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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 //
32 // screen size info
33 //
34 r_refdef_t r_refdef;
35
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
38 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
39 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)"};
40 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
41 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
42 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"};
43 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"};
44 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
45 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"};
46 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"};
47 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"};
48 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
49 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
50 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
51 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
52 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
53 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
54 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
55 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
56 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
57 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
58 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
59 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
60 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
61 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
62 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
63 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"};
64 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
66
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
74 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
75
76 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
77
78 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
79 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
80 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
81 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
82 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
83 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
84
85 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
86 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
87 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
88 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
89 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
90
91 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
92 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
93 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
94 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
95
96 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
97 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
98 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
99 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
100 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
101 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
102 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
103
104 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
105 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
106 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
107 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
108
109 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
110
111 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
112
113 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
114
115 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
116 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
117 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
118 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
119 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
120 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
121
122 extern qboolean v_flipped_state;
123
124 typedef struct r_glsl_bloomshader_s
125 {
126         int program;
127         int loc_Texture_Bloom;
128 }
129 r_glsl_bloomshader_t;
130
131 static struct r_bloomstate_s
132 {
133         qboolean enabled;
134         qboolean hdr;
135
136         int bloomwidth, bloomheight;
137
138         int screentexturewidth, screentextureheight;
139         rtexture_t *texture_screen;
140
141         int bloomtexturewidth, bloomtextureheight;
142         rtexture_t *texture_bloom;
143
144         r_glsl_bloomshader_t *shader;
145
146         // arrays for rendering the screen passes
147         float screentexcoord2f[8];
148         float bloomtexcoord2f[8];
149         float offsettexcoord2f[8];
150 }
151 r_bloomstate;
152
153 typedef struct r_waterstate_waterplane_s
154 {
155         rtexture_t *texture_refraction;
156         rtexture_t *texture_reflection;
157         mplane_t plane;
158         int materialflags; // combined flags of all water surfaces on this plane
159         unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
160         qboolean pvsvalid;
161 }
162 r_waterstate_waterplane_t;
163
164 #define MAX_WATERPLANES 16
165
166 static struct r_waterstate_s
167 {
168         qboolean enabled;
169
170         qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
171
172         int waterwidth, waterheight;
173         int texturewidth, textureheight;
174
175         int maxwaterplanes; // same as MAX_WATERPLANES
176         int numwaterplanes;
177         r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
178
179         float screenscale[2];
180         float screencenter[2];
181 }
182 r_waterstate;
183
184 // shadow volume bsp struct with automatically growing nodes buffer
185 svbsp_t r_svbsp;
186
187 rtexture_t *r_texture_blanknormalmap;
188 rtexture_t *r_texture_white;
189 rtexture_t *r_texture_grey128;
190 rtexture_t *r_texture_black;
191 rtexture_t *r_texture_notexture;
192 rtexture_t *r_texture_whitecube;
193 rtexture_t *r_texture_normalizationcube;
194 rtexture_t *r_texture_fogattenuation;
195 //rtexture_t *r_texture_fogintensity;
196
197 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
198 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
199
200 // vertex coordinates for a quad that covers the screen exactly
201 const static float r_screenvertex3f[12] =
202 {
203         0, 0, 0,
204         1, 0, 0,
205         1, 1, 0,
206         0, 1, 0
207 };
208
209 extern void R_DrawModelShadows(void);
210
211 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
212 {
213         int i;
214         for (i = 0;i < verts;i++)
215         {
216                 out[0] = in[0] * r;
217                 out[1] = in[1] * g;
218                 out[2] = in[2] * b;
219                 out[3] = in[3];
220                 in += 4;
221                 out += 4;
222         }
223 }
224
225 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
226 {
227         int i;
228         for (i = 0;i < verts;i++)
229         {
230                 out[0] = r;
231                 out[1] = g;
232                 out[2] = b;
233                 out[3] = a;
234                 out += 4;
235         }
236 }
237
238 // FIXME: move this to client?
239 void FOG_clear(void)
240 {
241         if (gamemode == GAME_NEHAHRA)
242         {
243                 Cvar_Set("gl_fogenable", "0");
244                 Cvar_Set("gl_fogdensity", "0.2");
245                 Cvar_Set("gl_fogred", "0.3");
246                 Cvar_Set("gl_foggreen", "0.3");
247                 Cvar_Set("gl_fogblue", "0.3");
248         }
249         r_refdef.fog_density = 0;
250         r_refdef.fog_red = 0;
251         r_refdef.fog_green = 0;
252         r_refdef.fog_blue = 0;
253         r_refdef.fog_alpha = 1;
254         r_refdef.fog_start = 0;
255         r_refdef.fog_end = 0;
256 }
257
258 float FogForDistance(vec_t dist)
259 {
260         unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
261         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
262 }
263
264 float FogPoint_World(const vec3_t p)
265 {
266         return FogForDistance(VectorDistance((p), r_refdef.view.origin));
267 }
268
269 float FogPoint_Model(const vec3_t p)
270 {
271         return FogForDistance(VectorDistance((p), rsurface.modelorg));
272 }
273
274 static void R_BuildBlankTextures(void)
275 {
276         unsigned char data[4];
277         data[2] = 128; // normal X
278         data[1] = 128; // normal Y
279         data[0] = 255; // normal Z
280         data[3] = 128; // height
281         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
282         data[0] = 255;
283         data[1] = 255;
284         data[2] = 255;
285         data[3] = 255;
286         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
287         data[0] = 128;
288         data[1] = 128;
289         data[2] = 128;
290         data[3] = 255;
291         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
292         data[0] = 0;
293         data[1] = 0;
294         data[2] = 0;
295         data[3] = 255;
296         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
297 }
298
299 static void R_BuildNoTexture(void)
300 {
301         int x, y;
302         unsigned char pix[16][16][4];
303         // this makes a light grey/dark grey checkerboard texture
304         for (y = 0;y < 16;y++)
305         {
306                 for (x = 0;x < 16;x++)
307                 {
308                         if ((y < 8) ^ (x < 8))
309                         {
310                                 pix[y][x][0] = 128;
311                                 pix[y][x][1] = 128;
312                                 pix[y][x][2] = 128;
313                                 pix[y][x][3] = 255;
314                         }
315                         else
316                         {
317                                 pix[y][x][0] = 64;
318                                 pix[y][x][1] = 64;
319                                 pix[y][x][2] = 64;
320                                 pix[y][x][3] = 255;
321                         }
322                 }
323         }
324         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
325 }
326
327 static void R_BuildWhiteCube(void)
328 {
329         unsigned char data[6*1*1*4];
330         memset(data, 255, sizeof(data));
331         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
332 }
333
334 static void R_BuildNormalizationCube(void)
335 {
336         int x, y, side;
337         vec3_t v;
338         vec_t s, t, intensity;
339 #define NORMSIZE 64
340         unsigned char data[6][NORMSIZE][NORMSIZE][4];
341         for (side = 0;side < 6;side++)
342         {
343                 for (y = 0;y < NORMSIZE;y++)
344                 {
345                         for (x = 0;x < NORMSIZE;x++)
346                         {
347                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
348                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
349                                 switch(side)
350                                 {
351                                 default:
352                                 case 0:
353                                         v[0] = 1;
354                                         v[1] = -t;
355                                         v[2] = -s;
356                                         break;
357                                 case 1:
358                                         v[0] = -1;
359                                         v[1] = -t;
360                                         v[2] = s;
361                                         break;
362                                 case 2:
363                                         v[0] = s;
364                                         v[1] = 1;
365                                         v[2] = t;
366                                         break;
367                                 case 3:
368                                         v[0] = s;
369                                         v[1] = -1;
370                                         v[2] = -t;
371                                         break;
372                                 case 4:
373                                         v[0] = s;
374                                         v[1] = -t;
375                                         v[2] = 1;
376                                         break;
377                                 case 5:
378                                         v[0] = -s;
379                                         v[1] = -t;
380                                         v[2] = -1;
381                                         break;
382                                 }
383                                 intensity = 127.0f / sqrt(DotProduct(v, v));
384                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
385                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
386                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
387                                 data[side][y][x][3] = 255;
388                         }
389                 }
390         }
391         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
392 }
393
394 static void R_BuildFogTexture(void)
395 {
396         int x, b;
397 #define FOGWIDTH 256
398         unsigned char data1[FOGWIDTH][4];
399         //unsigned char data2[FOGWIDTH][4];
400         double d, r, alpha;
401
402         r_refdef.fogmasktable_start = r_refdef.fog_start;
403         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
404         r_refdef.fogmasktable_range = r_refdef.fogrange;
405         r_refdef.fogmasktable_density = r_refdef.fog_density;
406
407         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
408         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
409         {
410                 d = (x * r - r_refdef.fogmasktable_start);
411                 if(developer.integer >= 100)
412                         Con_Printf("%f ", d);
413                 d = max(0, d);
414                 if (r_fog_exp2.integer)
415                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
416                 else
417                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
418                 if(developer.integer >= 100)
419                         Con_Printf(" : %f ", alpha);
420                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
421                 if(developer.integer >= 100)
422                         Con_Printf(" = %f\n", alpha);
423                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
424         }
425
426         for (x = 0;x < FOGWIDTH;x++)
427         {
428                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
429                 data1[x][0] = b;
430                 data1[x][1] = b;
431                 data1[x][2] = b;
432                 data1[x][3] = 255;
433                 //data2[x][0] = 255 - b;
434                 //data2[x][1] = 255 - b;
435                 //data2[x][2] = 255 - b;
436                 //data2[x][3] = 255;
437         }
438         if (r_texture_fogattenuation)
439         {
440                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
441                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
442         }
443         else
444         {
445                 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);
446                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
447         }
448 }
449
450 static const char *builtinshaderstring =
451 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
452 "// written by Forest 'LordHavoc' Hale\n"
453 "\n"
454 "// common definitions between vertex shader and fragment shader:\n"
455 "\n"
456 "#ifdef __GLSL_CG_DATA_TYPES\n"
457 "# define myhalf half\n"
458 "# define myhalf2 half2\n"
459 "# define myhalf3 half3\n"
460 "# define myhalf4 half4\n"
461 "#else\n"
462 "# define myhalf float\n"
463 "# define myhalf2 vec2\n"
464 "# define myhalf3 vec3\n"
465 "# define myhalf4 vec4\n"
466 "#endif\n"
467 "\n"
468 "varying vec2 TexCoord;\n"
469 "varying vec2 TexCoordLightmap;\n"
470 "\n"
471 "//#ifdef MODE_LIGHTSOURCE\n"
472 "varying vec3 CubeVector;\n"
473 "//#endif\n"
474 "\n"
475 "//#ifdef MODE_LIGHTSOURCE\n"
476 "varying vec3 LightVector;\n"
477 "//#else\n"
478 "//# ifdef MODE_LIGHTDIRECTION\n"
479 "//varying vec3 LightVector;\n"
480 "//# endif\n"
481 "//#endif\n"
482 "\n"
483 "varying vec3 EyeVector;\n"
484 "//#ifdef USEFOG\n"
485 "varying vec3 EyeVectorModelSpace;\n"
486 "//#endif\n"
487 "\n"
488 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
489 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
490 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
491 "\n"
492 "//#ifdef MODE_WATER\n"
493 "varying vec4 ModelViewProjectionPosition;\n"
494 "//#else\n"
495 "//# ifdef MODE_REFRACTION\n"
496 "//varying vec4 ModelViewProjectionPosition;\n"
497 "//# else\n"
498 "//#  ifdef USEREFLECTION\n"
499 "//varying vec4 ModelViewProjectionPosition;\n"
500 "//#  endif\n"
501 "//# endif\n"
502 "//#endif\n"
503 "\n"
504 "\n"
505 "\n"
506 "\n"
507 "\n"
508 "// vertex shader specific:\n"
509 "#ifdef VERTEX_SHADER\n"
510 "\n"
511 "uniform vec3 LightPosition;\n"
512 "uniform vec3 EyePosition;\n"
513 "uniform vec3 LightDir;\n"
514 "\n"
515 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
516 "\n"
517 "void main(void)\n"
518 "{\n"
519 "       gl_FrontColor = gl_Color;\n"
520 "       // copy the surface texcoord\n"
521 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
