertex depends on this)
5274         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
5275
5276         if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
5277                 fog = RSurf_FogVertex(origin);
5278
5279         R_Mesh_Matrix(&identitymatrix);
5280         GL_BlendFunc(blendfunc1, blendfunc2);
5281
5282         GL_CullFace(GL_NONE);
5283
5284         GL_DepthMask(false);
5285         GL_DepthRange(0, depthshort ? 0.0625 : 1);
5286         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5287         GL_DepthTest(!depthdisable);
5288
5289         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5290         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5291         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5292         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5293         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5294         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5295         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5296         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5297         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5298         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5299         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5300         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5301
5302         R_Mesh_VertexPointer(vertex3f, 0, 0);
5303         R_Mesh_ColorPointer(NULL, 0, 0);
5304         R_Mesh_ResetTextureState();
5305         R_SetupGenericShader(true);
5306         R_Mesh_TexBind(0, R_GetTexture(texture));
5307         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
5308         // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
5309         GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
5310         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5311
5312         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
5313         {
5314                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
5315                 GL_BlendFunc(blendfunc1, GL_ONE);
5316                 fog = 1 - fog;
5317                 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
5318                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5319         }
5320 }
5321
5322 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5323 {
5324         int i;
5325         float *vertex3f;
5326         float v[3];
5327         VectorSet(v, x, y, z);
5328         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5329                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5330                         break;
5331         if (i == mesh->numvertices)
5332         {
5333                 if (mesh->numvertices < mesh->maxvertices)
5334                 {
5335                         VectorCopy(v, vertex3f);
5336                         mesh->numvertices++;
5337                 }
5338                 return mesh->numvertices;
5339         }
5340         else
5341                 return i;
5342 }
5343
5344 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5345 {
5346         int i;
5347         int *e, element[3];
5348         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5349         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5350         e = mesh->element3i + mesh->numtriangles * 3;
5351         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5352         {
5353                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5354                 if (mesh->numtriangles < mesh->maxtriangles)
5355                 {
5356                         *e++ = element[0];
5357                         *e++ = element[1];
5358                         *e++ = element[2];
5359                         mesh->numtriangles++;
5360                 }
5361                 element[1] = element[2];
5362         }
5363 }
5364
5365 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5366 {
5367         int i;
5368         int *e, element[3];
5369         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5370         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5371         e = mesh->element3i + mesh->numtriangles * 3;
5372         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5373         {
5374                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5375                 if (mesh->numtriangles < mesh->maxtriangles)
5376                 {
5377                         *e++ = element[0];
5378                         *e++ = element[1];
5379                         *e++ = element[2];
5380                         mesh->numtriangles++;
5381                 }
5382                 element[1] = element[2];
5383         }
5384 }
5385
5386 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5387 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5388 {
5389         int planenum, planenum2;
5390         int w;
5391         int tempnumpoints;
5392         mplane_t *plane, *plane2;
5393         double maxdist;
5394         double temppoints[2][256*3];
5395         // figure out how large a bounding box we need to properly compute this brush
5396         maxdist = 0;
5397         for (w = 0;w < numplanes;w++)
5398                 maxdist = max(maxdist, fabs(planes[w].dist));
5399         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5400         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5401         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5402         {
5403                 w = 0;
5404                 tempnumpoints = 4;
5405                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5406                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5407                 {
5408                         if (planenum2 == planenum)
5409                                 continue;
5410                         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);
5411                         w = !w;
5412                 }
5413                 if (tempnumpoints < 3)
5414                         continue;
5415                 // generate elements forming a triangle fan for this polygon
5416                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5417         }
5418 }
5419
5420 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)
5421 {
5422         texturelayer_t *layer;
5423         layer = t->currentlayers + t->currentnumlayers++;
5424         layer->type = type;
5425         layer->depthmask = depthmask;
5426         layer->blendfunc1 = blendfunc1;
5427         layer->blendfunc2 = blendfunc2;
5428         layer->texture = texture;
5429         layer->texmatrix = *matrix;
5430         layer->color[0] = r * r_refdef.view.colorscale;
5431         layer->color[1] = g * r_refdef.view.colorscale;
5432         layer->color[2] = b * r_refdef.view.colorscale;
5433         layer->color[3] = a;
5434 }
5435
5436 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5437 {
5438         double index, f;
5439         index = parms[2] + r_refdef.scene.time * parms[3];
5440         index -= floor(index);
5441         switch (func)
5442         {
5443         default:
5444         case Q3WAVEFUNC_NONE:
5445         case Q3WAVEFUNC_NOISE:
5446         case Q3WAVEFUNC_COUNT:
5447                 f = 0;
5448                 break;
5449         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5450         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5451         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5452         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5453         case Q3WAVEFUNC_TRIANGLE:
5454                 index *= 4;
5455                 f = index - floor(index);
5456                 if (index < 1)
5457                         f = f;
5458                 else if (index < 2)
5459                         f = 1 - f;
5460                 else if (index < 3)
5461                         f = -f;
5462                 else
5463                         f = -(1 - f);
5464                 break;
5465         }
5466         return (float)(parms[0] + parms[1] * f);
5467 }
5468
5469 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5470 {
5471         int w, h, idx;
5472         float f;
5473         float tcmat[12];
5474         matrix4x4_t matrix, temp;
5475         switch(tcmod->tcmod)
5476         {
5477                 case Q3TCMOD_COUNT:
5478                 case Q3TCMOD_NONE:
5479                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5480                                 matrix = r_waterscrollmatrix;
5481                         else
5482                                 matrix = identitymatrix;
5483                         break;
5484                 case Q3TCMOD_ENTITYTRANSLATE:
5485                         // this is used in Q3 to allow the gamecode to control texcoord
5486                         // scrolling on the entity, which is not supported in darkplaces yet.
5487                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5488                         break;
5489                 case Q3TCMOD_ROTATE:
5490                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5491                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5492                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5493                         break;
5494                 case Q3TCMOD_SCALE:
5495                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5496                         break;
5497                 case Q3TCMOD_SCROLL:
5498                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5499                         break;
5500                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5501                         w = (int) tcmod->parms[0];
5502                         h = (int) tcmod->parms[1];
5503                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5504                         f = f - floor(f);
5505                         idx = (int) floor(f * w * h);
5506                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5507                         break;
5508                 case Q3TCMOD_STRETCH:
5509                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5510                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5511                         break;
5512                 case Q3TCMOD_TRANSFORM:
5513                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
5514                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
5515                         VectorSet(tcmat +  6, 0                   , 0                , 1);
5516                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
5517                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5518                         break;
5519                 case Q3TCMOD_TURBULENT:
5520                         // this is handled in the RSurf_PrepareVertices function
5521                         matrix = identitymatrix;
5522                         break;
5523         }
5524         temp = *texmatrix;
5525         Matrix4x4_Concat(texmatrix, &matrix, &temp);
5526 }
5527
5528 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
5529 {
5530         int textureflags = TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
5531         char name[MAX_QPATH];
5532         skinframe_t *skinframe;
5533         unsigned char pixels[296*194];
5534         strlcpy(cache->name, skinname, sizeof(cache->name));
5535         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
5536         if (developer_loading.integer)
5537                 Con_Printf("loading %s\n", name);
5538         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5539         if (!skinframe || !skinframe->base)
5540         {
5541                 unsigned char *f;
5542                 fs_offset_t filesize;
5543                 skinframe = NULL;
5544                 f = FS_LoadFile(name, tempmempool, true, &filesize);
5545                 if (f)
5546                 {
5547                         if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
5548                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
5549                         Mem_Free(f);
5550                 }
5551         }
5552         cache->skinframe = skinframe;
5553 }
5554
5555 texture_t *R_GetCurrentTexture(texture_t *t)
5556 {
5557         int i;
5558         const entity_render_t *ent = rsurface.entity;
5559         dp_model_t *model = ent->model;
5560         q3shaderinfo_layer_tcmod_t *tcmod;
5561
5562         if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5563                 return t->currentframe;
5564         t->update_lastrenderframe = r_frame;
5565         t->update_lastrenderentity = (void *)ent;
5566
5567         // switch to an alternate material if this is a q1bsp animated material
5568         {
5569                 texture_t *texture = t;
5570                 int s = ent->skinnum;
5571                 if ((unsigned int)s >= (unsigned int)model->numskins)
5572                         s = 0;
5573                 if (model->skinscenes)
5574                 {
5575                         if (model->skinscenes[s].framecount > 1)
5576                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5577                         else
5578                                 s = model->skinscenes[s].firstframe;
5579                 }
5580                 if (s > 0)
5581                         t = t + s * model->num_surfaces;
5582                 if (t->animated)
5583                 {
5584                         // use an alternate animation if the entity's frame is not 0,
5585                         // and only if the texture has an alternate animation
5586                         if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
5587                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5588                         else
5589                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5590                 }
5591                 texture->currentframe = t;
5592         }
5593
5594         // update currentskinframe to be a qw skin or animation frame
5595         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
5596         {
5597                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
5598                 {
5599                         r_qwskincache_size = cl.maxclients;
5600                         if (r_qwskincache)
5601                                 Mem_Free(r_qwskincache);
5602                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
5603                 }
5604                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
5605                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
5606                 t->currentskinframe = r_qwskincache[i].skinframe;
5607                 if (t->currentskinframe == NULL)
5608                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5609         }
5610         else if (t->numskinframes >= 2)
5611                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5612         if (t->backgroundnumskinframes >= 2)
5613                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
5614
5615         t->currentmaterialflags = t->basematerialflags;
5616         t->currentalpha = ent->alpha;
5617         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5618                 t->currentalpha *= r_wateralpha.value;
5619         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5620                 t->currentalpha *= t->r_water_wateralpha;
5621         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5622                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5623         if (!(ent->flags & RENDER_LIGHT))
5624                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5625         else if (rsurface.modeltexcoordlightmap2f == NULL)
5626         {
5627                 // pick a model lighting mode
5628                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
5629                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5630                 else
5631                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5632         }
5633         if (ent->effects & EF_ADDITIVE)
5634                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5635         else if (t->currentalpha < 1)
5636                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5637         if (ent->effects & EF_DOUBLESIDED)
5638                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5639         if (ent->effects & EF_NODEPTHTEST)
5640                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5641         if (ent->flags & RENDER_VIEWMODEL)
5642                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5643         if (t->backgroundnumskinframes)
5644                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5645         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5646         {
5647                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5648                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5649         }
5650         else
5651                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5652
5653         // there is no tcmod
5654         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5655         {
5656                 t->currenttexmatrix = r_waterscrollmatrix;
5657                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5658         }
5659         else
5660         {
5661                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5662                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5663         }
5664
5665         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5666                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5667         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5668                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5669
5670         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
5671         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5672         t->glosstexture = r_texture_black;
5673         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5674         t->backgroundglosstexture = r_texture_black;
5675         t->specularpower = r_shadow_glossexponent.value;
5676         // TODO: store reference values for these in the texture?