522 "#ifndef MODE_LIGHTSOURCE\n"
523 "# ifndef MODE_LIGHTDIRECTION\n"
524 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
525 "# endif\n"
526 "#endif\n"
527 "\n"
528 "#ifdef MODE_LIGHTSOURCE\n"
529 "       // transform vertex position into light attenuation/cubemap space\n"
530 "       // (-1 to +1 across the light box)\n"
531 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
532 "\n"
533 "       // transform unnormalized light direction into tangent space\n"
534 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
535 "       //  normalize it per pixel)\n"
536 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
537 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
538 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
539 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
540 "#endif\n"
541 "\n"
542 "#ifdef MODE_LIGHTDIRECTION\n"
543 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
544 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
545 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
546 "#endif\n"
547 "\n"
548 "       // transform unnormalized eye direction into tangent space\n"
549 "#ifndef USEFOG\n"
550 "       vec3 EyeVectorModelSpace;\n"
551 "#endif\n"
552 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
553 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
554 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
555 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
556 "\n"
557 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
558 "       VectorS = gl_MultiTexCoord1.xyz;\n"
559 "       VectorT = gl_MultiTexCoord2.xyz;\n"
560 "       VectorR = gl_MultiTexCoord3.xyz;\n"
561 "#endif\n"
562 "\n"
563 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
564 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
565 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
566 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
567 "//#endif\n"
568 "\n"
569 "// transform vertex to camera space, using ftransform to match non-VS\n"
570 "       // rendering\n"
571 "       gl_Position = ftransform();\n"
572 "\n"
573 "#ifdef MODE_WATER\n"
574 "       ModelViewProjectionPosition = gl_Position;\n"
575 "#endif\n"
576 "#ifdef MODE_REFRACTION\n"
577 "       ModelViewProjectionPosition = gl_Position;\n"
578 "#endif\n"
579 "#ifdef USEREFLECTION\n"
580 "       ModelViewProjectionPosition = gl_Position;\n"
581 "#endif\n"
582 "}\n"
583 "\n"
584 "#endif // VERTEX_SHADER\n"
585 "\n"
586 "\n"
587 "\n"
588 "\n"
589 "// fragment shader specific:\n"
590 "#ifdef FRAGMENT_SHADER\n"
591 "\n"
592 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
593 "uniform sampler2D Texture_Normal;\n"
594 "uniform sampler2D Texture_Color;\n"
595 "uniform sampler2D Texture_Gloss;\n"
596 "uniform samplerCube Texture_Cube;\n"
597 "uniform sampler2D Texture_Attenuation;\n"
598 "uniform sampler2D Texture_FogMask;\n"
599 "uniform sampler2D Texture_Pants;\n"
600 "uniform sampler2D Texture_Shirt;\n"
601 "uniform sampler2D Texture_Lightmap;\n"
602 "uniform sampler2D Texture_Deluxemap;\n"
603 "uniform sampler2D Texture_Glow;\n"
604 "uniform sampler2D Texture_Reflection;\n"
605 "uniform sampler2D Texture_Refraction;\n"
606 "\n"
607 "uniform myhalf3 LightColor;\n"
608 "uniform myhalf3 AmbientColor;\n"
609 "uniform myhalf3 DiffuseColor;\n"
610 "uniform myhalf3 SpecularColor;\n"
611 "uniform myhalf3 Color_Pants;\n"
612 "uniform myhalf3 Color_Shirt;\n"
613 "uniform myhalf3 FogColor;\n"
614 "\n"
615 "uniform myhalf4 TintColor;\n"
616 "\n"
617 "\n"
618 "//#ifdef MODE_WATER\n"
619 "uniform vec4 DistortScaleRefractReflect;\n"
620 "uniform vec4 ScreenScaleRefractReflect;\n"
621 "uniform vec4 ScreenCenterRefractReflect;\n"
622 "uniform myhalf4 RefractColor;\n"
623 "uniform myhalf4 ReflectColor;\n"
624 "uniform myhalf ReflectFactor;\n"
625 "uniform myhalf ReflectOffset;\n"
626 "//#else\n"
627 "//# ifdef MODE_REFRACTION\n"
628 "//uniform vec4 DistortScaleRefractReflect;\n"
629 "//uniform vec4 ScreenScaleRefractReflect;\n"
630 "//uniform vec4 ScreenCenterRefractReflect;\n"
631 "//uniform myhalf4 RefractColor;\n"
632 "//#  ifdef USEREFLECTION\n"
633 "//uniform myhalf4 ReflectColor;\n"
634 "//#  endif\n"
635 "//# else\n"
636 "//#  ifdef USEREFLECTION\n"
637 "//uniform vec4 DistortScaleRefractReflect;\n"
638 "//uniform vec4 ScreenScaleRefractReflect;\n"
639 "//uniform vec4 ScreenCenterRefractReflect;\n"
640 "//uniform myhalf4 ReflectColor;\n"
641 "//#  endif\n"
642 "//# endif\n"
643 "//#endif\n"
644 "\n"
645 "uniform myhalf GlowScale;\n"
646 "uniform myhalf SceneBrightness;\n"
647 "#ifdef USECONTRASTBOOST\n"
648 "uniform myhalf ContrastBoostCoeff;\n"
649 "#endif\n"
650 "\n"
651 "uniform float OffsetMapping_Scale;\n"
652 "uniform float OffsetMapping_Bias;\n"
653 "uniform float FogRangeRecip;\n"
654 "\n"
655 "uniform myhalf AmbientScale;\n"
656 "uniform myhalf DiffuseScale;\n"
657 "uniform myhalf SpecularScale;\n"
658 "uniform myhalf SpecularPower;\n"
659 "\n"
660 "#ifdef USEOFFSETMAPPING\n"
661 "vec2 OffsetMapping(vec2 TexCoord)\n"
662 "{\n"
663 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
664 "       // 14 sample relief mapping: linear search and then binary search\n"
665 "       // this basically steps forward a small amount repeatedly until it finds\n"
666 "       // itself inside solid, then jitters forward and back using decreasing\n"
667 "       // amounts to find the impact\n"
668 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
669 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
670 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
671 "       vec3 RT = vec3(TexCoord, 1);\n"
672 "       OffsetVector *= 0.1;\n"
673 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
674 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
675 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
676 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
677 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
678 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
679 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
680 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
681 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
682 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
683 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
684 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
685 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
686 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
687 "       return RT.xy;\n"
688 "#else\n"
689 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
690 "       // this basically moves forward the full distance, and then backs up based\n"
691 "       // on height of samples\n"
692 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
693 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
694 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
695 "       TexCoord += OffsetVector;\n"
696 "       OffsetVector *= 0.333;\n"
697 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
698 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
699 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
700 "       return TexCoord;\n"
701 "#endif\n"
702 "}\n"
703 "#endif // USEOFFSETMAPPING\n"
704 "\n"
705 "#ifdef MODE_WATER\n"
706 "\n"
707 "// water pass\n"
708 "void main(void)\n"
709 "{\n"
710 "#ifdef USEOFFSETMAPPING\n"
711 "       // apply offsetmapping\n"
712 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
713 "#define TexCoord TexCoordOffset\n"
714 "#endif\n"
715 "\n"
716 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
717 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
718 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
719 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n"
720 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
721 "}\n"
722 "\n"
723 "#else // MODE_WATER\n"
724 "#ifdef MODE_REFRACTION\n"
725 "\n"
726 "// refraction pass\n"
727 "void main(void)\n"
728 "{\n"
729 "#ifdef USEOFFSETMAPPING\n"
730 "       // apply offsetmapping\n"
731 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
732 "#define TexCoord TexCoordOffset\n"
733 "#endif\n"
734 "\n"
735 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
736 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
737 "       vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
738 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
739 "}\n"
740 "\n"
741 "#else // MODE_REFRACTION\n"
742 "void main(void)\n"
743 "{\n"
744 "#ifdef USEOFFSETMAPPING\n"
745 "       // apply offsetmapping\n"
746 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
747 "#define TexCoord TexCoordOffset\n"
748 "#endif\n"
749 "\n"
750 "       // combine the diffuse textures (base, pants, shirt)\n"
751 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
752 "#ifdef USECOLORMAPPING\n"
753 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
754 "#endif\n"
755 "\n"
756 "\n"
757 "\n"
758 "\n"
759 "#ifdef MODE_LIGHTSOURCE\n"
760 "       // light source\n"
761 "\n"
762 "       // calculate surface normal, light normal, and specular normal\n"
763 "       // compute color intensity for the two textures (colormap and glossmap)\n"
764 "       // scale by light color and attenuation as efficiently as possible\n"
765 "       // (do as much scalar math as possible rather than vector math)\n"
766 "# ifdef USESPECULAR\n"
767 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
768 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
769 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
770 "\n"
771 "       // calculate directional shading\n"
772 "       color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhalf3(texture2D(Texture_Gloss, TexCoord)));\n"
773 "# else\n"
774 "#  ifdef USEDIFFUSE\n"
775 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
776 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
777 "\n"
778 "       // calculate directional shading\n"
779 "       color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
780 "#  else\n"
781 "       // calculate directionless shading\n"
782 "       color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
783 "#  endif\n"
784 "# endif\n"
785 "\n"
786 "# ifdef USECUBEFILTER\n"
787 "       // apply light cubemap filter\n"
788 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
789 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
790 "# endif\n"
791 "#endif // MODE_LIGHTSOURCE\n"
792 "\n"
793 "\n"
794 "\n"
795 "\n"
796 "#ifdef MODE_LIGHTDIRECTION\n"
797 "       // directional model lighting\n"
798 "# ifdef USESPECULAR\n"
799 "       // get the surface normal and light normal\n"
800 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
801 "       myhalf3 diffusenormal = myhalf3(LightVector);\n"
802 "\n"
803 "       // calculate directional shading\n"
804 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
805 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
806 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
807 "# else\n"
808 "#  ifdef USEDIFFUSE\n"
809 "       // get the surface normal and light normal\n"
810 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
811 "       myhalf3 diffusenormal = myhalf3(LightVector);\n"
812 "\n"
813 "       // calculate directional shading\n"
814 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
815 "#  else\n"
816 "       color.rgb *= AmbientColor;\n"
817 "#  endif\n"
818 "# endif\n"
819 "\n"
820 "       color.a *= TintColor.a;\n"
821 "#endif // MODE_LIGHTDIRECTION\n"
822 "\n"
823 "\n"
824 "\n"
825 "\n"
826 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
827 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
828 "\n"
829 "       // get the surface normal and light normal\n"
830 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
831 "\n"
832 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
833 "       myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
834 "       // calculate directional shading\n"
835 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
836 "# ifdef USESPECULAR\n"
837 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
838 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
839 "# endif\n"
840 "\n"
841 "       // apply lightmap color\n"
842 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
843 "\n"
844 "       color *= TintColor;\n"
845 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
846 "\n"
847 "\n"
848 "\n"
849 "\n"
850 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
851 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
852 "\n"
853 "       // get the surface normal and light normal\n"
854 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
855 "\n"
856 "       myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
857 "       // calculate directional shading\n"
858 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
859 "# ifdef USESPECULAR\n"
860 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
861 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
862 "# endif\n"
863 "\n"
864 "       // apply lightmap color\n"
865 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
866 "\n"
867 "       color *= TintColor;\n"
868 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
869 "\n"
870 "\n"
871 "\n"
872 "\n"
873 "#ifdef MODE_LIGHTMAP\n"
874 "       // apply lightmap color\n"
875 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
876 "\n"
877 "       color *= TintColor;\n"
878 "#endif // MODE_LIGHTMAP\n"
879 "\n"
880 "\n"
881 "\n"
882 "\n"
883 "#ifdef MODE_VERTEXCOLOR\n"
884 "       // apply lightmap color\n"
885 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
886 "\n"
887 "       color *= TintColor;\n"
888 "#endif // MODE_VERTEXCOLOR\n"
889 "\n"
890 "\n"
891 "\n"
892 "\n"
893 "#ifdef MODE_FLATCOLOR\n"
894 "       color *= TintColor;\n"
895 "#endif // MODE_FLATCOLOR\n"
896 "\n"
897 "\n"
898 "\n"
899 "\n"
900 "\n"
901 "\n"
902 "\n"
903 "\n"
904 "#ifdef USEGLOW\n"
905 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
906 "#endif\n"
907 "\n"
908 "#ifdef USECONTRASTBOOST\n"
909 "       color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
910 "#endif\n"
911 "\n"
912 "       color.rgb *= SceneBrightness;\n"
913 "\n"
914 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
915 "#ifdef USEFOG\n"
916 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
917 "#endif\n"
918 "\n"
919 "       // 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"
920 "#ifdef USEREFLECTION\n"
921 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
922 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
923 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
924 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
925 "#endif\n"
926 "\n"
927 "       gl_FragColor = vec4(color);\n"
928 "}\n"
929 "#endif // MODE_REFRACTION\n"
930 "#endif // MODE_WATER\n"
931 "\n"
932 "#endif // FRAGMENT_SHADER\n"
933 ;
934
935 typedef struct shaderpermutationinfo_s
936 {
937         const char *pretext;
938         const char *name;
939 }
940 shaderpermutationinfo_t;
941
942 typedef struct shadermodeinfo_s
943 {
944         const char *vertexfilename;
945         const char *geometryfilename;
946         const char *fragmentfilename;
947         const char *pretext;
948         const char *name;
949 }
950 shadermodeinfo_t;
951
952 typedef enum shaderpermutation_e
953 {
954         SHADERPERMUTATION_COLORMAPPING = 1<<0, // indicates this is a colormapped skin
955         SHADERPERMUTATION_CONTRASTBOOST = 1<<1, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
956         SHADERPERMUTATION_FOG = 1<<2, // tint the color by fog color or black if using additive blend mode
957         SHADERPERMUTATION_CUBEFILTER = 1<<3, // (lightsource) use cubemap light filter
958         SHADERPERMUTATION_GLOW = 1<<4, // (lightmap) blend in an additive glow texture
959         SHADERPERMUTATION_DIFFUSE = 1<<5, // (lightsource) whether to use directional shading
960         SHADERPERMUTATION_SPECULAR = 1<<6, // (lightsource or deluxemapping) render specular effects
961         SHADERPERMUTATION_REFLECTION = 1<<7, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
962         SHADERPERMUTATION_OFFSETMAPPING = 1<<8, // adjust texcoords to roughly simulate a displacement mapped surface
963         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<9, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
964         SHADERPERMUTATION_LIMIT = 1<<10, // size of permutations array
965         SHADERPERMUTATION_COUNT = 10 // size of shaderpermutationinfo array
966 }
967 shaderpermutation_t;
968
969 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
970 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
971 {
972         {"#define USECOLORMAPPING\n", " colormapping"},
973         {"#define USECONTRASTBOOST\n", " contrastboost"},
974         {"#define USEFOG\n", " fog"},
975         {"#define USECUBEFILTER\n", " cubefilter"},
976         {"#define USEGLOW\n", " glow"},
977         {"#define USEDIFFUSE\n", " diffuse"},
978         {"#define USESPECULAR\n", " specular"},
979         {"#define USEREFLECTION\n", " reflection"},
980         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
981         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
982 };
983
984 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
985 typedef enum shadermode_e
986 {
987         SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
988         SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
989         SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
990         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