5677         t->specularscale = 0;
5678         if (r_shadow_gloss.integer > 0)
5679         {
5680                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5681                 {
5682                         if (r_shadow_glossintensity.value > 0)
5683                         {
5684                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5685                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5686                                 t->specularscale = r_shadow_glossintensity.value;
5687                         }
5688                 }
5689                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5690                 {
5691                         t->glosstexture = r_texture_white;
5692                         t->backgroundglosstexture = r_texture_white;
5693                         t->specularscale = r_shadow_gloss2intensity.value;
5694                         t->specularpower = r_shadow_gloss2exponent.value;
5695                 }
5696         }
5697         t->specularscale *= t->specularscalemod;
5698         t->specularpower *= t->specularpowermod;
5699
5700         // lightmaps mode looks bad with dlights using actual texturing, so turn
5701         // off the colormap and glossmap, but leave the normalmap on as it still
5702         // accurately represents the shading involved
5703         if (gl_lightmaps.integer)
5704         {
5705                 t->basetexture = r_texture_grey128;
5706                 t->backgroundbasetexture = NULL;
5707                 t->specularscale = 0;
5708                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5709         }
5710
5711         Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
5712         VectorClear(t->dlightcolor);
5713         t->currentnumlayers = 0;
5714         if (t->currentmaterialflags & MATERIALFLAG_WALL)
5715         {
5716                 int layerflags = 0;
5717                 int blendfunc1, blendfunc2;
5718                 qboolean depthmask;
5719                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5720                 {
5721                         blendfunc1 = GL_SRC_ALPHA;
5722                         blendfunc2 = GL_ONE;
5723                 }
5724                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5725                 {
5726                         blendfunc1 = GL_SRC_ALPHA;
5727                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5728                 }
5729                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5730                 {
5731                         blendfunc1 = t->customblendfunc[0];
5732                         blendfunc2 = t->customblendfunc[1];
5733                 }
5734                 else
5735                 {
5736                         blendfunc1 = GL_ONE;
5737                         blendfunc2 = GL_ZERO;
5738                 }
5739                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5740                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5741                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5742                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5743                 {
5744                         // fullbright is not affected by r_refdef.lightmapintensity
5745                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
5746                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5747                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5748                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5749                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5750                 }
5751                 else
5752                 {
5753                         vec3_t ambientcolor;
5754                         float colorscale;
5755                         // set the color tint used for lights affecting this surface
5756                         VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
5757                         colorscale = 2;
5758                         // q3bsp has no lightmap updates, so the lightstylevalue that
5759                         // would normally be baked into the lightmap must be
5760                         // applied to the color
5761                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5762                         if (ent->model->type == mod_brushq3)
5763                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5764                         colorscale *= r_refdef.lightmapintensity;
5765                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5766                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5767                         // basic lit geometry
5768                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
5769                         // add pants/shirt if needed
5770                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5771                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
5772                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5773                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5774                         // now add ambient passes if needed
5775                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5776                         {
5777                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
5778                                 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5779                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5780                                 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5781                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5782                         }
5783                 }
5784                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5785                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
5786                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5787                 {
5788                         // if this is opaque use alpha blend which will darken the earlier
5789                         // passes cheaply.
5790                         //
5791                         // if this is an alpha blended material, all the earlier passes
5792                         // were darkened by fog already, so we only need to add the fog
5793                         // color ontop through the fog mask texture
5794                         //
5795                         // if this is an additive blended material, all the earlier passes
5796                         // were darkened by fog already, and we should not add fog color
5797                         // (because the background was not darkened, there is no fog color
5798                         // that was lost behind it).
5799                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
5800                 }
5801         }
5802
5803         return t->currentframe;
5804 }
5805
5806 rsurfacestate_t rsurface;
5807
5808 void R_Mesh_ResizeArrays(int newvertices)
5809 {
5810         float *base;
5811         if (rsurface.array_size >= newvertices)
5812                 return;
5813         if (rsurface.array_modelvertex3f)
5814                 Mem_Free(rsurface.array_modelvertex3f);
5815         rsurface.array_size = (newvertices + 1023) & ~1023;
5816         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5817         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
5818         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
5819         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
5820         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
5821         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
5822         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5823         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5824         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
5825         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
5826         rsurface.array_color4f           = base + rsurface.array_size * 27;
5827         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5828 }
5829
5830 void RSurf_ActiveWorldEntity(void)
5831 {
5832         dp_model_t *model = r_refdef.scene.worldmodel;
5833         //if (rsurface.entity == r_refdef.scene.worldentity)
5834         //      return;
5835         rsurface.entity = r_refdef.scene.worldentity;
5836         if (rsurface.array_size < model->surfmesh.num_vertices)
5837                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5838         rsurface.matrix = identitymatrix;
5839         rsurface.inversematrix = identitymatrix;
5840         R_Mesh_Matrix(&identitymatrix);
5841         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
5842         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
5843         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
5844         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
5845         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
5846         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
5847         VectorSet(rsurface.glowmod, 1, 1, 1);
5848         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
5849         rsurface.frameblend[0].lerp = 1;
5850         rsurface.basepolygonfactor = r_refdef.polygonfactor;
5851         rsurface.basepolygonoffset = r_refdef.polygonoffset;
5852         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
5853         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5854         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5855         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5856         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5857         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5858         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5859         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5860         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5861         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
5862         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5863         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5864         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
5865         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5866         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5867         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
5868         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5869         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5870         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
5871         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5872         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5873         rsurface.modelelement3i = model->surfmesh.data_element3i;
5874         rsurface.modelelement3s = model->surfmesh.data_element3s;
5875         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5876         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5877         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5878         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5879         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5880         rsurface.modelsurfaces = model->data_surfaces;
5881         rsurface.generatedvertex = false;
5882         rsurface.vertex3f  = rsurface.modelvertex3f;
5883         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5884         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5885         rsurface.svector3f = rsurface.modelsvector3f;
5886         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5887         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5888         rsurface.tvector3f = rsurface.modeltvector3f;
5889         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5890         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5891         rsurface.normal3f  = rsurface.modelnormal3f;
5892         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5893         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5894         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5895 }
5896
5897 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
5898 {
5899         dp_model_t *model = ent->model;
5900         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
5901         //      return;
5902         rsurface.entity = (entity_render_t *)ent;
5903         if (rsurface.array_size < model->surfmesh.num_vertices)
5904                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5905         rsurface.matrix = ent->matrix;
5906         rsurface.inversematrix = ent->inversematrix;
5907         R_Mesh_Matrix(&rsurface.matrix);
5908         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
5909         rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
5910         rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
5911         rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
5912         rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
5913         rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
5914         rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
5915         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5916         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5917         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5918         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5919         VectorCopy(ent->glowmod, rsurface.glowmod);
5920         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
5921         rsurface.basepolygonfactor = r_refdef.polygonfactor;
5922         rsurface.basepolygonoffset = r_refdef.polygonoffset;
5923         if (ent->model->brush.submodel)
5924         {
5925                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5926                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5927         }
5928         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
5929         {
5930                 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
5931                 {
5932                         rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
5933                         rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
5934                         rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
5935                         rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
5936                 }
5937                 else if (wanttangents)
5938                 {
5939                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5940                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5941                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5942                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5943                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5944                 }
5945                 else if (wantnormals)
5946                 {
5947                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5948                         rsurface.modelsvector3f = NULL;
5949                         rsurface.modeltvector3f = NULL;
5950                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5951                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5952                 }
5953                 else
5954                 {
5955                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5956                         rsurface.modelsvector3f = NULL;
5957                         rsurface.modeltvector3f = NULL;
5958                         rsurface.modelnormal3f = NULL;
5959                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5960                 }
5961                 rsurface.modelvertex3f_bufferobject = 0;
5962                 rsurface.modelvertex3f_bufferoffset = 0;
5963                 rsurface.modelsvector3f_bufferobject = 0;
5964                 rsurface.modelsvector3f_bufferoffset = 0;
5965                 rsurface.modeltvector3f_bufferobject = 0;
5966                 rsurface.modeltvector3f_bufferoffset = 0;
5967                 rsurface.modelnormal3f_bufferobject = 0;
5968                 rsurface.modelnormal3f_bufferoffset = 0;
5969                 rsurface.generatedvertex = true;
5970         }
5971         else
5972         {
5973                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
5974                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5975                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5976                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5977                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5978                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5979                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5980                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5981                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5982                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
5983                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5984                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5985                 rsurface.generatedvertex = false;
5986         }
5987         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
5988         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5989         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5990         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
5991         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5992         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5993         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
5994         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5995         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5996         rsurface.modelelement3i = model->surfmesh.data_element3i;
5997         rsurface.modelelement3s = model->surfmesh.data_element3s;
5998         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5999         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6000         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6001         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6002         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6003         rsurface.modelsurfaces = model->data_surfaces;
6004         rsurface.vertex3f  = rsurface.modelvertex3f;
6005         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6006         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6007         rsurface.svector3f = rsurface.modelsvector3f;
6008         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6009         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6010         rsurface.tvector3f = rsurface.modeltvector3f;
6011         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6012         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6013         rsurface.normal3f  = rsurface.modelnormal3f;
6014         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6015         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6016         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6017 }
6018
6019 float RSurf_FogVertex(const float *v)
6020 {
6021         float len = VectorDistance(rsurface.localvieworigin, v);
6022         unsigned int fogmasktableindex;
6023         fogmasktableindex = (unsigned int)(len * r_refdef.fogmasktabledistmultiplier);
6024         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6025 }
6026
6027 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
6028 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
6029 {
6030         int deformindex;
6031         int texturesurfaceindex;
6032         int i, j;
6033         float amplitude;
6034         float animpos;
6035         float scale;
6036         const float *v1, *in_tc;
6037         float *out_tc;
6038         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
6039         float waveparms[4];
6040         q3shaderinfo_deform_t *deform;
6041         // 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
6042         if (rsurface.generatedvertex)
6043         {
6044                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
6045                         generatenormals = true;
6046                 for (i = 0;i < Q3MAXDEFORMS;i++)
6047                 {
6048                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
6049                         {
6050                                 generatetangents = true;
6051                                 generatenormals = true;
6052                         }
6053                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
6054                                 generatenormals = true;
6055                 }
6056                 if (generatenormals && !rsurface.modelnormal3f)
6057                 {
6058                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6059                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
6060                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
6061                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6062                 }
6063                 if (generatetangents && !rsurface.modelsvector3f)
6064                 {
6065                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6066                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
6067                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
6068                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6069                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
6070                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
6071                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
6072                 }
6073         }
6074         rsurface.vertex3f  = rsurface.modelvertex3f;
6075         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6076         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6077         rsurface.svector3f = rsurface.modelsvector3f;
6078         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6079         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6080         rsurface.tvector3f = rsurface.modeltvector3f;
6081         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6082         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6083         rsurface.normal3f  = rsurface.modelnormal3f;
6084         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6085         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6086         // if vertices are deformed (sprite flares and things in maps, possibly
6087         // water waves, bulges and other deformations), generate them into
6088         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
6089         // (may be static model data or generated data for an animated model, or
6090         //  the previous deform pass)
6091         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
6092         {
6093                 switch (deform->deform)
6094                 {
6095                 default:
6096                 case Q3DEFORM_PROJECTIONSHADOW:
6097                 case Q3DEFORM_TEXT0:
6098                 case Q3DEFORM_TEXT1:
6099                 case Q3DEFORM_TEXT2:
6100                 case Q3DEFORM_TEXT3:
6101                 case Q3DEFORM_TEXT4:
6102                 case Q3DEFORM_TEXT5:
6103                 case Q3DEFORM_TEXT6:
6104                 case Q3DEFORM_TEXT7:
6105                 case Q3DEFORM_NONE:
6106                         break;
6107                 case Q3DEFORM_AUTOSPRITE:
6108                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6109                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6110                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6111                         VectorNormalize(newforward);
6112                         VectorNormalize(newright);
6113                         VectorNormalize(newup);
6114                         // make deformed versions of only the model vertices used by the specified surfaces
6115                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6116                         {
6117                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6118                                 // a single autosprite surface can contain multiple sprites...