991         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
992         SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
993         SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
994         SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
995         SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
996         SHADERMODE_COUNT
997 }
998 shadermode_t;
999
1000 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1001 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1002 {
1003         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1004         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1005         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1006         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1007         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1008         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1009         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1010         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1011         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1012 };
1013
1014 typedef struct r_glsl_permutation_s
1015 {
1016         // indicates if we have tried compiling this permutation already
1017         qboolean compiled;
1018         // 0 if compilation failed
1019         int program;
1020         // locations of detected uniforms in program object, or -1 if not found
1021         int loc_Texture_Normal;
1022         int loc_Texture_Color;
1023         int loc_Texture_Gloss;
1024         int loc_Texture_Glow;
1025         int loc_Texture_Pants;
1026         int loc_Texture_Shirt;
1027         int loc_Texture_FogMask;
1028         int loc_Texture_Lightmap;
1029         int loc_Texture_Deluxemap;
1030         int loc_Texture_Attenuation;
1031         int loc_Texture_Cube;
1032         int loc_Texture_Refraction;
1033         int loc_Texture_Reflection;
1034         int loc_FogColor;
1035         int loc_LightPosition;
1036         int loc_EyePosition;
1037         int loc_LightColor;
1038         int loc_Color_Pants;
1039         int loc_Color_Shirt;
1040         int loc_FogRangeRecip;
1041         int loc_AmbientScale;
1042         int loc_DiffuseScale;
1043         int loc_SpecularScale;
1044         int loc_SpecularPower;
1045         int loc_GlowScale;
1046         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1047         int loc_OffsetMapping_Scale;
1048         int loc_TintColor;
1049         int loc_AmbientColor;
1050         int loc_DiffuseColor;
1051         int loc_SpecularColor;
1052         int loc_LightDir;
1053         int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1054         int loc_DistortScaleRefractReflect;
1055         int loc_ScreenScaleRefractReflect;
1056         int loc_ScreenCenterRefractReflect;
1057         int loc_RefractColor;
1058         int loc_ReflectColor;
1059         int loc_ReflectFactor;
1060         int loc_ReflectOffset;
1061 }
1062 r_glsl_permutation_t;
1063
1064 // information about each possible shader permutation
1065 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1066 // currently selected permutation
1067 r_glsl_permutation_t *r_glsl_permutation;
1068
1069 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1070 {
1071         char *shaderstring;
1072         if (!filename || !filename[0])
1073                 return NULL;
1074         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1075         if (shaderstring)
1076         {
1077                 if (printfromdisknotice)
1078                         Con_DPrint("from disk... ");
1079                 return shaderstring;
1080         }
1081         else if (!strcmp(filename, "glsl/default.glsl"))
1082         {
1083                 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1084                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1085         }
1086         return shaderstring;
1087 }
1088
1089 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1090 {
1091         int i;
1092         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1093         r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1094         int vertstrings_count = 0;
1095         int geomstrings_count = 0;
1096         int fragstrings_count = 0;
1097         char *vertexstring, *geometrystring, *fragmentstring;
1098         const char *vertstrings_list[32+3];
1099         const char *geomstrings_list[32+3];
1100         const char *fragstrings_list[32+3];
1101         char permutationname[256];
1102
1103         if (p->compiled)
1104                 return;
1105         p->compiled = true;
1106         p->program = 0;
1107
1108         permutationname[0] = 0;
1109         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1110         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1111         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1112
1113         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1114
1115         // the first pretext is which type of shader to compile as
1116         // (later these will all be bound together as a program object)
1117         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1118         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1119         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1120
1121         // the second pretext is the mode (for example a light source)
1122         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1123         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1124         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1125         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1126
1127         // now add all the permutation pretexts
1128         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1129         {
1130                 if (permutation & (1<<i))
1131                 {
1132                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1133                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1134                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1135                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1136                 }
1137                 else
1138                 {
1139                         // keep line numbers correct
1140                         vertstrings_list[vertstrings_count++] = "\n";
1141                         geomstrings_list[geomstrings_count++] = "\n";
1142                         fragstrings_list[fragstrings_count++] = "\n";
1143                 }
1144         }
1145
1146         // now append the shader text itself
1147         vertstrings_list[vertstrings_count++] = vertexstring;
1148         geomstrings_list[geomstrings_count++] = geometrystring;
1149         fragstrings_list[fragstrings_count++] = fragmentstring;
1150
1151         // if any sources were NULL, clear the respective list
1152         if (!vertexstring)
1153                 vertstrings_count = 0;
1154         if (!geometrystring)
1155                 geomstrings_count = 0;
1156         if (!fragmentstring)
1157                 fragstrings_count = 0;
1158
1159         // compile the shader program
1160         if (vertstrings_count + geomstrings_count + fragstrings_count)
1161                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1162         if (p->program)
1163         {
1164                 CHECKGLERROR
1165                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1166                 // look up all the uniform variable names we care about, so we don't
1167                 // have to look them up every time we set them
1168                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1169                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1170                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1171                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1172                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1173                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1174                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1175                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1176                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1177                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1178                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1179                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1180                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1181                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1182                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1183                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1184                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
1185                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1186                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1187                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1188                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1189                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1190                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1191                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1192                 p->loc_GlowScale                  = qglGetUniformLocationARB(p->program, "GlowScale");
1193                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1194                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1195                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1196                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1197                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1198                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1199                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1200                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1201                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1202                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1203                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1204                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1205                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1206                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1207                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1208                 // initialize the samplers to refer to the texture units we use
1209                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1210                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1211                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1212                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1213                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1214                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1215                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1216                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1217                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1218                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1219                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1220                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1221                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1222                 CHECKGLERROR
1223                 qglUseProgramObjectARB(0);CHECKGLERROR
1224                 if (developer.integer)
1225                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1226         }
1227         else
1228                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1229
1230         // free the strings
1231         if (vertexstring)
1232                 Mem_Free(vertexstring);
1233         if (geometrystring)
1234                 Mem_Free(geometrystring);
1235         if (fragmentstring)
1236                 Mem_Free(fragmentstring);
1237 }
1238
1239 void R_GLSL_Restart_f(void)
1240 {
1241         shadermode_t mode;
1242         shaderpermutation_t permutation;
1243         for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1244                 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1245                         if (r_glsl_permutations[mode][permutation].program)
1246                                 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1247         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1248 }
1249
1250 void R_GLSL_DumpShader_f(void)
1251 {
1252         int i;
1253
1254         qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1255         if(!file)
1256         {
1257                 Con_Printf("failed to write to glsl/default.glsl\n");
1258                 return;
1259         }
1260
1261         FS_Print(file, "// The engine may define the following macros:\n");
1262         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1263         for (i = 0;i < SHADERMODE_COUNT;i++)
1264                 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1265         for (i = 0;i < SHADERPERMUTATION_LIMIT;i++)
1266                 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1267         FS_Print(file, "\n");
1268         FS_Print(file, builtinshaderstring);
1269         FS_Close(file);
1270
1271         Con_Printf("glsl/default.glsl written\n");
1272 }
1273
1274 extern rtexture_t *r_shadow_attenuationgradienttexture;
1275 extern rtexture_t *r_shadow_attenuation2dtexture;
1276 extern rtexture_t *r_shadow_attenuation3dtexture;
1277 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1278 {
1279         // select a permutation of the lighting shader appropriate to this
1280         // combination of texture, entity, light source, and fogging, only use the
1281         // minimum features necessary to avoid wasting rendering time in the
1282         // fragment shader on features that are not being used
1283         unsigned int permutation = 0;
1284         shadermode_t mode = 0;
1285         r_glsl_permutation = NULL;
1286         // TODO: implement geometry-shader based shadow volumes someday
1287         if (r_glsl_offsetmapping.integer)
1288         {
1289                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1290                 if (r_glsl_offsetmapping_reliefmapping.integer)
1291                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1292         }
1293         if (rsurfacepass == RSURFPASS_BACKGROUND)
1294         {
1295                 // distorted background
1296                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1297                         mode = SHADERMODE_WATER;
1298                 else
1299                         mode = SHADERMODE_REFRACTION;
1300         }
1301         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1302         {
1303                 // light source
1304                 mode = SHADERMODE_LIGHTSOURCE;
1305                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1306                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1307                 if (diffusescale > 0)
1308                         permutation |= SHADERPERMUTATION_DIFFUSE;
1309                 if (specularscale > 0)
1310                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1311                 if (r_refdef.fogenabled)
1312                         permutation |= SHADERPERMUTATION_FOG;
1313                 if (rsurface.texture->colormapping)
1314                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1315                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1316                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1317         }
1318         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1319         {
1320                 // unshaded geometry (fullbright or ambient model lighting)
1321                 mode = SHADERMODE_FLATCOLOR;
1322                 if (rsurface.texture->currentskinframe->glow)
1323                         permutation |= SHADERPERMUTATION_GLOW;
1324                 if (r_refdef.fogenabled)
1325                         permutation |= SHADERPERMUTATION_FOG;
1326                 if (rsurface.texture->colormapping)
1327                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1328                 if (r_glsl_offsetmapping.integer)
1329                 {
1330                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1331                         if (r_glsl_offsetmapping_reliefmapping.integer)
1332                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1333                 }
1334                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1335                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1336                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1337                         permutation |= SHADERPERMUTATION_REFLECTION;
1338         }
1339         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1340         {
1341                 // directional model lighting
1342                 mode = SHADERMODE_LIGHTDIRECTION;
1343                 if (rsurface.texture->currentskinframe->glow)
1344                         permutation |= SHADERPERMUTATION_GLOW;
1345                 permutation |= SHADERPERMUTATION_DIFFUSE;
1346                 if (specularscale > 0)
1347                         permutation |= SHADERPERMUTATION_SPECULAR;
1348                 if (r_refdef.fogenabled)
1349                         permutation |= SHADERPERMUTATION_FOG;
1350                 if (rsurface.texture->colormapping)
1351                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1352                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1353                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1354                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1355                         permutation |= SHADERPERMUTATION_REFLECTION;
1356         }
1357         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1358         {
1359                 // ambient model lighting
1360                 mode = SHADERMODE_LIGHTDIRECTION;
1361                 if (rsurface.texture->currentskinframe->glow)
1362                         permutation |= SHADERPERMUTATION_GLOW;
1363                 if (r_refdef.fogenabled)
1364                         permutation |= SHADERPERMUTATION_FOG;
1365                 if (rsurface.texture->colormapping)
1366                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1367                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1368                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1369                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1370                         permutation |= SHADERPERMUTATION_REFLECTION;
1371         }
1372         else
1373         {
1374                 // lightmapped wall
1375                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1376                 {
1377                         // deluxemapping (light direction texture)
1378                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1379                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1380                         else
1381                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1382                         permutation |= SHADERPERMUTATION_DIFFUSE;
1383                         if (specularscale > 0)
1384                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1385                 }
1386                 else if (r_glsl_deluxemapping.integer >= 2)
1387                 {
1388                         // fake deluxemapping (uniform light direction in tangentspace)
1389                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1390                         permutation |= SHADERPERMUTATION_DIFFUSE;
1391                         if (specularscale > 0)
1392                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1393                 }
1394                 else if (rsurface.uselightmaptexture)
1395                 {
1396                         // ordinary lightmapping (q1bsp, q3bsp)
1397                         mode = SHADERMODE_LIGHTMAP;
1398                 }
1399                 else
1400                 {
1401                         // ordinary vertex coloring (q3bsp)
1402                         mode = SHADERMODE_VERTEXCOLOR;
1403                 }
1404                 if (rsurface.texture->currentskinframe->glow)
1405                         permutation |= SHADERPERMUTATION_GLOW;
1406                 if (r_refdef.fogenabled)
1407                         permutation |= SHADERPERMUTATION_FOG;
1408                 if (rsurface.texture->colormapping)
1409                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1410                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1411                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1412                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1413                         permutation |= SHADERPERMUTATION_REFLECTION;
1414         }
1415         r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1416         if (!r_glsl_permutation->program)
1417         {
1418                 if (!r_glsl_permutation->compiled)
1419                         R_GLSL_CompilePermutation(mode, permutation);
1420                 if (!r_glsl_permutation->program)
1421                 {
1422                         // remove features until we find a valid permutation
1423                         int i;
1424                         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1425                         {
1426                                 // reduce i more quickly whenever it would not remove any bits
1427                                 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1428                                 if (!(permutation & j))
1429                                         continue;
1430                                 permutation -= j;
1431                                 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1432                                 if (!r_glsl_permutation->compiled)
1433                                         R_GLSL_CompilePermutation(mode, permutation);
1434                                 if (r_glsl_permutation->program)
1435                                         break;
1436                         }
1437                         if (i >= SHADERPERMUTATION_COUNT)
1438                         {
1439                                 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");
1440                                 Cvar_SetValueQuick(&r_glsl, 0);
1441                                 return 0; // no bit left to clear
1442                         }
1443                 }
1444         }
1445         CHECKGLERROR
1446         qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1447         if (mode == SHADERMODE_LIGHTSOURCE)
1448         {
1449                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1450                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1451                 {
1452                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
1453                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1454                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1455                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1456                 }
1457                 else
1458                 {
1459                         // ambient only is simpler
1460                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
1461                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1462                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1463                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1464                 }
1465         }
1466         else if (mode == SHADERMODE_LIGHTDIRECTION)
1467         {
1468                 if (r_glsl_permutation->loc_AmbientColor >= 0)
1469                         qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale  * rsurface.texture->lightmapcolor[0] * 0.5f, rsurface.modellight_ambient[1] * ambientscale  * rsurface.texture->lightmapcolor[1] * 0.5f, rsurface.modellight_ambient[2] * ambientscale  * rsurface.texture->lightmapcolor[2] * 0.5f);
1470                 if (r_glsl_permutation->loc_DiffuseColor >= 0)
1471                         qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale  * rsurface.texture->lightmapcolor[0] * 0.5f, rsurface.modellight_diffuse[1] * diffusescale  * rsurface.texture->lightmapcolor[1] * 0.5f, rsurface.modellight_diffuse[2] * diffusescale  * rsurface.texture->lightmapcolor[2] * 0.5f);
1472                 if (r_glsl_permutation->loc_SpecularColor >= 0)
1473                         qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * rsurface.texture->lightmapcolor[0] * 0.5f, rsurface.modellight_diffuse[1] * specularscale * rsurface.texture->lightmapcolor[1] * 0.5f, rsurface.modellight_diffuse[2] * specularscale * rsurface.texture->lightmapcolor[2] * 0.5f);
1474                 if (r_glsl_permutation->loc_LightDir >= 0)
1475                         qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1476         }
1477         else
1478         {
1479                 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
1480                 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1481                 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1482         }
1483         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]);
1484         if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1485         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1486         {
1487                 // The formula used is actually:
1488                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1489                 //   color.rgb *= SceneBrightness;
1490                 // simplified:
1491                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1492                 // and do [[calculations]] here in the engine
1493                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1494                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1495         }
1496         else
1497                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1498         if (r_glsl_permutation->loc_FogColor >= 0)
1499         {
1500                 // additive passes are only darkened by fog, not tinted
1501                 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1502                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1503                 else
1504                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1505         }
1506         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1507         if (r_glsl_permutation->loc_Color_Pants >= 0)
1508         {
1509                 if (rsurface.texture->currentskinframe->pants)
1510                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1511                 else
1512                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1513         }
1514         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1515         {
1516                 if (rsurface.texture->currentskinframe->shirt)
1517                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1518                 else
1519                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1520         }
1521         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1522         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1523         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1524         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);
1525         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]);
1526         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]);
1527         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1528         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1529         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1530         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1531         CHECKGLERROR
1532         return permutation;
1533 }
1534
1535 #define SKINFRAME_HASH 1024
1536
1537 struct
1538 {
1539         int loadsequence; // incremented each level change
1540         memexpandablearray_t array;
1541         skinframe_t *hash[SKINFRAME_HASH];
1542 }
1543 r_skinframe;
1544
1545 void R_SkinFrame_PrepareForPurge(void)
1546 {
1547         r_skinframe.loadsequence++;
1548         // wrap it without hitting zero
1549         if (r_skinframe.loadsequence >= 200)
1550                 r_skinframe.loadsequence = 1;
1551 }
1552
1553 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1554 {
1555         if (!skinframe)
1556                 return;
1557         // mark the skinframe as used for the purging code
1558         skinframe->loadsequence = r_skinframe.loadsequence;
1559 }
1560
1561 void R_SkinFrame_Purge(void)
1562 {
1563         int i;
1564         skinframe_t *s;
1565         for (i = 0;i < SKINFRAME_HASH;i++)
1566         {
1567                 for (s = r_skinframe.hash[i];s;s = s->next)
1568                 {
1569                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1570                         {
1571                                 if (s->merged == s->base)
1572                                         s->merged = NULL;
1573                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1574                                 R_PurgeTexture(s->stain );s->stain  = NULL;
1575                                 R_PurgeTexture(s->merged);s->merged = NULL;
1576                                 R_PurgeTexture(s->base  );s->base   = NULL;
1577                                 R_PurgeTexture(s->pants );s->pants  = NULL;
1578                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
1579                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
1580                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
1581                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
1582                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
1583                                 s->loadsequence = 0;
1584                         }
1585                 }
1586         }
1587 }
1588
1589 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1590         skinframe_t *item;
1591         char basename[MAX_QPATH];
1592
1593         Image_StripImageExtension(name, basename, sizeof(basename));
1594
1595         if( last == NULL ) {
1596                 int hashindex;
1597                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1598                 item = r_skinframe.hash[hashindex];
1599         } else {
1600                 item = last->next;
1601         }
1602
1603         // linearly search through the hash bucket
1604         for( ; item ; item = item->next ) {
1605                 if( !strcmp( item->basename, basename ) ) {
1606                         return item;
1607                 }
1608         }
1609         return NULL;
1610 }
1611
1612 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1613 {
1614         skinframe_t *item;
1615         int hashindex;
1616         char basename[MAX_QPATH];
1617
1618         Image_StripImageExtension(name, basename, sizeof(basename));
1619
1620         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1621         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1622                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1623                         break;
1624
1625         if (!item) {
1626                 rtexture_t *dyntexture;
1627                 // check whether its a dynamic texture
1628                 dyntexture = CL_GetDynTexture( basename );
1629                 if (!add && !dyntexture)
1630                         return NULL;
1631                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1632                 memset(item, 0, sizeof(*item));
1633                 strlcpy(item->basename, basename, sizeof(item->basename));
1634                 item->base = dyntexture; // either NULL or dyntexture handle
1635                 item->textureflags = textureflags;
1636                 item->comparewidth = comparewidth;
1637                 item->compareheight = compareheight;
1638                 item->comparecrc = comparecrc;
1639                 item->next = r_skinframe.hash[hashindex];
1640                 r_skinframe.hash[hashindex] = item;
1641         }
1642         else if( item->base == NULL )
1643         {
1644                 rtexture_t *dyntexture;
1645                 // check whether its a dynamic texture
1646                 // 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]
1647                 dyntexture = CL_GetDynTexture( basename );
1648                 item->base = dyntexture; // either NULL or dyntexture handle
1649         }
1650
1651         R_SkinFrame_MarkUsed(item);
1652         return item;
1653 }
1654
1655 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1656 {
1657         // FIXME: it should be possible to disable loading various layers using
1658         // cvars, to prevent wasted loading time and memory usage if the user does
1659         // not want them
1660         qboolean loadnormalmap = true;
1661         qboolean loadgloss = true;
1662         qboolean loadpantsandshirt = true;
1663         qboolean loadglow = true;
1664         int j;
1665         unsigned char *pixels;
1666         unsigned char *bumppixels;
1667         unsigned char *basepixels = NULL;
1668         int basepixels_width;
1669         int basepixels_height;
1670         skinframe_t *skinframe;
1671
1672         if (cls.state == ca_dedicated)
1673                 return NULL;
1674
1675         // return an existing skinframe if already loaded
1676         // if loading of the first image fails, don't make a new skinframe as it
1677         // would cause all future lookups of this to be missing
1678         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1679         if (skinframe && skinframe->base)
1680                 return skinframe;
1681
1682         basepixels = loadimagepixelsbgra(name, complain, true);
1683         if (basepixels == NULL)
1684                 return NULL;
1685
1686         // we've got some pixels to store, so really allocate this new texture now
1687         if (!skinframe)
1688                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1689         skinframe->stain = NULL;
1690         skinframe->merged = NULL;
1691         skinframe->base = r_texture_notexture;
1692         skinframe->pants = NULL;