6119                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
6120                                 {
6121                                         VectorClear(center);
6122                                         for (i = 0;i < 4;i++)
6123                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6124                                         VectorScale(center, 0.25f, center);
6125                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
6126                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
6127                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
6128                                         for (i = 0;i < 4;i++)
6129                                         {
6130                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
6131                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6132                                         }
6133                                 }
6134                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6135                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6136                         }
6137                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6138                         rsurface.vertex3f_bufferobject = 0;
6139                         rsurface.vertex3f_bufferoffset = 0;
6140                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6141                         rsurface.svector3f_bufferobject = 0;
6142                         rsurface.svector3f_bufferoffset = 0;
6143                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6144                         rsurface.tvector3f_bufferobject = 0;
6145                         rsurface.tvector3f_bufferoffset = 0;
6146                         rsurface.normal3f = rsurface.array_deformednormal3f;
6147                         rsurface.normal3f_bufferobject = 0;
6148                         rsurface.normal3f_bufferoffset = 0;
6149                         break;
6150                 case Q3DEFORM_AUTOSPRITE2:
6151                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6152                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6153                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6154                         VectorNormalize(newforward);
6155                         VectorNormalize(newright);
6156                         VectorNormalize(newup);
6157                         // make deformed versions of only the model vertices used by the specified surfaces
6158                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6159                         {
6160                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6161                                 const float *v1, *v2;
6162                                 vec3_t start, end;
6163                                 float f, l;
6164                                 struct
6165                                 {
6166                                         float length2;
6167                                         const float *v1;
6168                                         const float *v2;
6169                                 }
6170                                 shortest[2];
6171                                 memset(shortest, 0, sizeof(shortest));
6172                                 // a single autosprite surface can contain multiple sprites...
6173                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
6174                                 {
6175                                         VectorClear(center);
6176                                         for (i = 0;i < 4;i++)
6177                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6178                                         VectorScale(center, 0.25f, center);
6179                                         // find the two shortest edges, then use them to define the
6180                                         // axis vectors for rotating around the central axis
6181                                         for (i = 0;i < 6;i++)
6182                                         {
6183                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
6184                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
6185 #if 0
6186                                                 Debug_PolygonBegin(NULL, 0);
6187                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
6188                                                 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);
6189                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
6190                                                 Debug_PolygonEnd();
6191 #endif
6192                                                 l = VectorDistance2(v1, v2);
6193                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
6194                                                 if (v1[2] != v2[2])
6195                                                         l += (1.0f / 1024.0f);
6196                                                 if (shortest[0].length2 > l || i == 0)
6197                                                 {
6198                                                         shortest[1] = shortest[0];
6199                                                         shortest[0].length2 = l;
6200                                                         shortest[0].v1 = v1;
6201                                                         shortest[0].v2 = v2;
6202                                                 }
6203                                                 else if (shortest[1].length2 > l || i == 1)
6204                                                 {
6205                                                         shortest[1].length2 = l;
6206                                                         shortest[1].v1 = v1;
6207                                                         shortest[1].v2 = v2;
6208                                                 }
6209                                         }
6210                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6211                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6212 #if 0
6213                                         Debug_PolygonBegin(NULL, 0);
6214                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6215                                         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);
6216                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6217                                         Debug_PolygonEnd();
6218 #endif
6219                                         // this calculates the right vector from the shortest edge
6220                                         // and the up vector from the edge midpoints
6221                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6222                                         VectorNormalize(right);
6223                                         VectorSubtract(end, start, up);
6224                                         VectorNormalize(up);
6225                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6226                                         VectorSubtract(rsurface.localvieworigin, center, forward);
6227                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6228                                         VectorNegate(forward, forward);
6229                                         VectorReflect(forward, 0, up, forward);
6230                                         VectorNormalize(forward);
6231                                         CrossProduct(up, forward, newright);
6232                                         VectorNormalize(newright);
6233 #if 0
6234                                         Debug_PolygonBegin(NULL, 0);
6235                                         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);
6236                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6237                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
6238                                         Debug_PolygonEnd();
6239 #endif
6240 #if 0
6241                                         Debug_PolygonBegin(NULL, 0);
6242                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6243                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6244                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
6245                                         Debug_PolygonEnd();
6246 #endif
6247                                         // rotate the quad around the up axis vector, this is made
6248                                         // especially easy by the fact we know the quad is flat,
6249                                         // so we only have to subtract the center position and
6250                                         // measure distance along the right vector, and then
6251                                         // multiply that by the newright vector and add back the
6252                                         // center position
6253                                         // we also need to subtract the old position to undo the
6254                                         // displacement from the center, which we do with a
6255                                         // DotProduct, the subtraction/addition of center is also
6256                                         // optimized into DotProducts here
6257                                         l = DotProduct(right, center);
6258                                         for (i = 0;i < 4;i++)
6259                                         {
6260                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6261                                                 f = DotProduct(right, v1) - l;
6262                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6263                                         }
6264                                 }
6265                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6266                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6267                         }
6268                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6269                         rsurface.vertex3f_bufferobject = 0;
6270                         rsurface.vertex3f_bufferoffset = 0;
6271                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6272                         rsurface.svector3f_bufferobject = 0;
6273                         rsurface.svector3f_bufferoffset = 0;
6274                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6275                         rsurface.tvector3f_bufferobject = 0;
6276                         rsurface.tvector3f_bufferoffset = 0;
6277                         rsurface.normal3f = rsurface.array_deformednormal3f;
6278                         rsurface.normal3f_bufferobject = 0;
6279                         rsurface.normal3f_bufferoffset = 0;
6280                         break;
6281                 case Q3DEFORM_NORMAL:
6282                         // deform the normals to make reflections wavey
6283                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6284                         {
6285                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6286                                 for (j = 0;j < surface->num_vertices;j++)
6287                                 {
6288                                         float vertex[3];
6289                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
6290                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6291                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
6292                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6293                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6294                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6295                                         VectorNormalize(normal);
6296                                 }
6297                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6298                         }
6299                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6300                         rsurface.svector3f_bufferobject = 0;
6301                         rsurface.svector3f_bufferoffset = 0;
6302                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6303                         rsurface.tvector3f_bufferobject = 0;
6304                         rsurface.tvector3f_bufferoffset = 0;
6305                         rsurface.normal3f = rsurface.array_deformednormal3f;
6306                         rsurface.normal3f_bufferobject = 0;
6307                         rsurface.normal3f_bufferoffset = 0;
6308                         break;
6309                 case Q3DEFORM_WAVE:
6310                         // deform vertex array to make wavey water and flags and such
6311                         waveparms[0] = deform->waveparms[0];
6312                         waveparms[1] = deform->waveparms[1];
6313                         waveparms[2] = deform->waveparms[2];
6314                         waveparms[3] = deform->waveparms[3];
6315                         // this is how a divisor of vertex influence on deformation
6316                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6317                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6318                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6319                         {
6320                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6321                                 for (j = 0;j < surface->num_vertices;j++)
6322                                 {
6323                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
6324                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6325                                         // if the wavefunc depends on time, evaluate it per-vertex
6326                                         if (waveparms[3])
6327                                         {
6328                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6329                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6330                                         }
6331                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6332                                 }
6333                         }
6334                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6335                         rsurface.vertex3f_bufferobject = 0;
6336                         rsurface.vertex3f_bufferoffset = 0;
6337                         break;
6338                 case Q3DEFORM_BULGE:
6339                         // deform vertex array to make the surface have moving bulges
6340                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6341                         {
6342                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6343                                 for (j = 0;j < surface->num_vertices;j++)
6344                                 {
6345                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6346                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6347                                 }
6348                         }
6349                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6350                         rsurface.vertex3f_bufferobject = 0;
6351                         rsurface.vertex3f_bufferoffset = 0;
6352                         break;
6353                 case Q3DEFORM_MOVE:
6354                         // deform vertex array
6355                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6356                         VectorScale(deform->parms, scale, waveparms);
6357                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6358                         {
6359                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6360                                 for (j = 0;j < surface->num_vertices;j++)
6361                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6362                         }
6363                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6364                         rsurface.vertex3f_bufferobject = 0;
6365                         rsurface.vertex3f_bufferoffset = 0;
6366                         break;
6367                 }
6368         }
6369         // generate texcoords based on the chosen texcoord source
6370         switch(rsurface.texture->tcgen.tcgen)
6371         {
6372         default:
6373         case Q3TCGEN_TEXTURE:
6374                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
6375                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
6376                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
6377                 break;
6378         case Q3TCGEN_LIGHTMAP:
6379                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
6380                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
6381                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
6382                 break;
6383         case Q3TCGEN_VECTOR:
6384                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6385                 {
6386                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6387                         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)
6388                         {
6389                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6390                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6391                         }
6392                 }
6393                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6394                 rsurface.texcoordtexture2f_bufferobject  = 0;
6395                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6396                 break;
6397         case Q3TCGEN_ENVIRONMENT:
6398                 // make environment reflections using a spheremap
6399                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6400                 {
6401                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6402                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6403                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6404                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6405                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6406                         {
6407                                 // identical to Q3A's method, but executed in worldspace so
6408                                 // carried models can be shiny too
6409
6410                                 float viewer[3], d, reflected[3], worldreflected[3];
6411
6412                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
6413                                 // VectorNormalize(viewer);
6414
6415                                 d = DotProduct(normal, viewer);
6416
6417                                 reflected[0] = normal[0]*2*d - viewer[0];
6418                                 reflected[1] = normal[1]*2*d - viewer[1];
6419                                 reflected[2] = normal[2]*2*d - viewer[2];
6420                                 // note: this is proportinal to viewer, so we can normalize later
6421
6422                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6423                                 VectorNormalize(worldreflected);
6424
6425                                 // note: this sphere map only uses world x and z!