1693         skinframe->shirt = NULL;
1694         skinframe->nmap = r_texture_blanknormalmap;
1695         skinframe->gloss = NULL;
1696         skinframe->glow = NULL;
1697         skinframe->fog = NULL;
1698
1699         basepixels_width = image_width;
1700         basepixels_height = image_height;
1701         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);
1702
1703         if (textureflags & TEXF_ALPHA)
1704         {
1705                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1706                         if (basepixels[j] < 255)
1707                                 break;
1708                 if (j < basepixels_width * basepixels_height * 4)
1709                 {
1710                         // has transparent pixels
1711                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1712                         for (j = 0;j < image_width * image_height * 4;j += 4)
1713                         {
1714                                 pixels[j+0] = 255;
1715                                 pixels[j+1] = 255;
1716                                 pixels[j+2] = 255;
1717                                 pixels[j+3] = basepixels[j+3];
1718                         }
1719                         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);
1720                         Mem_Free(pixels);
1721                 }
1722         }
1723
1724         // _norm is the name used by tenebrae and has been adopted as standard
1725         if (loadnormalmap)
1726         {
1727                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1728                 {
1729                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1730                         Mem_Free(pixels);
1731                         pixels = NULL;
1732                 }
1733                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1734                 {
1735                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1736                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1737                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1738                         Mem_Free(pixels);
1739                         Mem_Free(bumppixels);
1740                 }
1741                 else if (r_shadow_bumpscale_basetexture.value > 0)
1742                 {
1743                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1744                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1745                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1746                         Mem_Free(pixels);
1747                 }
1748         }
1749         // _luma is supported for tenebrae compatibility
1750         // (I think it's a very stupid name, but oh well)
1751         // _glow is the preferred name
1752         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;}
1753         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;}
1754         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;}
1755         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;}
1756
1757         if (basepixels)
1758                 Mem_Free(basepixels);
1759
1760         return skinframe;
1761 }
1762
1763 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)
1764 {
1765         int i;
1766         if (!force)
1767         {
1768                 for (i = 0;i < width*height;i++)
1769                         if (((unsigned char *)&palette[in[i]])[3] > 0)
1770                                 break;
1771                 if (i == width*height)
1772                         return NULL;
1773         }
1774         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1775 }
1776
1777 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1778 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1779 {
1780         int i;
1781         unsigned char *temp1, *temp2;
1782         skinframe_t *skinframe;
1783
1784         if (cls.state == ca_dedicated)
1785                 return NULL;
1786
1787         // if already loaded just return it, otherwise make a new skinframe
1788         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
1789         if (skinframe && skinframe->base)
1790                 return skinframe;
1791
1792         skinframe->stain = NULL;
1793         skinframe->merged = NULL;
1794         skinframe->base = r_texture_notexture;
1795         skinframe->pants = NULL;
1796         skinframe->shirt = NULL;
1797         skinframe->nmap = r_texture_blanknormalmap;
1798         skinframe->gloss = NULL;
1799         skinframe->glow = NULL;
1800         skinframe->fog = NULL;
1801
1802         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1803         if (!skindata)
1804                 return NULL;
1805
1806         if (r_shadow_bumpscale_basetexture.value > 0)
1807         {
1808                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1809                 temp2 = temp1 + width * height * 4;
1810                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1811                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1812                 Mem_Free(temp1);
1813         }
1814         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1815         if (textureflags & TEXF_ALPHA)
1816         {
1817                 for (i = 3;i < width * height * 4;i += 4)
1818                         if (skindata[i] < 255)
1819                                 break;
1820                 if (i < width * height * 4)
1821                 {
1822                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1823                         memcpy(fogpixels, skindata, width * height * 4);
1824                         for (i = 0;i < width * height * 4;i += 4)
1825                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1826                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1827                         Mem_Free(fogpixels);
1828                 }
1829         }
1830
1831         return skinframe;
1832 }
1833
1834 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
1835 {
1836         int i;
1837         unsigned char *temp1, *temp2;
1838         skinframe_t *skinframe;
1839
1840         if (cls.state == ca_dedicated)
1841                 return NULL;
1842
1843         // if already loaded just return it, otherwise make a new skinframe
1844         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
1845         if (skinframe && skinframe->base)
1846                 return skinframe;
1847
1848         skinframe->stain = NULL;
1849         skinframe->merged = NULL;
1850         skinframe->base = r_texture_notexture;
1851         skinframe->pants = NULL;
1852         skinframe->shirt = NULL;
1853         skinframe->nmap = r_texture_blanknormalmap;
1854         skinframe->gloss = NULL;
1855         skinframe->glow = NULL;
1856         skinframe->fog = NULL;
1857
1858         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1859         if (!skindata)
1860                 return NULL;
1861
1862         if (r_shadow_bumpscale_basetexture.value > 0)
1863         {
1864                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1865                 temp2 = temp1 + width * height * 4;
1866                 // use either a custom palette or the quake palette
1867                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
1868                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1869                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1870                 Mem_Free(temp1);
1871         }
1872         // use either a custom palette, or the quake palette
1873         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
1874         if (loadglowtexture)
1875                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
1876         if (loadpantsandshirt)
1877         {
1878                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
1879                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
1880         }
1881         if (skinframe->pants || skinframe->shirt)
1882                 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
1883         if (textureflags & TEXF_ALPHA)
1884         {
1885                 for (i = 0;i < width * height;i++)
1886                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
1887                                 break;
1888                 if (i < width * height)
1889                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
1890         }
1891
1892         return skinframe;
1893 }
1894
1895 skinframe_t *R_SkinFrame_LoadMissing(void)
1896 {
1897         skinframe_t *skinframe;
1898
1899         if (cls.state == ca_dedicated)
1900                 return NULL;
1901
1902         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1903         skinframe->stain = NULL;
1904         skinframe->merged = NULL;
1905         skinframe->base = r_texture_notexture;
1906         skinframe->pants = NULL;
1907         skinframe->shirt = NULL;
1908         skinframe->nmap = r_texture_blanknormalmap;
1909         skinframe->gloss = NULL;
1910         skinframe->glow = NULL;
1911         skinframe->fog = NULL;
1912
1913         return skinframe;
1914 }
1915
1916 void gl_main_start(void)
1917 {
1918         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1919         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1920
1921         // set up r_skinframe loading system for textures
1922         memset(&r_skinframe, 0, sizeof(r_skinframe));
1923         r_skinframe.loadsequence = 1;
1924         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1925
1926         r_main_texturepool = R_AllocTexturePool();
1927         R_BuildBlankTextures();
1928         R_BuildNoTexture();
1929         if (gl_texturecubemap)
1930         {
1931                 R_BuildWhiteCube();
1932                 R_BuildNormalizationCube();
1933         }
1934         r_texture_fogattenuation = NULL;
1935         //r_texture_fogintensity = NULL;
1936         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1937         memset(&r_waterstate, 0, sizeof(r_waterstate));
1938         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1939         memset(&r_svbsp, 0, sizeof (r_svbsp));
1940
1941         r_refdef.fogmasktable_density = 0;
1942 }
1943
1944 void gl_main_shutdown(void)
1945 {
1946         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1947         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1948
1949         // clear out the r_skinframe state
1950         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1951         memset(&r_skinframe, 0, sizeof(r_skinframe));
1952
1953         if (r_svbsp.nodes)
1954                 Mem_Free(r_svbsp.nodes);
1955         memset(&r_svbsp, 0, sizeof (r_svbsp));
1956         R_FreeTexturePool(&r_main_texturepool);
1957         r_texture_blanknormalmap = NULL;
1958         r_texture_white = NULL;
1959         r_texture_grey128 = NULL;
1960         r_texture_black = NULL;
1961         r_texture_whitecube = NULL;
1962         r_texture_normalizationcube = NULL;
1963         r_texture_fogattenuation = NULL;
1964         //r_texture_fogintensity = NULL;
1965         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1966         memset(&r_waterstate, 0, sizeof(r_waterstate));
1967         R_GLSL_Restart_f();
1968 }
1969
1970 extern void CL_ParseEntityLump(char *entitystring);
1971 void gl_main_newmap(void)
1972 {
1973         // FIXME: move this code to client
1974         int l;
1975         char *entities, entname[MAX_QPATH];
1976         if (cl.worldmodel)
1977         {
1978                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1979                 l = (int)strlen(entname) - 4;
1980                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1981                 {
1982                         memcpy(entname + l, ".ent", 5);
1983                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1984                         {
1985                                 CL_ParseEntityLump(entities);
1986                                 Mem_Free(entities);
1987                                 return;
1988                         }
1989                 }
1990                 if (cl.worldmodel->brush.entities)
1991                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
1992         }
1993 }
1994
1995 void GL_Main_Init(void)
1996 {
1997         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1998
1999         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2000         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2001         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2002         if (gamemode == GAME_NEHAHRA)
2003         {
2004                 Cvar_RegisterVariable (&gl_fogenable);
2005                 Cvar_RegisterVariable (&gl_fogdensity);
2006                 Cvar_RegisterVariable (&gl_fogred);
2007                 Cvar_RegisterVariable (&gl_foggreen);
2008                 Cvar_RegisterVariable (&gl_fogblue);
2009                 Cvar_RegisterVariable (&gl_fogstart);
2010                 Cvar_RegisterVariable (&gl_fogend);
2011                 Cvar_RegisterVariable (&gl_skyclip);
2012         }
2013         Cvar_RegisterVariable(&r_depthfirst);
2014         Cvar_RegisterVariable(&r_nearclip);
2015         Cvar_RegisterVariable(&r_showbboxes);
2016         Cvar_RegisterVariable(&r_showsurfaces);
2017         Cvar_RegisterVariable(&r_showtris);
2018         Cvar_RegisterVariable(&r_shownormals);
2019         Cvar_RegisterVariable(&r_showlighting);
2020         Cvar_RegisterVariable(&r_showshadowvolumes);
2021         Cvar_RegisterVariable(&r_showcollisionbrushes);
2022         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2023         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2024         Cvar_RegisterVariable(&r_showdisabledepthtest);
2025         Cvar_RegisterVariable(&r_drawportals);
2026         Cvar_RegisterVariable(&r_drawentities);
2027         Cvar_RegisterVariable(&r_cullentities_trace);
2028         Cvar_RegisterVariable(&r_cullentities_trace_samples);
2029         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2030         Cvar_RegisterVariable(&r_cullentities_trace_delay);
2031         Cvar_RegisterVariable(&r_drawviewmodel);
2032         Cvar_RegisterVariable(&r_speeds);
2033         Cvar_RegisterVariable(&r_fullbrights);
2034         Cvar_RegisterVariable(&r_wateralpha);
2035         Cvar_RegisterVariable(&r_dynamic);
2036         Cvar_RegisterVariable(&r_fullbright);
2037         Cvar_RegisterVariable(&r_shadows);
2038         Cvar_RegisterVariable(&r_shadows_throwdistance);
2039         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2040         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2041         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2042         Cvar_RegisterVariable(&r_fog_exp2);
2043         Cvar_RegisterVariable(&r_textureunits);
2044         Cvar_RegisterVariable(&r_glsl);
2045         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2046         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2047         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2048         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2049         Cvar_RegisterVariable(&r_water);
2050         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2051         Cvar_RegisterVariable(&r_water_clippingplanebias);
2052         Cvar_RegisterVariable(&r_water_refractdistort);
2053         Cvar_RegisterVariable(&r_water_reflectdistort);
2054         Cvar_RegisterVariable(&r_lerpsprites);
2055         Cvar_RegisterVariable(&r_lerpmodels);
2056         Cvar_RegisterVariable(&r_lerplightstyles);
2057         Cvar_RegisterVariable(&r_waterscroll);
2058         Cvar_RegisterVariable(&r_bloom);
2059         Cvar_RegisterVariable(&r_bloom_colorscale);
2060         Cvar_RegisterVariable(&r_bloom_brighten);
2061         Cvar_RegisterVariable(&r_bloom_blur);
2062         Cvar_RegisterVariable(&r_bloom_resolution);
2063         Cvar_RegisterVariable(&r_bloom_colorexponent);
2064         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2065         Cvar_RegisterVariable(&r_hdr);
2066         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2067         Cvar_RegisterVariable(&r_glsl_contrastboost);
2068         Cvar_RegisterVariable(&r_hdr_glowintensity);
2069         Cvar_RegisterVariable(&r_hdr_range);
2070         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2071         Cvar_RegisterVariable(&developer_texturelogging);
2072         Cvar_RegisterVariable(&gl_lightmaps);
2073         Cvar_RegisterVariable(&r_test);
2074         Cvar_RegisterVariable(&r_batchmode);
2075         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2076                 Cvar_SetValue("r_fullbrights", 0);
2077         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2078
2079         Cvar_RegisterVariable(&r_track_sprites);
2080         Cvar_RegisterVariable(&r_track_sprites_flags);
2081         Cvar_RegisterVariable(&r_track_sprites_scalew);
2082         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2083 }
2084
2085 extern void R_Textures_Init(void);
2086 extern void GL_Draw_Init(void);
2087 extern void GL_Main_Init(void);
2088 extern void R_Shadow_Init(void);
2089 extern void R_Sky_Init(void);
2090 extern void GL_Surf_Init(void);
2091 extern void R_Particles_Init(void);
2092 extern void R_Explosion_Init(void);
2093 extern void gl_backend_init(void);
2094 extern void Sbar_Init(void);
2095 extern void R_LightningBeams_Init(void);
2096 extern void Mod_RenderInit(void);
2097
2098 void Render_Init(void)
2099 {
2100         gl_backend_init();
2101         R_Textures_Init();
2102         GL_Main_Init();
2103         GL_Draw_Init();
2104         R_Shadow_Init();
2105         R_Sky_Init();
2106         GL_Surf_Init();
2107         Sbar_Init();
2108         R_Particles_Init();
2109         R_Explosion_Init();
2110         R_LightningBeams_Init();
2111         Mod_RenderInit();
2112 }
2113
2114 /*
2115 ===============
2116 GL_Init
2117 ===============
2118 */
2119 extern char *ENGINE_EXTENSIONS;
2120 void GL_Init (void)
2121 {
2122         VID_CheckExtensions();
2123
2124         // LordHavoc: report supported extensions
2125         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2126
2127         // clear to black (loading plaque will be seen over this)
2128         CHECKGLERROR
2129         qglClearColor(0,0,0,1);CHECKGLERROR
2130         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2131 }
2132
2133 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2134 {
2135         int i;
2136         mplane_t *p;
2137         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2138         {
2139                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2140                 if (i == 4)
2141                         continue;
2142                 p = r_refdef.view.frustum + i;
2143                 switch(p->signbits)
2144                 {
2145                 default:
2146                 case 0:
2147                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2148                                 return true;
2149                         break;
2150                 case 1:
2151                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2152                                 return true;
2153                         break;
2154                 case 2:
2155                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2156                                 return true;
2157                         break;
2158                 case 3:
2159                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2160                                 return true;
2161                         break;
2162                 case 4:
2163                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2164                                 return true;
2165                         break;
2166                 case 5:
2167                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2168                                 return true;
2169                         break;
2170                 case 6:
2171                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2172                                 return true;
2173                         break;
2174                 case 7:
2175                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2176                                 return true;
2177                         break;
2178                 }
2179         }
2180         return false;
2181 }
2182
2183 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2184 {
2185         int i;
2186         const mplane_t *p;
2187         for (i = 0;i < numplanes;i++)
2188         {
2189                 p = planes + i;
2190                 switch(p->signbits)
2191                 {
2192                 default:
2193                 case 0:
2194                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2195                                 return true;
2196                         break;
2197                 case 1:
2198                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2199                                 return true;
2200                         break;
2201                 case 2:
2202                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2203                                 return true;
2204                         break;
2205                 case 3:
2206                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2207                                 return true;
2208                         break;
2209                 case 4:
2210                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2211                                 return true;
2212                         break;
2213                 case 5:
2214                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2215                                 return true;
2216                         break;
2217                 case 6:
2218                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2219                                 return true;
2220                         break;
2221                 case 7:
2222                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2223                                 return true;
2224                         break;
2225                 }
2226         }
2227         return false;
2228 }
2229
2230 //==================================================================================
2231
2232 static void R_View_UpdateEntityVisible (void)
2233 {
2234         int i, renderimask;
2235         entity_render_t *ent;
2236
2237         if (!r_drawentities.integer)
2238                 return;
2239
2240         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2241         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2242         {
2243                 // worldmodel can check visibility
2244                 for (i = 0;i < r_refdef.scene.numentities;i++)
2245                 {
2246                         ent = r_refdef.scene.entities[i];
2247                         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)) && ((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));
2248
2249                 }
2250                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2251                 {
2252                         for (i = 0;i < r_refdef.scene.numentities;i++)
2253                         {
2254                                 ent = r_refdef.scene.entities[i];
2255                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2256                                 {
2257                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2258                                                 ent->last_trace_visibility = realtime;
2259                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2260                                                 r_refdef.viewcache.entityvisible[i] = 0;
2261                                 }
2262                         }
2263                 }
2264         }
2265         else
2266         {
2267                 // no worldmodel or it can't check visibility
2268                 for (i = 0;i < r_refdef.scene.numentities;i++)
2269                 {
2270                         ent = r_refdef.scene.entities[i];
2271                         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));
2272                 }
2273         }
2274 }
2275
2276 // only used if skyrendermasked, and normally returns false
2277 int R_DrawBrushModelsSky (void)
2278 {
2279         int i, sky;
2280         entity_render_t *ent;
2281
2282         if (!r_drawentities.integer)
2283                 return false;
2284
2285         sky = false;
2286         for (i = 0;i < r_refdef.scene.numentities;i++)
2287         {
2288                 if (!r_refdef.viewcache.entityvisible[i])
2289                         continue;
2290                 ent = r_refdef.scene.entities[i];
2291                 if (!ent->model || !ent->model->DrawSky)
2292                         continue;
2293                 ent->model->DrawSky(ent);
2294                 sky = true;
2295         }
2296         return sky;
2297 }
2298
2299 static void R_DrawNoModel(entity_render_t *ent);
2300 static void R_DrawModels(void)
2301 {
2302         int i;
2303         entity_render_t *ent;
2304
2305         if (!r_drawentities.integer)
2306                 return;
2307
2308         for (i = 0;i < r_refdef.scene.numentities;i++)
2309         {
2310                 if (!r_refdef.viewcache.entityvisible[i])
2311                         continue;
2312                 ent = r_refdef.scene.entities[i];
2313                 r_refdef.stats.entities++;
2314                 if (ent->model && ent->model->Draw != NULL)
2315                         ent->model->Draw(ent);
2316                 else
2317                         R_DrawNoModel(ent);
2318         }
2319 }
2320
2321 static void R_DrawModelsDepth(void)
2322 {
2323         int i;
2324         entity_render_t *ent;
2325
2326         if (!r_drawentities.integer)
2327                 return;
2328
2329         for (i = 0;i < r_refdef.scene.numentities;i++)
2330         {
2331                 if (!r_refdef.viewcache.entityvisible[i])
2332                         continue;
2333                 ent = r_refdef.scene.entities[i];
2334                 if (ent->model && ent->model->DrawDepth != NULL)
2335                         ent->model->DrawDepth(ent);
2336         }
2337 }
2338
2339 static void R_DrawModelsDebug(void)
2340 {
2341         int i;
2342         entity_render_t *ent;
2343
2344         if (!r_drawentities.integer)
2345                 return;
2346
2347         for (i = 0;i < r_refdef.scene.numentities;i++)
2348         {
2349                 if (!r_refdef.viewcache.entityvisible[i])
2350                         continue;
2351                 ent = r_refdef.scene.entities[i];
2352                 if (ent->model && ent->model->DrawDebug != NULL)
2353                         ent->model->DrawDebug(ent);
2354         }
2355 }
2356
2357 static void R_DrawModelsAddWaterPlanes(void)
2358 {
2359         int i;
2360         entity_render_t *ent;
2361
2362         if (!r_drawentities.integer)
2363                 return;
2364
2365         for (i = 0;i < r_refdef.scene.numentities;i++)
2366         {
2367                 if (!r_refdef.viewcache.entityvisible[i])
2368                         continue;
2369                 ent = r_refdef.scene.entities[i];
2370                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2371                         ent->model->DrawAddWaterPlanes(ent);
2372         }
2373 }
2374
2375 static void R_View_SetFrustum(void)
2376 {
2377         int i;
2378         double slopex, slopey;
2379
2380         // break apart the view matrix into vectors for various purposes
2381         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
2382         VectorNegate(r_refdef.view.left, r_refdef.view.right);
2383
2384 #if 0
2385         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2386         r_refdef.view.frustum[0].normal[1] = 0 - 0;
2387         r_refdef.view.frustum[0].normal[2] = -1 - 0;
2388         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2389         r_refdef.view.frustum[1].normal[1] = 0 + 0;
2390         r_refdef.view.frustum[1].normal[2] = -1 + 0;
2391         r_refdef.view.frustum[2].normal[0] = 0 - 0;
2392         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2393         r_refdef.view.frustum[2].normal[2] = -1 - 0;
2394         r_refdef.view.frustum[3].normal[0] = 0 + 0;
2395         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2396         r_refdef.view.frustum[3].normal[2] = -1 + 0;
2397 #endif
2398
2399 #if 0
2400         zNear = r_refdef.nearclip;
2401         nudge = 1.0 - 1.0 / (1<<23);
2402         r_refdef.view.frustum[4].normal[0] = 0 - 0;
2403         r_refdef.view.frustum[4].normal[1] = 0 - 0;
2404         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2405         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2406         r_refdef.view.frustum[5].normal[0] = 0 + 0;
2407         r_refdef.view.frustum[5].normal[1] = 0 + 0;
2408         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2409         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2410 #endif
2411
2412
2413
2414 #if 0
2415         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2416         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2417         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2418         r_refdef.view.frustum[0].dist = m[15] - m[12];
2419
2420         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2421         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2422         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2423         r_refdef.view.frustum[1].dist = m[15] + m[12];
2424
2425         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2426         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2427         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2428         r_refdef.view.frustum[2].dist = m[15] - m[13];
2429
2430         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2431         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2432         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2433         r_refdef.view.frustum[3].dist = m[15] + m[13];
2434
2435         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2436         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2437         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2438         r_refdef.view.frustum[4].dist = m[15] - m[14];
2439
2440         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2441         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2442         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2443         r_refdef.view.frustum[5].dist = m[15] + m[14];
2444 #endif
2445
2446         if (r_refdef.view.useperspective)
2447         {
2448                 slopex = 1.0 / r_refdef.view.frustum_x;
2449                 slopey = 1.0 / r_refdef.view.frustum_y;
2450                 VectorMA(r_refdef.view.forward, -slopex, r_refdef.view.left, r_refdef.view.frustum[0].normal);
2451                 VectorMA(r_refdef.view.forward,  slopex, r_refdef.view.left, r_refdef.view.frustum[1].normal);
2452                 VectorMA(r_refdef.view.forward, -slopey, r_refdef.view.up  , r_refdef.view.frustum[2].normal);
2453                 VectorMA(r_refdef.view.forward,  slopey, r_refdef.view.up  , r_refdef.view.frustum[3].normal);
2454                 VectorCopy(r_refdef.view.forward, r_refdef.view.frustum[4].normal);
2455
2456                 // Leaving those out was a mistake, those were in the old code, and they
2457                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2458                 // I couldn't reproduce it after adding those normalizations. --blub
2459                 VectorNormalize(r_refdef.view.frustum[0].normal);
2460                 VectorNormalize(r_refdef.view.frustum[1].normal);
2461                 VectorNormalize(r_refdef.view.frustum[2].normal);
2462                 VectorNormalize(r_refdef.view.frustum[3].normal);
2463
2464                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2465                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward, -1024 * slopex, r_refdef.view.left, -1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[0]);
2466                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward,  1024 * slopex, r_refdef.view.left, -1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[1]);
2467                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward, -1024 * slopex, r_refdef.view.left,  1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[2]);
2468                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward,  1024 * slopex, r_refdef.view.left,  1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[3]);
2469
2470                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2471                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2472                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2473                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2474                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2475         }
2476         else
2477         {
2478                 VectorScale(r_refdef.view.left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2479                 VectorScale(r_refdef.view.left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2480                 VectorScale(r_refdef.view.up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2481                 VectorScale(r_refdef.view.up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2482                 VectorCopy(r_refdef.view.forward, r_refdef.view.frustum[4].normal);
2483                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2484                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2485                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2486                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2487                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2488         }
2489         r_refdef.view.numfrustumplanes = 5;
2490
2491         if (r_refdef.view.useclipplane)
2492         {
2493                 r_refdef.view.numfrustumplanes = 6;
2494                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2495         }
2496
2497         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2498                 PlaneClassify(r_refdef.view.frustum + i);
2499
2500         // LordHavoc: note to all quake engine coders, Quake had a special case
2501         // for 90 degrees which assumed a square view (wrong), so I removed it,
2502         // Quake2 has it disabled as well.