6426                                 // so positive and negative y will LOOK THE SAME.
6427                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6428                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6429                         }
6430                 }
6431                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6432                 rsurface.texcoordtexture2f_bufferobject  = 0;
6433                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6434                 break;
6435         }
6436         // the only tcmod that needs software vertex processing is turbulent, so
6437         // check for it here and apply the changes if needed
6438         // and we only support that as the first one
6439         // (handling a mixture of turbulent and other tcmods would be problematic
6440         //  without punting it entirely to a software path)
6441         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6442         {
6443                 amplitude = rsurface.texture->tcmods[0].parms[1];
6444                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6445                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6446                 {
6447                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6448                         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)
6449                         {
6450                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6451                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6452                         }
6453                 }
6454                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6455                 rsurface.texcoordtexture2f_bufferobject  = 0;
6456                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6457         }
6458         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
6459         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6460         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6461         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6462 }
6463
6464 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
6465 {
6466         int i, j;
6467         const msurface_t *surface = texturesurfacelist[0];
6468         const msurface_t *surface2;
6469         int firstvertex;
6470         int endvertex;
6471         int numvertices;
6472         int numtriangles;
6473         // TODO: lock all array ranges before render, rather than on each surface
6474         if (texturenumsurfaces == 1)
6475         {
6476                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6477                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6478         }
6479         else if (r_batchmode.integer == 2)
6480         {
6481                 #define MAXBATCHTRIANGLES 4096
6482                 int batchtriangles = 0;
6483                 int batchelements[MAXBATCHTRIANGLES*3];
6484                 for (i = 0;i < texturenumsurfaces;i = j)
6485                 {
6486                         surface = texturesurfacelist[i];
6487                         j = i + 1;
6488                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6489                         {
6490                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6491                                 continue;
6492                         }
6493                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6494                         batchtriangles = surface->num_triangles;
6495                         firstvertex = surface->num_firstvertex;
6496                         endvertex = surface->num_firstvertex + surface->num_vertices;
6497                         for (;j < texturenumsurfaces;j++)
6498                         {
6499                                 surface2 = texturesurfacelist[j];
6500                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6501                                         break;
6502                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6503                                 batchtriangles += surface2->num_triangles;
6504                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6505                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6506                         }
6507                         surface2 = texturesurfacelist[j-1];
6508                         numvertices = endvertex - firstvertex;
6509                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6510                 }
6511         }
6512         else if (r_batchmode.integer == 1)
6513         {
6514                 for (i = 0;i < texturenumsurfaces;i = j)
6515                 {
6516                         surface = texturesurfacelist[i];
6517                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6518                                 if (texturesurfacelist[j] != surface2)
6519                                         break;
6520                         surface2 = texturesurfacelist[j-1];
6521                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6522                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6523                         GL_LockArrays(surface->num_firstvertex, numvertices);
6524                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6525                 }
6526         }
6527         else
6528         {
6529                 for (i = 0;i < texturenumsurfaces;i++)
6530                 {
6531                         surface = texturesurfacelist[i];
6532                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6533                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6534                 }
6535         }
6536 }
6537
6538 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6539 {
6540         int i, planeindex, vertexindex;
6541         float d, bestd;
6542         vec3_t vert;
6543         const float *v;
6544         r_waterstate_waterplane_t *p, *bestp;
6545         msurface_t *surface;
6546         if (r_waterstate.renderingscene)
6547                 return;
6548         for (i = 0;i < texturenumsurfaces;i++)
6549         {
6550                 surface = texturesurfacelist[i];
6551                 if (lightmaptexunit >= 0)
6552                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6553                 if (deluxemaptexunit >= 0)
6554                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6555                 // pick the closest matching water plane
6556                 bestd = 0;
6557                 bestp = NULL;
6558                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6559                 {
6560                         d = 0;
6561                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6562                         {
6563                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6564                                 d += fabs(PlaneDiff(vert, &p->plane));
6565                         }
6566                         if (bestd > d || !bestp)
6567                         {
6568                                 bestd = d;
6569                                 bestp = p;
6570                         }
6571                 }
6572                 if (bestp)
6573                 {
6574                         if (refractiontexunit >= 0)
6575                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6576                         if (reflectiontexunit >= 0)
6577                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6578                 }
6579                 else
6580                 {
6581                         if (refractiontexunit >= 0)
6582                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6583                         if (reflectiontexunit >= 0)
6584                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6585                 }
6586                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6587                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6588         }
6589 }
6590
6591 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6592 {
6593         int i;
6594         int j;
6595         const msurface_t *surface = texturesurfacelist[0];
6596         const msurface_t *surface2;
6597         int firstvertex;
6598         int endvertex;
6599         int numvertices;
6600         int numtriangles;
6601         // TODO: lock all array ranges before render, rather than on each surface
6602         if (texturenumsurfaces == 1)
6603         {
6604                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6605                 if (deluxemaptexunit >= 0)
6606                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6607                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6608                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6609         }
6610         else if (r_batchmode.integer == 2)
6611         {
6612                 #define MAXBATCHTRIANGLES 4096
6613                 int batchtriangles = 0;
6614                 int batchelements[MAXBATCHTRIANGLES*3];
6615                 for (i = 0;i < texturenumsurfaces;i = j)
6616                 {
6617                         surface = texturesurfacelist[i];
6618                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6619                         if (deluxemaptexunit >= 0)
6620                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6621                         j = i + 1;
6622                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6623                         {
6624                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6625                                 continue;
6626                         }
6627                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6628                         batchtriangles = surface->num_triangles;
6629                         firstvertex = surface->num_firstvertex;
6630                         endvertex = surface->num_firstvertex + surface->num_vertices;
6631                         for (;j < texturenumsurfaces;j++)
6632                         {
6633                                 surface2 = texturesurfacelist[j];
6634                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6635                                         break;
6636                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6637                                 batchtriangles += surface2->num_triangles;
6638                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6639                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6640                         }
6641                         surface2 = texturesurfacelist[j-1];
6642                         numvertices = endvertex - firstvertex;
6643                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6644                 }
6645         }
6646         else if (r_batchmode.integer == 1)
6647         {
6648 #if 0
6649                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6650                 for (i = 0;i < texturenumsurfaces;i = j)
6651                 {
6652                         surface = texturesurfacelist[i];
6653                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6654                                 if (texturesurfacelist[j] != surface2)
6655                                         break;
6656                         Con_Printf(" %i", j - i);
6657                 }
6658                 Con_Printf("\n");
6659                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6660 #endif
6661                 for (i = 0;i < texturenumsurfaces;i = j)
6662                 {
6663                         surface = texturesurfacelist[i];
6664                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6665                         if (deluxemaptexunit >= 0)
6666                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6667                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6668                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6669                                         break;
6670 #if 0
6671                         Con_Printf(" %i", j - i);
6672 #endif
6673                         surface2 = texturesurfacelist[j-1];
6674                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6675                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6676                         GL_LockArrays(surface->num_firstvertex, numvertices);
6677                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6678                 }
6679 #if 0
6680                 Con_Printf("\n");
6681 #endif
6682         }
6683         else
6684         {
6685                 for (i = 0;i < texturenumsurfaces;i++)
6686                 {
6687                         surface = texturesurfacelist[i];
6688                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6689                         if (deluxemaptexunit >= 0)
6690                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6691                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6692                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6693                 }
6694         }
6695 }
6696
6697 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
6698 {
6699         int j;
6700         int texturesurfaceindex;
6701         if (r_showsurfaces.integer == 2)
6702         {
6703                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6704                 {
6705                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6706                         for (j = 0;j < surface->num_triangles;j++)
6707                         {
6708                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
6709                                 GL_Color(f, f, f, 1);
6710                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6711                         }
6712                 }
6713         }
6714         else
6715         {
6716                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6717                 {
6718                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6719                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
6720                         GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
6721                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6722                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6723                 }
6724         }
6725 }
6726
6727 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
6728 {
6729         int texturesurfaceindex;
6730         int i;
6731         float *v, *c2;
6732         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6733         {
6734                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6735                 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)
6736                 {