2503
2504         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2505         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, r_refdef.view.up, r_refdef.view.forward, -(90 - r_refdef.fov_x / 2));
2506         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2507         //PlaneClassify(&frustum[0]);
2508
2509         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2510         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, r_refdef.view.up, r_refdef.view.forward, (90 - r_refdef.fov_x / 2));
2511         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2512         //PlaneClassify(&frustum[1]);
2513
2514         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2515         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, r_refdef.view.left, r_refdef.view.forward, -(90 - r_refdef.fov_y / 2));
2516         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2517         //PlaneClassify(&frustum[2]);
2518
2519         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2520         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, r_refdef.view.left, r_refdef.view.forward, (90 - r_refdef.fov_y / 2));
2521         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2522         //PlaneClassify(&frustum[3]);
2523
2524         // nearclip plane
2525         //VectorCopy(r_refdef.view.forward, r_refdef.view.frustum[4].normal);
2526         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2527         //PlaneClassify(&frustum[4]);
2528 }
2529
2530 void R_View_Update(void)
2531 {
2532         R_View_SetFrustum();
2533         R_View_WorldVisibility(r_refdef.view.useclipplane);
2534         R_View_UpdateEntityVisible();
2535 }
2536
2537 void R_SetupView(void)
2538 {
2539         if (!r_refdef.view.useperspective)
2540                 GL_SetupView_Mode_Ortho(-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);
2541         else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2542                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2543         else
2544                 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2545
2546         GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2547
2548         if (r_refdef.view.useclipplane)
2549         {
2550                 // LordHavoc: couldn't figure out how to make this approach the
2551                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2552                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2553                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2554                         dist = r_refdef.view.clipplane.dist;
2555                 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2556         }
2557 }
2558
2559 void R_ResetViewRendering2D(void)
2560 {
2561         if (gl_support_fragment_shader)
2562         {
2563                 qglUseProgramObjectARB(0);CHECKGLERROR
2564         }
2565
2566         DrawQ_Finish();
2567
2568         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2569         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2570         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2571         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2572         GL_Color(1, 1, 1, 1);
2573         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2574         GL_BlendFunc(GL_ONE, GL_ZERO);
2575         GL_AlphaTest(false);
2576         GL_ScissorTest(false);
2577         GL_DepthMask(false);
2578         GL_DepthRange(0, 1);
2579         GL_DepthTest(false);
2580         R_Mesh_Matrix(&identitymatrix);
2581         R_Mesh_ResetTextureState();
2582         GL_PolygonOffset(0, 0);
2583         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2584         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2585         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2586         qglStencilMask(~0);CHECKGLERROR
2587         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2588         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2589         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2590 }
2591
2592 void R_ResetViewRendering3D(void)
2593 {
2594         if (gl_support_fragment_shader)
2595         {
2596                 qglUseProgramObjectARB(0);CHECKGLERROR
2597         }
2598
2599         DrawQ_Finish();
2600
2601         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2602         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2603         R_SetupView();
2604         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2605         GL_Color(1, 1, 1, 1);
2606         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2607         GL_BlendFunc(GL_ONE, GL_ZERO);
2608         GL_AlphaTest(false);
2609         GL_ScissorTest(true);
2610         GL_DepthMask(true);
2611         GL_DepthRange(0, 1);
2612         GL_DepthTest(true);
2613         R_Mesh_Matrix(&identitymatrix);
2614         R_Mesh_ResetTextureState();
2615         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2616         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2617         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2618         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2619         qglStencilMask(~0);CHECKGLERROR
2620         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2621         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2622         GL_CullFace(r_refdef.view.cullface_back);
2623 }
2624
2625 /*
2626         R_Bloom_SetupShader(
2627 "// bloom shader\n"
2628 "// written by Forest 'LordHavoc' Hale\n"
2629 "\n"
2630 "// common definitions between vertex shader and fragment shader:\n"
2631 "\n"
2632 "#ifdef __GLSL_CG_DATA_TYPES\n"
2633 "#define myhalf half\n"
2634 "#define myhalf2 half2\n"
2635 "#define myhalf3 half3\n"
2636 "#define myhalf4 half4\n"
2637 "#else\n"
2638 "#define myhalf float\n"
2639 "#define myhalf2 vec2\n"
2640 "#define myhalf3 vec3\n"
2641 "#define myhalf4 vec4\n"
2642 "#endif\n"
2643 "\n"
2644 "varying vec2 ScreenTexCoord;\n"
2645 "varying vec2 BloomTexCoord;\n"
2646 "\n"
2647 "\n"
2648 "\n"
2649 "\n"
2650 "// vertex shader specific:\n"
2651 "#ifdef VERTEX_SHADER\n"
2652 "\n"
2653 "void main(void)\n"
2654 "{\n"
2655 "       ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2656 "       BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2657 "       // transform vertex to camera space, using ftransform to match non-VS\n"
2658 "       // rendering\n"
2659 "       gl_Position = ftransform();\n"
2660 "}\n"
2661 "\n"
2662 "#endif // VERTEX_SHADER\n"
2663 "\n"
2664 "\n"
2665 "\n"
2666 "\n"
2667 "// fragment shader specific:\n"
2668 "#ifdef FRAGMENT_SHADER\n"
2669 "\n"
2670 "void main(void)\n"
2671 "{\n"
2672 "       int x, y;
2673 "       myhalf3 color = myhalf3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2674 "       for (x = -BLUR_X;x <= BLUR_X;x++)
2675 "       color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2676 "       color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2677 "       color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2678 "       color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2679
2680 "       gl_FragColor = vec4(color);\n"
2681 "}\n"
2682 "\n"
2683 "#endif // FRAGMENT_SHADER\n"
2684 */
2685
2686 void R_RenderScene(qboolean addwaterplanes);
2687
2688 static void R_Water_StartFrame(void)
2689 {
2690         int i;
2691         int waterwidth, waterheight, texturewidth, textureheight;
2692         r_waterstate_waterplane_t *p;
2693
2694         // set waterwidth and waterheight to the water resolution that will be
2695         // used (often less than the screen resolution for faster rendering)
2696         waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2697         waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2698
2699         // calculate desired texture sizes
2700         // can't use water if the card does not support the texture size
2701         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2702                 texturewidth = textureheight = waterwidth = waterheight = 0;
2703         else if (gl_support_arb_texture_non_power_of_two)
2704         {
2705                 texturewidth = waterwidth;
2706                 textureheight = waterheight;
2707         }
2708         else
2709         {
2710                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
2711                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
2712         }
2713
2714         // allocate textures as needed
2715         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2716         {
2717                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2718                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2719                 {
2720                         if (p->texture_refraction)
2721                                 R_FreeTexture(p->texture_refraction);
2722                         p->texture_refraction = NULL;
2723                         if (p->texture_reflection)
2724                                 R_FreeTexture(p->texture_reflection);
2725                         p->texture_reflection = NULL;
2726                 }
2727                 memset(&r_waterstate, 0, sizeof(r_waterstate));
2728                 r_waterstate.waterwidth = waterwidth;
2729                 r_waterstate.waterheight = waterheight;
2730                 r_waterstate.texturewidth = texturewidth;
2731                 r_waterstate.textureheight = textureheight;
2732         }
2733
2734         if (r_waterstate.waterwidth)
2735         {
2736                 r_waterstate.enabled = true;
2737
2738                 // set up variables that will be used in shader setup
2739                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2740                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2741                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2742                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2743         }
2744
2745         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2746         r_waterstate.numwaterplanes = 0;
2747 }
2748
2749 static void R_Water_AddWaterPlane(msurface_t *surface)
2750 {
2751         int triangleindex, planeindex;
2752         const int *e;
2753         vec3_t vert[3];
2754         vec3_t normal;
2755         vec3_t center;
2756         r_waterstate_waterplane_t *p;
2757         // just use the first triangle with a valid normal for any decisions
2758         VectorClear(normal);
2759         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2760         {
2761                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2762                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2763                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2764                 TriangleNormal(vert[0], vert[1], vert[2], normal);
2765                 if (VectorLength2(normal) >= 0.001)
2766                         break;
2767         }
2768
2769         // find a matching plane if there is one
2770         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2771                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2772                         break;
2773         if (planeindex >= r_waterstate.maxwaterplanes)
2774                 return; // nothing we can do, out of planes
2775
2776         // if this triangle does not fit any known plane rendered this frame, add one
2777         if (planeindex >= r_waterstate.numwaterplanes)
2778         {
2779                 // store the new plane
2780                 r_waterstate.numwaterplanes++;
2781                 VectorCopy(normal, p->plane.normal);
2782                 VectorNormalize(p->plane.normal);
2783                 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2784                 PlaneClassify(&p->plane);
2785                 // flip the plane if it does not face the viewer
2786                 if (PlaneDiff(r_refdef.view.origin, &p->plane) < 0)
2787                 {
2788                         VectorNegate(p->plane.normal, p->plane.normal);
2789                         p->plane.dist *= -1;
2790                         PlaneClassify(&p->plane);
2791                 }
2792                 // clear materialflags and pvs
2793                 p->materialflags = 0;
2794                 p->pvsvalid = false;
2795         }
2796         // merge this surface's materialflags into the waterplane
2797         p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2798         // merge this surface's PVS into the waterplane
2799         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2800         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2801          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2802         {
2803                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2804                 p->pvsvalid = true;
2805         }
2806 }
2807
2808 static void R_Water_ProcessPlanes(void)
2809 {
2810         r_refdef_view_t originalview;
2811         int planeindex;
2812         r_waterstate_waterplane_t *p;
2813
2814         originalview = r_refdef.view;
2815
2816         // make sure enough textures are allocated
2817         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2818         {
2819                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2820                 {
2821                         if (!p->texture_refraction)
2822                                 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);
2823                         if (!p->texture_refraction)
2824                                 goto error;
2825                 }
2826
2827                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2828                 {
2829                         if (!p->texture_reflection)
2830                                 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);
2831                         if (!p->texture_reflection)
2832                                 goto error;
2833                 }
2834         }
2835
2836         // render views
2837         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2838         {
2839                 r_refdef.view.showdebug = false;
2840                 r_refdef.view.width = r_waterstate.waterwidth;
2841                 r_refdef.view.height = r_waterstate.waterheight;
2842                 r_refdef.view.useclipplane = true;
2843                 r_waterstate.renderingscene = true;
2844
2845                 // render the normal view scene and copy into texture
2846                 // (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)
2847                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2848                 {
2849                         r_refdef.view.clipplane = p->plane;
2850                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
2851                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
2852                         PlaneClassify(&r_refdef.view.clipplane);
2853
2854                         R_RenderScene(false);
2855
2856                         // copy view into the screen texture
2857                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
2858                         GL_ActiveTexture(0);
2859                         CHECKGLERROR
2860                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2861                 }
2862
2863                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2864                 {
2865                         // render reflected scene and copy into texture
2866                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
2867                         r_refdef.view.clipplane = p->plane;
2868                         // reverse the cullface settings for this render
2869                         r_refdef.view.cullface_front = GL_FRONT;
2870                         r_refdef.view.cullface_back = GL_BACK;
2871                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
2872                         {
2873                                 r_refdef.view.usecustompvs = true;
2874                                 if (p->pvsvalid)
2875                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
2876                                 else
2877                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
2878                         }
2879
2880                         R_ResetViewRendering3D();
2881                         R_ClearScreen(r_refdef.fogenabled);
2882                         if (r_timereport_active)
2883                                 R_TimeReport("viewclear");
2884
2885                         R_RenderScene(false);
2886
2887                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
2888                         GL_ActiveTexture(0);
2889                         CHECKGLERROR
2890                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2891
2892                         R_ResetViewRendering3D();
2893                         R_ClearScreen(r_refdef.fogenabled);
2894                         if (r_timereport_active)
2895                                 R_TimeReport("viewclear");
2896                 }
2897
2898                 r_refdef.view = originalview;
2899                 r_refdef.view.clear = true;
2900                 r_waterstate.renderingscene = false;
2901         }
2902         return;