6737                         c2[0] = 0.5;
6738                         c2[1] = 0.5;
6739                         c2[2] = 0.5;
6740                         c2[3] = 1;
6741                 }
6742         }
6743         rsurface.lightmapcolor4f = rsurface.array_color4f;
6744         rsurface.lightmapcolor4f_bufferobject = 0;
6745         rsurface.lightmapcolor4f_bufferoffset = 0;
6746 }
6747
6748 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
6749 {
6750         int texturesurfaceindex;
6751         int i;
6752         float f;
6753         float *v, *c, *c2;
6754         if (rsurface.lightmapcolor4f)
6755         {
6756                 // generate color arrays for the surfaces in this list
6757                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6758                 {
6759                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6760                         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)
6761                         {
6762                                 f = RSurf_FogVertex(v);
6763                                 c2[0] = c[0] * f;
6764                                 c2[1] = c[1] * f;
6765                                 c2[2] = c[2] * f;
6766                                 c2[3] = c[3];
6767                         }
6768                 }
6769         }
6770         else
6771         {
6772                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6773                 {
6774                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6775                         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)
6776                         {
6777                                 f = RSurf_FogVertex(v);
6778                                 c2[0] = f;
6779                                 c2[1] = f;
6780                                 c2[2] = f;
6781                                 c2[3] = 1;
6782                         }
6783                 }
6784         }
6785         rsurface.lightmapcolor4f = rsurface.array_color4f;
6786         rsurface.lightmapcolor4f_bufferobject = 0;
6787         rsurface.lightmapcolor4f_bufferoffset = 0;
6788 }
6789
6790 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
6791 {
6792         int texturesurfaceindex;
6793         int i;
6794         float f;
6795         float *v, *c, *c2;
6796         if (!rsurface.lightmapcolor4f)
6797                 return;
6798         // generate color arrays for the surfaces in this list
6799         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6800         {
6801                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6802                 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)
6803                 {
6804                         f = RSurf_FogVertex(v);
6805                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
6806                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
6807                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
6808                         c2[3] = c[3];
6809                 }
6810         }
6811         rsurface.lightmapcolor4f = rsurface.array_color4f;
6812         rsurface.lightmapcolor4f_bufferobject = 0;
6813         rsurface.lightmapcolor4f_bufferoffset = 0;
6814 }
6815
6816 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
6817 {
6818         int texturesurfaceindex;
6819         int i;
6820         float *c, *c2;
6821         if (!rsurface.lightmapcolor4f)
6822                 return;
6823         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6824         {
6825                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6826                 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)
6827                 {
6828                         c2[0] = c[0] * r;
6829                         c2[1] = c[1] * g;
6830                         c2[2] = c[2] * b;
6831                         c2[3] = c[3] * a;
6832                 }
6833         }
6834         rsurface.lightmapcolor4f = rsurface.array_color4f;
6835         rsurface.lightmapcolor4f_bufferobject = 0;
6836         rsurface.lightmapcolor4f_bufferoffset = 0;
6837 }
6838
6839 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
6840 {
6841         int texturesurfaceindex;
6842         int i;
6843         float *c, *c2;
6844         if (!rsurface.lightmapcolor4f)
6845                 return;
6846         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6847         {
6848                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6849                 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)
6850                 {
6851                         c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
6852                         c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
6853                         c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
6854                         c2[3] = c[3];
6855                 }
6856         }
6857         rsurface.lightmapcolor4f = rsurface.array_color4f;
6858         rsurface.lightmapcolor4f_bufferobject = 0;
6859         rsurface.lightmapcolor4f_bufferoffset = 0;
6860 }
6861
6862 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6863 {
6864         // TODO: optimize
6865         rsurface.lightmapcolor4f = NULL;
6866         rsurface.lightmapcolor4f_bufferobject = 0;
6867         rsurface.lightmapcolor4f_bufferoffset = 0;
6868         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6869         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6870         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6871         GL_Color(r, g, b, a);
6872         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
6873 }
6874
6875 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6876 {
6877         // TODO: optimize applyfog && applycolor case
6878         // just apply fog if necessary, and tint the fog color array if necessary
6879         rsurface.lightmapcolor4f = NULL;
6880         rsurface.lightmapcolor4f_bufferobject = 0;
6881         rsurface.lightmapcolor4f_bufferoffset = 0;
6882         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6883         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6884         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6885         GL_Color(r, g, b, a);
6886         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6887 }
6888
6889 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6890 {
6891         int texturesurfaceindex;
6892         int i;
6893         float *c;
6894         // TODO: optimize
6895         if (texturesurfacelist[0]->lightmapinfo)
6896         {
6897                 // generate color arrays for the surfaces in this list
6898                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6899                 {
6900                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6901                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
6902                         {
6903                                 if (surface->lightmapinfo->samples)
6904                                 {
6905                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
6906                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
6907                                         VectorScale(lm, scale, c);
6908                                         if (surface->lightmapinfo->styles[1] != 255)
6909                                         {
6910                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
6911                                                 lm += size3;
6912                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
6913                                                 VectorMA(c, scale, lm, c);
6914                                                 if (surface->lightmapinfo->styles[2] != 255)
6915                                                 {
6916                                                         lm += size3;
6917                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
6918                                                         VectorMA(c, scale, lm, c);
6919                                                         if (surface->lightmapinfo->styles[3] != 255)
6920                                                         {
6921                                                                 lm += size3;
6922                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
6923                                                                 VectorMA(c, scale, lm, c);
6924                                                         }
6925                                                 }
6926                                         }
6927                                 }
6928                                 else
6929                                         VectorClear(c);
6930                                 c[3] = 1;
6931                         }
6932                 }
6933                 rsurface.lightmapcolor4f = rsurface.array_color4f;
6934                 rsurface.lightmapcolor4f_bufferobject = 0;
6935                 rsurface.lightmapcolor4f_bufferoffset = 0;
6936         }
6937         else
6938         {
6939                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6940                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6941                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6942         }
6943         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6944         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6945         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6946         GL_Color(r, g, b, a);
6947         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6948 }
6949
6950 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6951 {
6952         int texturesurfaceindex;
6953         int i;
6954         float f;
6955         float *v, *c, *c2, alpha;
6956         vec3_t ambientcolor;
6957         vec3_t diffusecolor;
6958         vec3_t lightdir;
6959         // TODO: optimize
6960         // model lighting
6961         VectorCopy(rsurface.modellight_lightdir, lightdir);
6962         f = 0.5f * r_refdef.lightmapintensity;
6963         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6964         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6965         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6966         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6967         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6968         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6969         alpha = *a;
6970         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6971         {
6972                 // generate color arrays for the surfaces in this list
6973                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6974                 {
6975                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6976                         int numverts = surface->num_vertices;
6977                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6978                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6979                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6980                         // q3-style directional shading
6981                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6982                         {
6983                                 if ((f = DotProduct(c2, lightdir)) > 0)
6984                                         VectorMA(ambientcolor, f, diffusecolor, c);
6985                                 else
6986                                         VectorCopy(ambientcolor, c);
6987                                 c[3] = alpha;
6988                         }
6989                 }
6990                 *r = 1;
6991                 *g = 1;
6992                 *b = 1;
6993                 *a = 1;
6994                 rsurface.lightmapcolor4f = rsurface.array_color4f;
6995                 rsurface.lightmapcolor4f_bufferobject = 0;
6996                 rsurface.lightmapcolor4f_bufferoffset = 0;
6997                 *applycolor = false;
6998         }
6999         else
7000         {
7001                 *r = ambientcolor[0];
7002                 *g = ambientcolor[1];
7003                 *b = ambientcolor[2];
7004                 rsurface.lightmapcolor4f = NULL;
7005                 rsurface.lightmapcolor4f_bufferobject = 0;
7006                 rsurface.lightmapcolor4f_bufferoffset = 0;
7007         }
7008 }
7009
7010 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7011 {
7012         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
7013         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7014         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7015         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7016         GL_Color(r, g, b, a);
7017         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7018 }
7019
7020 void RSurf_SetupDepthAndCulling(void)
7021 {
7022         // submodels are biased to avoid z-fighting with world surfaces that they
7023         // may be exactly overlapping (avoids z-fighting artifacts on certain
7024         // doors and things in Quake maps)
7025         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
7026         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
7027         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
7028         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
7029 }
7030
7031 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
7032 {
7033         // transparent sky would be ridiculous
7034         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
7035                 return;
7036         R_SetupGenericShader(false);
7037         skyrenderlater = true;
7038         RSurf_SetupDepthAndCulling();
7039         GL_DepthMask(true);
7040         // LordHavoc: HalfLife maps have freaky skypolys so don't use
7041         // skymasking on them, and Quake3 never did sky masking (unlike
7042         // software Quake and software Quake2), so disable the sky masking
7043         // in Quake3 maps as it causes problems with q3map2 sky tricks,
7044         // and skymasking also looks very bad when noclipping outside the
7045         // level, so don't use it then either.
7046         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
7047         {
7048                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
7049                 R_Mesh_ColorPointer(NULL, 0, 0);
7050                 R_Mesh_ResetTextureState();
7051                 if (skyrendermasked)
7052                 {
7053                         R_SetupDepthOrShadowShader();
7054                         // depth-only (masking)
7055                         GL_ColorMask(0,0,0,0);
7056                         // just to make sure that braindead drivers don't draw
7057                         // anything despite that colormask...
7058                         GL_BlendFunc(GL_ZERO, GL_ONE);
7059                 }
7060                 else
7061                 {
7062                         R_SetupGenericShader(false);
7063                         // fog sky
7064                         GL_BlendFunc(GL_ONE, GL_ZERO);
7065                 }
7066                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7067                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7068                 if (skyrendermasked)
7069                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7070         }
7071         R_Mesh_ResetTextureState();
7072         GL_Color(1, 1, 1, 1);
7073 }
7074
7075 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7076 {
7077         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
7078                 return;
7079
7080         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
7081         R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
7082         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
7083         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
7084         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
7085         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
7086         if (rsurface.texture->backgroundcurrentskinframe)
7087         {
7088                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
7089                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
7090                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
7091                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
7092         }
7093         if(rsurface.texture->colormapping)
7094         {
7095                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
7096                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
7097         }
7098         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
7099         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7100                 R_Mesh_ColorPointer(NULL, 0, 0);
7101         else
7102                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7103
7104         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7105         {
7106                 // render background
7107                 GL_BlendFunc(GL_ONE, GL_ZERO);
7108                 GL_DepthMask(true);
7109                 GL_AlphaTest(false);
7110
7111                 GL_Color(1, 1, 1, 1);
7112                 R_Mesh_ColorPointer(NULL, 0, 0);
7113
7114                 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
7115                 if (r_glsl_permutation)
7116                 {
7117                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
7118                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7119                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7120                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7121                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7122                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7123                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
7124                 }
7125                 GL_LockArrays(0, 0);
7126
7127                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7128                 GL_DepthMask(false);
7129                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7130                         R_Mesh_ColorPointer(NULL, 0, 0);
7131                 else
7132                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7133                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
7134                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
7135         }
7136
7137         R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
7138         if (!r_glsl_permutation)
7139                 return;
7140
7141         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
7142         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7143         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7144         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7145         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7146         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7147
7148         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
7149         {
7150                 GL_BlendFunc(GL_ONE, GL_ZERO);
7151                 GL_DepthMask(true);
7152                 GL_AlphaTest(false);
7153         }
7154         else
7155         {
7156                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7157                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
7158                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
7159         }
7160
7161         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7162         {
7163                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7164                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
7165                 else
7166                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
7167         }
7168         else
7169         {
7170                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7171                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
7172                 else
7173                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7174         }
7175         GL_LockArrays(0, 0);
7176 }
7177
7178 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7179 {
7180         // OpenGL 1.3 path - anything not completely ancient
7181         int texturesurfaceindex;
7182         qboolean applycolor;
7183         qboolean applyfog;
7184         rmeshstate_t m;
7185         int layerindex;
7186         const texturelayer_t *layer;
7187         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7188
7189         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7190         {
7191                 vec4_t layercolor;
7192                 int layertexrgbscale;
7193                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7194                 {
7195                         if (layerindex == 0)
7196                                 GL_AlphaTest(true);
7197                         else
7198                         {
7199                                 GL_AlphaTest(false);
7200                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7201                         }
7202                 }
7203                 GL_DepthMask(layer->depthmask && writedepth);
7204                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7205                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7206                 {
7207                         layertexrgbscale = 4;
7208                         VectorScale(layer->color, 0.25f, layercolor);
7209                 }
7210                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7211                 {
7212                         layertexrgbscale = 2;
7213                         VectorScale(layer->color, 0.5f, layercolor);
7214                 }
7215                 else
7216                 {
7217                         layertexrgbscale = 1;
7218                         VectorScale(layer->color, 1.0f, layercolor);
7219                 }
7220                 layercolor[3] = layer->color[3];
7221                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7222                 R_Mesh_ColorPointer(NULL, 0, 0);
7223                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7224                 switch (layer->type)
7225                 {
7226                 case TEXTURELAYERTYPE_LITTEXTURE:
7227                         memset(&m, 0, sizeof(m));
7228                         m.tex[0] = R_GetTexture(r_texture_white);
7229                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7230                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7231                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7232                         m.tex[1] = R_GetTexture(layer->texture);
7233                         m.texmatrix[1] = layer->texmatrix;
7234                         m.texrgbscale[1] = layertexrgbscale;
7235                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7236                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7237                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7238                         R_Mesh_TextureState(&m);
7239                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7240                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7241                         else if (rsurface.uselightmaptexture)
7242                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7243                         else
7244                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7245                         break;
7246                 case TEXTURELAYERTYPE_TEXTURE:
7247                         memset(&m, 0, sizeof(m));
7248                         m.tex[0] = R_GetTexture(layer->texture);
7249                         m.texmatrix[0] = layer->texmatrix;
7250                         m.texrgbscale[0] = layertexrgbscale;
7251                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7252                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7253                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7254                         R_Mesh_TextureState(&m);
7255                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7256                         break;
7257                 case TEXTURELAYERTYPE_FOG:
7258                         memset(&m, 0, sizeof(m));
7259                         m.texrgbscale[0] = layertexrgbscale;
7260                         if (layer->texture)
7261                         {
7262                                 m.tex[0] = R_GetTexture(layer->texture);
7263                                 m.texmatrix[0] = layer->texmatrix;
7264                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7265                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7266                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7267                         }
7268                         R_Mesh_TextureState(&m);
7269                         // generate a color array for the fog pass
7270                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7271                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7272                         {
7273                                 int i;
7274                                 float f, *v, *c;
7275                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7276                                 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)
7277                                 {
7278                                         f = 1 - RSurf_FogVertex(v);
7279                                         c[0] = layercolor[0];
7280                                         c[1] = layercolor[1];
7281                                         c[2] = layercolor[2];
7282                                         c[3] = f * layercolor[3];
7283                                 }
7284                         }
7285                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7286                         break;
7287                 default:
7288                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7289                 }
7290                 GL_LockArrays(0, 0);
7291         }
7292         CHECKGLERROR
7293         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7294         {
7295                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7296                 GL_AlphaTest(false);
7297         }
7298 }
7299
7300 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7301 {
7302         // OpenGL 1.1 - crusty old voodoo path
7303         int texturesurfaceindex;
7304         qboolean applyfog;
7305         rmeshstate_t m;
7306         int layerindex;
7307         const texturelayer_t *layer;
7308         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7309
7310         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7311         {
7312                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7313                 {
7314                         if (layerindex == 0)
7315                                 GL_AlphaTest(true);
7316                         else
7317                         {
7318                                 GL_AlphaTest(false);
7319                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7320                         }
7321                 }
7322                 GL_DepthMask(layer->depthmask && writedepth);
7323                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7324                 R_Mesh_ColorPointer(NULL, 0, 0);
7325                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7326                 switch (layer->type)
7327                 {
7328                 case TEXTURELAYERTYPE_LITTEXTURE:
7329                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7330                         {
7331                                 // two-pass lit texture with 2x rgbscale
7332                                 // first the lightmap pass
7333                                 memset(&m, 0, sizeof(m));
7334                                 m.tex[0] = R_GetTexture(r_texture_white);
7335                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7336                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7337                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7338                                 R_Mesh_TextureState(&m);
7339                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7340                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7341                                 else if (rsurface.uselightmaptexture)
7342                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7343                                 else
7344                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7345                                 GL_LockArrays(0, 0);
7346                                 // then apply the texture to it
7347                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7348                                 memset(&m, 0, sizeof(m));
7349                                 m.tex[0] = R_GetTexture(layer->texture);
7350                                 m.texmatrix[0] = layer->texmatrix;
7351                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7352                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7353                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7354                                 R_Mesh_TextureState(&m);
7355                                 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);
7356                         }
7357                         else
7358                         {
7359                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7360                                 memset(&m, 0, sizeof(m));
7361                                 m.tex[0] = R_GetTexture(layer->texture);
7362                                 m.texmatrix[0] = layer->texmatrix;
7363                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7364                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7365                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7366                                 R_Mesh_TextureState(&m);
7367                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7368                                         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);
7369                                 else
7370                                         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);
7371                         }
7372                         break;
7373                 case TEXTURELAYERTYPE_TEXTURE:
7374                         // singletexture unlit texture with transparency support
7375                         memset(&m, 0, sizeof(m));
7376                         m.tex[0] = R_GetTexture(layer->texture);
7377                         m.texmatrix[0] = layer->texmatrix;
7378                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7379                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7380                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7381                         R_Mesh_TextureState(&m);
7382                         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);
7383                         break;
7384                 case TEXTURELAYERTYPE_FOG:
7385                         // singletexture fogging
7386                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7387                         if (layer->texture)
7388                         {
7389                                 memset(&m, 0, sizeof(m));
7390                                 m.tex[0] = R_GetTexture(layer->texture);
7391                                 m.texmatrix[0] = layer->texmatrix;
7392                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7393                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7394                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7395                                 R_Mesh_TextureState(&m);
7396                         }
7397                         else
7398                                 R_Mesh_ResetTextureState();
7399                         // generate a color array for the fog pass
7400                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7401                         {
7402                                 int i;
7403                                 float f, *v, *c;
7404                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7405                                 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)
7406                                 {
7407                                         f = 1 - RSurf_FogVertex(v);
7408                                         c[0] = layer->color[0];
7409                                         c[1] = layer->color[1];
7410                                         c[2] = layer->color[2];
7411                                         c[3] = f * layer->color[3];
7412                                 }
7413                         }
7414                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7415                         break;
7416                 default:
7417                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7418                 }
7419                 GL_LockArrays(0, 0);
7420         }
7421         CHECKGLERROR
7422         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7423         {
7424                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7425                 GL_AlphaTest(false);
7426         }
7427 }
7428
7429 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7430 {
7431         float c[4];
7432
7433         GL_AlphaTest(false);
7434         R_Mesh_ColorPointer(NULL, 0, 0);
7435         R_Mesh_ResetTextureState();
7436         R_SetupGenericShader(false);
7437
7438         if(rsurface.texture && rsurface.texture->currentskinframe)
7439         {
7440                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7441                 c[3] *= rsurface.texture->currentalpha;
7442         }
7443         else
7444         {
7445                 c[0] = 1;
7446                 c[1] = 0;
7447                 c[2] = 1;
7448                 c[3] = 1;
7449         }
7450
7451         if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7452         {
7453                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7454                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7455                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7456         }
7457
7458         // brighten it up (as texture value 127 means "unlit")
7459         c[0] *= 2 * r_refdef.view.colorscale;
7460         c[1] *= 2 * r_refdef.view.colorscale;
7461         c[2] *= 2 * r_refdef.view.colorscale;
7462
7463         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7464                 c[3] *= r_wateralpha.value;
7465
7466         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7467         {
7468                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7469                 GL_DepthMask(false);
7470         }
7471         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7472         {
7473                 GL_BlendFunc(GL_ONE, GL_ONE);
7474                 GL_DepthMask(false);
7475         }
7476         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7477         {
7478                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7479                 GL_DepthMask(false);
7480         }
7481         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7482         {
7483                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7484                 GL_DepthMask(false);
7485         }
7486         else
7487         {
7488                 GL_BlendFunc(GL_ONE, GL_ZERO);
7489                 GL_DepthMask(writedepth);
7490         }
7491
7492         rsurface.lightmapcolor4f = NULL;
7493
7494         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7495         {
7496                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7497
7498                 rsurface.lightmapcolor4f = NULL;
7499                 rsurface.lightmapcolor4f_bufferobject = 0;
7500                 rsurface.lightmapcolor4f_bufferoffset = 0;
7501         }
7502         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7503         {
7504                 qboolean applycolor = true;
7505                 float one = 1.0;
7506
7507                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7508
7509                 r_refdef.lightmapintensity = 1;
7510                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7511                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7512         }
7513         else
7514         {
7515                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7516
7517                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7518                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7519                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7520         }
7521
7522         if(!rsurface.lightmapcolor4f)
7523                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7524
7525         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7526         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7527         if(r_refdef.fogenabled)
7528                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7529
7530         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7531         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7532 }
7533
7534 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7535 {
7536         CHECKGLERROR
7537         RSurf_SetupDepthAndCulling();
7538         if (r_showsurfaces.integer == 3)
7539                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7540         else if (r_glsl.integer && gl_support_fragment_shader)
7541                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7542         else if (gl_combine.integer && r_textureunits.integer >= 2)
7543                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7544         else
7545                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7546         CHECKGLERROR
7547 }
7548
7549 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7550 {
7551         CHECKGLERROR
7552         RSurf_SetupDepthAndCulling();
7553         if (r_showsurfaces.integer == 3)
7554                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7555         else if (r_glsl.integer && gl_support_fragment_shader)
7556                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7557         else if (gl_combine.integer && r_textureunits.integer >= 2)
7558                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7559         else
7560                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7561         CHECKGLERROR
7562 }
7563
7564 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7565 {
7566         int i, j;
7567         int texturenumsurfaces, endsurface;
7568         texture_t *texture;
7569         msurface_t *surface;
7570         msurface_t *texturesurfacelist[1024];
7571
7572         // if the model is static it doesn't matter what value we give for
7573         // wantnormals and wanttangents, so this logic uses only rules applicable
7574         // to a model, knowing that they are meaningless otherwise
7575         if (ent == r_refdef.scene.worldentity)
7576                 RSurf_ActiveWorldEntity();
7577         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7578                 RSurf_ActiveModelEntity(ent, false, false);
7579         else
7580                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
7581
7582         for (i = 0;i < numsurfaces;i = j)
7583         {
7584                 j = i + 1;
7585                 surface = rsurface.modelsurfaces + surfacelist[i];
7586                 texture = surface->texture;
7587                 rsurface.texture = R_GetCurrentTexture(texture);
7588                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7589                 // scan ahead until we find a different texture
7590                 endsurface = min(i + 1024, numsurfaces);
7591                 texturenumsurfaces = 0;
7592                 texturesurfacelist[texturenumsurfaces++] = surface;
7593                 for (;j < endsurface;j++)
7594                 {
7595                         surface = rsurface.modelsurfaces + surfacelist[j];
7596                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7597                                 break;
7598                         texturesurfacelist[texturenumsurfaces++] = surface;
7599                 }
7600                 // render the range of surfaces
7601                 if (ent == r_refdef.scene.worldentity)
7602                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7603                 else
7604                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7605         }
7606         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7607         GL_AlphaTest(false);
7608 }
7609
7610 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
7611 {
7612         const entity_render_t *queueentity = r_refdef.scene.worldentity;
7613         CHECKGLERROR
7614         if (depthonly)
7615         {
7616                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7617                         return;
7618                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7619                         return;
7620                 RSurf_SetupDepthAndCulling();
7621                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7622                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7623         }
7624         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7625         {
7626                 RSurf_SetupDepthAndCulling();
7627                 GL_AlphaTest(false);
7628                 R_Mesh_ColorPointer(NULL, 0, 0);
7629                 R_Mesh_ResetTextureState();
7630                 R_SetupGenericShader(false);
7631                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7632                 GL_DepthMask(true);
7633                 GL_BlendFunc(GL_ONE, GL_ZERO);
7634                 GL_Color(0, 0, 0, 1);
7635                 GL_DepthTest(writedepth);
7636                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7637         }
7638         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7639         {
7640                 RSurf_SetupDepthAndCulling();
7641                 GL_AlphaTest(false);
7642                 R_Mesh_ColorPointer(NULL, 0, 0);
7643                 R_Mesh_ResetTextureState();
7644                 R_SetupGenericShader(false);
7645                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7646                 GL_DepthMask(true);
7647                 GL_BlendFunc(GL_ONE, GL_ZERO);
7648                 GL_DepthTest(true);
7649                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7650         }
7651         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7652                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7653         else if (!rsurface.texture->currentnumlayers)
7654                 return;
7655         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7656         {
7657                 // transparent surfaces get pushed off into the transparent queue
7658                 int surfacelistindex;
7659                 const msurface_t *surface;
7660                 vec3_t tempcenter, center;
7661                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7662                 {
7663                         surface = texturesurfacelist[surfacelistindex];
7664                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7665                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7666                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7667                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7668                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7669                 }
7670         }
7671         else
7672         {
7673                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7674                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7675         }
7676         CHECKGLERROR
7677 }
7678
7679 void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7680 {
7681         int i, j;
7682         texture_t *texture;
7683         // break the surface list down into batches by texture and use of lightmapping
7684         for (i = 0;i < numsurfaces;i = j)
7685         {
7686                 j = i + 1;
7687                 // texture is the base texture pointer, rsurface.texture is the
7688                 // current frame/skin the texture is directing us to use (for example
7689                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7690                 // use skin 1 instead)
7691                 texture = surfacelist[i]->texture;
7692                 rsurface.texture = R_GetCurrentTexture(texture);
7693                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7694                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7695                 {
7696                         // if this texture is not the kind we want, skip ahead to the next one
7697                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7698                                 ;
7699                         continue;
7700                 }
7701                 // simply scan ahead until we find a different texture or lightmap state
7702                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7703                         ;
7704                 // render the range of surfaces
7705                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
7706         }
7707 }
7708
7709 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
7710 {
7711         CHECKGLERROR
7712         if (depthonly)
7713         {
7714                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7715                         return;
7716                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7717                         return;
7718                 RSurf_SetupDepthAndCulling();
7719                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7720                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7721         }
7722         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7723         {
7724                 RSurf_SetupDepthAndCulling();
7725                 GL_AlphaTest(false);
7726                 R_Mesh_ColorPointer(NULL, 0, 0);
7727                 R_Mesh_ResetTextureState();
7728                 R_SetupGenericShader(false);
7729                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7730                 GL_DepthMask(true);
7731                 GL_BlendFunc(GL_ONE, GL_ZERO);
7732                 GL_Color(0, 0, 0, 1);
7733                 GL_DepthTest(writedepth);
7734                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7735         }
7736         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7737         {
7738                 RSurf_SetupDepthAndCulling();
7739                 GL_AlphaTest(false);
7740                 R_Mesh_ColorPointer(NULL, 0, 0);
7741                 R_Mesh_ResetTextureState();
7742                 R_SetupGenericShader(false);
7743                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7744                 GL_DepthMask(true);
7745                 GL_BlendFunc(GL_ONE, GL_ZERO);
7746                 GL_DepthTest(true);
7747                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7748         }
7749         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7750                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7751         else if (!rsurface.texture->currentnumlayers)
7752                 return;
7753         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7754         {
7755                 // transparent surfaces get pushed off into the transparent queue
7756                 int surfacelistindex;
7757                 const msurface_t *surface;
7758                 vec3_t tempcenter, center;
7759                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7760                 {
7761                         surface = texturesurfacelist[surfacelistindex];
7762                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7763                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7764                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7765                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7766                         if (queueentity->transparent_offset) // transparent offset
7767                         {
7768                                 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
7769                                 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
7770                                 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
7771                         }
7772                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7773                 }
7774         }
7775         else
7776         {
7777                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7778                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7779         }
7780         CHECKGLERROR
7781 }
7782
7783 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7784 {
7785         int i, j;
7786         texture_t *texture;
7787         // break the surface list down into batches by texture and use of lightmapping
7788         for (i = 0;i < numsurfaces;i = j)
7789         {
7790                 j = i + 1;
7791                 // texture is the base texture pointer, rsurface.texture is the
7792                 // current frame/skin the texture is directing us to use (for example
7793                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7794                 // use skin 1 instead)
7795                 texture = surfacelist[i]->texture;
7796                 rsurface.texture = R_GetCurrentTexture(texture);
7797                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7798                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7799                 {
7800                         // if this texture is not the kind we want, skip ahead to the next one
7801                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7802                                 ;
7803                         continue;
7804                 }
7805                 // simply scan ahead until we find a different texture or lightmap state
7806                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7807                         ;
7808                 // render the range of surfaces
7809                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
7810         }
7811 }
7812
7813 float locboxvertex3f[6*4*3] =
7814 {
7815         1,0,1, 1,0,0, 1,1,0, 1,1,1,
7816         0,1,1, 0,1,0, 0,0,0, 0,0,1,
7817         1,1,1, 1,1,0, 0,1,0, 0,1,1,
7818         0,0,1, 0,0,0, 1,0,0, 1,0,1,
7819         0,0,1, 1,0,1, 1,1,1, 0,1,1,
7820         1,0,0, 0,0,0, 0,1,0, 1,1,0
7821 };
7822
7823 unsigned short locboxelements[6*2*3] =
7824 {
7825          0, 1, 2, 0, 2, 3,
7826          4, 5, 6, 4, 6, 7,
7827          8, 9,10, 8,10,11,
7828         12,13,14, 12,14,15,
7829         16,17,18, 16,18,19,
7830         20,21,22, 20,22,23
7831 };
7832
7833 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7834 {
7835         int i, j;
7836         cl_locnode_t *loc = (cl_locnode_t *)ent;
7837         vec3_t mins, size;
7838         float vertex3f[6*4*3];
7839         CHECKGLERROR
7840         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7841         GL_DepthMask(false);
7842         GL_DepthRange(0, 1);
7843         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7844         GL_DepthTest(true);
7845         GL_CullFace(GL_NONE);
7846         R_Mesh_Matrix(&identitymatrix);
7847
7848         R_Mesh_VertexPointer(vertex3f, 0, 0);
7849         R_Mesh_ColorPointer(NULL, 0, 0);
7850         R_Mesh_ResetTextureState();
7851         R_SetupGenericShader(false);
7852
7853         i = surfacelist[0];
7854         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7855                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7856                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7857                         surfacelist[0] < 0 ? 0.5f : 0.125f);
7858
7859         if (VectorCompare(loc->mins, loc->maxs))
7860         {
7861                 VectorSet(size, 2, 2, 2);
7862                 VectorMA(loc->mins, -0.5f, size, mins);
7863         }
7864         else
7865         {
7866                 VectorCopy(loc->mins, mins);
7867                 VectorSubtract(loc->maxs, loc->mins, size);
7868         }
7869
7870         for (i = 0;i < 6*4*3;)
7871                 for (j = 0;j < 3;j++, i++)
7872                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
7873
7874         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
7875 }
7876
7877 void R_DrawLocs(void)
7878 {
7879         int index;
7880         cl_locnode_t *loc, *nearestloc;
7881         vec3_t center;
7882         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
7883         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
7884         {
7885                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
7886                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
7887         }
7888 }
7889
7890 void R_DrawDebugModel(entity_render_t *ent)
7891 {
7892         int i, j, k, l, flagsmask;
7893         const int *elements;
7894         q3mbrush_t *brush;
7895         msurface_t *surface;
7896         dp_model_t *model = ent->model;
7897         vec3_t v;
7898
7899         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
7900
7901         R_Mesh_ColorPointer(NULL, 0, 0);
7902         R_Mesh_ResetTextureState();
7903         R_SetupGenericShader(false);
7904         GL_DepthRange(0, 1);
7905         GL_DepthTest(!r_showdisabledepthtest.integer);
7906         GL_DepthMask(false);
7907         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7908
7909         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
7910         {
7911                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
7912                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
7913                 {
7914                         if (brush->colbrushf && brush->colbrushf->numtriangles)
7915                         {
7916                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
7917                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
7918                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
7919                         }
7920                 }
7921                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
7922                 {
7923                         if (surface->num_collisiontriangles)
7924                         {
7925                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
7926                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
7927                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
7928                         }
7929                 }
7930         }
7931
7932         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7933
7934         if (r_showtris.integer || r_shownormals.integer)
7935         {
7936                 if (r_showdisabledepthtest.integer)
7937                 {
7938                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7939                         GL_DepthMask(false);
7940                 }
7941                 else
7942                 {
7943                         GL_BlendFunc(GL_ONE, GL_ZERO);
7944                         GL_DepthMask(true);
7945                 }
7946                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
7947                 {
7948                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
7949                                 continue;
7950                         rsurface.texture = R_GetCurrentTexture(surface->texture);
7951                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
7952                         {
7953                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
7954                                 if (r_showtris.value > 0)
7955                                 {
7956                                         if (!rsurface.texture->currentlayers->depthmask)
7957                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
7958                                         else if (ent == r_refdef.scene.worldentity)
7959                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
7960                                         else
7961                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
7962                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
7963                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
7964                                         R_Mesh_ColorPointer(NULL, 0, 0);
7965                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
7966                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7967                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
7968                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7969                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7970                                         CHECKGLERROR
7971                                 }
7972                                 if (r_shownormals.value < 0)
7973                                 {
7974                                         qglBegin(GL_LINES);
7975                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7976                                         {
7977                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7978                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7979                                                 qglVertex3f(v[0], v[1], v[2]);
7980                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
7981                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7982                                                 qglVertex3f(v[0], v[1], v[2]);
7983                                         }
7984                                         qglEnd();
7985                                         CHECKGLERROR
7986                                 }
7987                                 if (r_shownormals.value > 0)
7988                                 {
7989                                         qglBegin(GL_LINES);
7990                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7991                                         {
7992                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7993                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7994                                                 qglVertex3f(v[0], v[1], v[2]);
7995                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
7996                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7997                                                 qglVertex3f(v[0], v[1], v[2]);
7998                                         }
7999                                         qglEnd();
8000                                         CHECKGLERROR
8001                                         qglBegin(GL_LINES);
8002                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8003                                         {
8004                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
8005                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
8006                                                 qglVertex3f(v[0], v[1], v[2]);
8007                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
8008                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8009                                                 qglVertex3f(v[0], v[1], v[2]);
8010                                         }
8011                                         qglEnd();
8012                                         CHECKGLERROR
8013                                         qglBegin(GL_LINES);
8014                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8015                                         {
8016                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
8017                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
8018                                                 qglVertex3f(v[0], v[1], v[2]);
8019                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
8020                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8021                                                 qglVertex3f(v[0], v[1], v[2]);
8022                                         }
8023                                         qglEnd();
8024                                         CHECKGLERROR
8025                                 }
8026                         }
8027                 }
8028                 rsurface.texture = NULL;
8029         }
8030 }
8031
8032 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
8033 int r_maxsurfacelist = 0;
8034 msurface_t **r_surfacelist = NULL;
8035 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
8036 {
8037         int i, j, endj, f, flagsmask;
8038         texture_t *t;
8039         dp_model_t *model = r_refdef.scene.worldmodel;
8040         msurface_t *surfaces;
8041         unsigned char *update;
8042         int numsurfacelist = 0;
8043         if (model == NULL)
8044                 return;
8045
8046         if (r_maxsurfacelist < model->num_surfaces)
8047         {
8048                 r_maxsurfacelist = model->num_surfaces;
8049                 if (r_surfacelist)
8050                         Mem_Free(r_surfacelist);
8051                 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
8052         }
8053
8054         RSurf_ActiveWorldEntity();
8055
8056         surfaces = model->data_surfaces;
8057         update = model->brushq1.lightmapupdateflags;
8058
8059         // update light styles on this submodel
8060         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
8061         {
8062                 model_brush_lightstyleinfo_t *style;
8063                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
8064                 {
8065                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
8066                         {
8067                                 int *list = style->surfacelist;
8068                                 style->value = r_refdef.scene.lightstylevalue[style->style];
8069                                 for (j = 0;j < style->numsurfaces;j++)
8070                                         update[list[j]] = true;
8071                         }
8072                 }
8073         }
8074
8075         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
8076
8077         if (debug)
8078         {
8079                 R_DrawDebugModel(r_refdef.scene.worldentity);
8080                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8081                 return;
8082         }
8083
8084         f = 0;
8085         t = NULL;
8086         rsurface.uselightmaptexture = false;
8087         rsurface.texture = NULL;
8088         rsurface.rtlight = NULL;
8089         numsurfacelist = 0;
8090         // add visible surfaces to draw list
8091         for (i = 0;i < model->nummodelsurfaces;i++)
8092         {
8093                 j = model->sortedmodelsurfaces[i];
8094                 if (r_refdef.viewcache.world_surfacevisible[j])
8095                         r_surfacelist[numsurfacelist++] = surfaces + j;
8096         }
8097         // update lightmaps if needed
8098         if (update)
8099                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
8100                         if (r_refdef.viewcache.world_surfacevisible[j])
8101                                 if (update[j])
8102                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
8103         // don't do anything if there were no surfaces
8104         if (!numsurfacelist)
8105         {
8106                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8107                 return;
8108         }
8109         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
8110         GL_AlphaTest(false);
8111
8112         // add to stats if desired
8113         if (r_speeds.integer && !skysurfaces && !depthonly)
8114         {
8115                 r_refdef.stats.world_surfaces += numsurfacelist;
8116                 for (j = 0;j < numsurfacelist;j++)
8117                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
8118         }
8119         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8120 }
8121
8122 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
8123 {
8124         int i, j, endj, f, flagsmask;
8125         texture_t *t;
8126         dp_model_t *model = ent->model;
8127         msurface_t *surfaces;
8128         unsigned char *update;
8129         int numsurfacelist = 0;
8130         if (model == NULL)
8131                 return;
8132
8133         if (r_maxsurfacelist < model->num_surfaces)
8134         {
8135                 r_maxsurfacelist = model->num_surfaces;
8136                 if (r_surfacelist)
8137                         Mem_Free(r_surfacelist);
8138                 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
8139         }
8140
8141         // if the model is static it doesn't matter what value we give for
8142         // wantnormals and wanttangents, so this logic uses only rules applicable
8143         // to a model, knowing that they are meaningless otherwise
8144         if (ent == r_refdef.scene.worldentity)
8145                 RSurf_ActiveWorldEntity();
8146         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8147                 RSurf_ActiveModelEntity(ent, false, false);
8148         else
8149                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
8150
8151         surfaces = model->data_surfaces;
8152         update = model->brushq1.lightmapupdateflags;
8153
8154         // update light styles
8155         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
8156         {
8157                 model_brush_lightstyleinfo_t *style;
8158                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
8159                 {
8160                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
8161                         {
8162                                 int *list = style->surfacelist;
8163                                 style->value = r_refdef.scene.lightstylevalue[style->style];
8164                                 for (j = 0;j < style->numsurfaces;j++)
8165                                         update[list[j]] = true;
8166                         }
8167                 }
8168         }
8169
8170         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
8171
8172         if (debug)
8173         {
8174                 R_DrawDebugModel(ent);
8175                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8176                 return;
8177         }
8178
8179         f = 0;
8180         t = NULL;
8181         rsurface.uselightmaptexture = false;
8182         rsurface.texture = NULL;
8183         rsurface.rtlight = NULL;
8184         numsurfacelist = 0;
8185         // add visible surfaces to draw list
8186         for (i = 0;i < model->nummodelsurfaces;i++)
8187                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
8188         // don't do anything if there were no surfaces
8189         if (!numsurfacelist)
8190         {
8191                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8192                 return;
8193         }
8194         // update lightmaps if needed
8195         if (update)
8196                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
8197                         if (update[j])
8198                                 R_BuildLightMap(ent, surfaces + j);
8199         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
8200         GL_AlphaTest(false);
8201
8202         // add to stats if desired
8203         if (r_speeds.integer && !skysurfaces && !depthonly)
8204         {
8205                 r_refdef.stats.entities_surfaces += numsurfacelist;
8206                 for (j = 0;j < numsurfacelist;j++)
8207                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
8208         }
8209         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8210 }