2903 error:
2904         r_refdef.view = originalview;
2905         r_waterstate.renderingscene = false;
2906         Cvar_SetValueQuick(&r_water, 0);
2907         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
2908         return;
2909 }
2910
2911 void R_Bloom_StartFrame(void)
2912 {
2913         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2914
2915         // set bloomwidth and bloomheight to the bloom resolution that will be
2916         // used (often less than the screen resolution for faster rendering)
2917         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
2918         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
2919         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
2920
2921         // calculate desired texture sizes
2922         if (gl_support_arb_texture_non_power_of_two)
2923         {
2924                 screentexturewidth = r_refdef.view.width;
2925                 screentextureheight = r_refdef.view.height;
2926                 bloomtexturewidth = r_bloomstate.bloomwidth;
2927                 bloomtextureheight = r_bloomstate.bloomheight;
2928         }
2929         else
2930         {
2931                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
2932                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
2933                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
2934                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
2935         }
2936
2937         if (r_hdr.integer)
2938         {
2939                 screentexturewidth = screentextureheight = 0;
2940         }
2941         else if (r_bloom.integer)
2942         {
2943         }
2944         else
2945         {
2946                 screentexturewidth = screentextureheight = 0;
2947                 bloomtexturewidth = bloomtextureheight = 0;
2948         }
2949
2950         if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2951         {
2952                 // can't use bloom if the parameters are too weird
2953                 // can't use bloom if the card does not support the texture size
2954                 if (r_bloomstate.texture_screen)
2955                         R_FreeTexture(r_bloomstate.texture_screen);
2956                 if (r_bloomstate.texture_bloom)
2957                         R_FreeTexture(r_bloomstate.texture_bloom);
2958                 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2959                 return;
2960         }
2961
2962         r_bloomstate.enabled = true;
2963         r_bloomstate.hdr = r_hdr.integer != 0;
2964
2965         // allocate textures as needed
2966         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2967         {
2968                 if (r_bloomstate.texture_screen)
2969                         R_FreeTexture(r_bloomstate.texture_screen);
2970                 r_bloomstate.texture_screen = NULL;
2971                 r_bloomstate.screentexturewidth = screentexturewidth;
2972                 r_bloomstate.screentextureheight = screentextureheight;
2973                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2974                         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);
2975         }
2976         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2977         {
2978                 if (r_bloomstate.texture_bloom)
2979                         R_FreeTexture(r_bloomstate.texture_bloom);
2980                 r_bloomstate.texture_bloom = NULL;
2981                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2982                 r_bloomstate.bloomtextureheight = bloomtextureheight;
2983                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2984                         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);
2985         }
2986
2987         // set up a texcoord array for the full resolution screen image
2988         // (we have to keep this around to copy back during final render)
2989         r_bloomstate.screentexcoord2f[0] = 0;
2990         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
2991         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
2992         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
2993         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
2994         r_bloomstate.screentexcoord2f[5] = 0;
2995         r_bloomstate.screentexcoord2f[6] = 0;
2996         r_bloomstate.screentexcoord2f[7] = 0;
2997
2998         // set up a texcoord array for the reduced resolution bloom image
2999         // (which will be additive blended over the screen image)
3000         r_bloomstate.bloomtexcoord2f[0] = 0;
3001         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3002         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3003         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3004         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3005         r_bloomstate.bloomtexcoord2f[5] = 0;
3006         r_bloomstate.bloomtexcoord2f[6] = 0;
3007         r_bloomstate.bloomtexcoord2f[7] = 0;
3008 }
3009
3010 void R_Bloom_CopyScreenTexture(float colorscale)
3011 {
3012         r_refdef.stats.bloom++;
3013
3014         R_ResetViewRendering2D();
3015         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3016         R_Mesh_ColorPointer(NULL, 0, 0);
3017         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3018         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3019
3020         // copy view into the screen texture
3021         GL_ActiveTexture(0);
3022         CHECKGLERROR
3023         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3024         r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3025
3026         // now scale it down to the bloom texture size
3027         CHECKGLERROR
3028         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3029         GL_BlendFunc(GL_ONE, GL_ZERO);
3030         GL_Color(colorscale, colorscale, colorscale, 1);
3031         // TODO: optimize with multitexture or GLSL
3032         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3033         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3034
3035         // we now have a bloom image in the framebuffer
3036         // copy it into the bloom image texture for later processing
3037         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3038         GL_ActiveTexture(0);
3039         CHECKGLERROR
3040         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3041         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3042 }
3043
3044 void R_Bloom_CopyHDRTexture(void)
3045 {
3046         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3047         GL_ActiveTexture(0);
3048         CHECKGLERROR
3049         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3050         r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3051 }
3052
3053 void R_Bloom_MakeTexture(void)
3054 {
3055         int x, range, dir;
3056         float xoffset, yoffset, r, brighten;
3057
3058         r_refdef.stats.bloom++;
3059
3060         R_ResetViewRendering2D();
3061         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3062         R_Mesh_ColorPointer(NULL, 0, 0);
3063
3064         // we have a bloom image in the framebuffer
3065         CHECKGLERROR
3066         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3067
3068         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3069         {
3070                 x *= 2;
3071                 r = bound(0, r_bloom_colorexponent.value / x, 1);
3072                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3073                 GL_Color(r, r, r, 1);
3074                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3075                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3076                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3077                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3078
3079                 // copy the vertically blurred bloom view to a texture
3080                 GL_ActiveTexture(0);
3081                 CHECKGLERROR
3082                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3083                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3084         }
3085
3086         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3087         brighten = r_bloom_brighten.value;
3088         if (r_hdr.integer)
3089                 brighten *= r_hdr_range.value;
3090         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3091         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3092
3093         for (dir = 0;dir < 2;dir++)
3094         {
3095                 // blend on at multiple vertical offsets to achieve a vertical blur
3096                 // TODO: do offset blends using GLSL
3097                 GL_BlendFunc(GL_ONE, GL_ZERO);
3098                 for (x = -range;x <= range;x++)
3099                 {
3100                         if (!dir){xoffset = 0;yoffset = x;}
3101                         else {xoffset = x;yoffset = 0;}
3102                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
3103                         yoffset /= (float)r_bloomstate.bloomtextureheight;
3104                         // compute a texcoord array with the specified x and y offset
3105                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3106                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3107                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3108                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3109                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3110                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3111                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3112                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3113                         // this r value looks like a 'dot' particle, fading sharply to
3114                         // black at the edges
3115                         // (probably not realistic but looks good enough)
3116                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3117                         //r = (dir ? 1.0f : brighten)/(range*2+1);
3118                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3119                         GL_Color(r, r, r, 1);
3120                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3121                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3122                         GL_BlendFunc(GL_ONE, GL_ONE);
3123                 }
3124
3125                 // copy the vertically blurred bloom view to a texture
3126                 GL_ActiveTexture(0);
3127                 CHECKGLERROR
3128                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3129                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3130         }
3131
3132         // apply subtract last
3133         // (just like it would be in a GLSL shader)
3134         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3135         {
3136                 GL_BlendFunc(GL_ONE, GL_ZERO);
3137                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3138                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3139                 GL_Color(1, 1, 1, 1);
3140                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3141                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3142
3143                 GL_BlendFunc(GL_ONE, GL_ONE);
3144                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3145                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3146                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3147                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3148                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3149                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3150                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3151
3152                 // copy the darkened bloom view to a texture
3153                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3154                 GL_ActiveTexture(0);
3155                 CHECKGLERROR
3156                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3157                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3158         }
3159 }
3160
3161 void R_HDR_RenderBloomTexture(void)
3162 {
3163         int oldwidth, oldheight;
3164         float oldcolorscale;
3165
3166         oldcolorscale = r_refdef.view.colorscale;
3167         oldwidth = r_refdef.view.width;
3168         oldheight = r_refdef.view.height;
3169         r_refdef.view.width = r_bloomstate.bloomwidth;
3170         r_refdef.view.height = r_bloomstate.bloomheight;
3171
3172         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
3173         // TODO: add exposure compensation features
3174         // TODO: add fp16 framebuffer support
3175
3176         r_refdef.view.showdebug = false;
3177         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3178
3179         R_ClearScreen(r_refdef.fogenabled);
3180         if (r_timereport_active)
3181                 R_TimeReport("HDRclear");
3182
3183         r_waterstate.numwaterplanes = 0;
3184         R_RenderScene(r_waterstate.enabled);
3185         r_refdef.view.showdebug = true;
3186
3187         R_ResetViewRendering2D();
3188
3189         R_Bloom_CopyHDRTexture();
3190         R_Bloom_MakeTexture();
3191
3192         // restore the view settings
3193         r_refdef.view.width = oldwidth;
3194         r_refdef.view.height = oldheight;
3195         r_refdef.view.colorscale = oldcolorscale;
3196
3197         R_ResetViewRendering3D();
3198
3199         R_ClearScreen(r_refdef.fogenabled);
3200         if (r_timereport_active)
3201                 R_TimeReport("viewclear");
3202 }
3203
3204 static void R_BlendView(void)
3205 {
3206         if (r_bloomstate.enabled && r_bloomstate.hdr)
3207         {
3208                 // render high dynamic range bloom effect
3209                 // the bloom texture was made earlier this render, so we just need to
3210                 // blend it onto the screen...
3211                 R_ResetViewRendering2D();
3212                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3213                 R_Mesh_ColorPointer(NULL, 0, 0);
3214                 GL_Color(1, 1, 1, 1);
3215                 GL_BlendFunc(GL_ONE, GL_ONE);
3216                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3217                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3218                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3219                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3220         }
3221         else if (r_bloomstate.enabled)
3222         {
3223                 // render simple bloom effect
3224                 // copy the screen and shrink it and darken it for the bloom process
3225                 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
3226                 // make the bloom texture
3227                 R_Bloom_MakeTexture();
3228                 // put the original screen image back in place and blend the bloom
3229                 // texture on it
3230                 R_ResetViewRendering2D();
3231                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3232                 R_Mesh_ColorPointer(NULL, 0, 0);
3233                 GL_Color(1, 1, 1, 1);
3234                 GL_BlendFunc(GL_ONE, GL_ZERO);
3235                 // do both in one pass if possible
3236                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3237                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3238                 if (r_textureunits.integer >= 2 && gl_combine.integer)
3239                 {
3240                         R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
3241                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3242                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3243                 }
3244                 else
3245                 {
3246                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3247                         r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3248                         // now blend on the bloom texture
3249                         GL_BlendFunc(GL_ONE, GL_ONE);
3250                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3251                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3252                 }
3253                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3254                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3255         }
3256         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3257         {
3258                 // apply a color tint to the whole view
3259                 R_ResetViewRendering2D();
3260                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3261                 R_Mesh_ColorPointer(NULL, 0, 0);
3262                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3263                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3264                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3265         }
3266 }
3267
3268 void R_RenderScene(qboolean addwaterplanes);
3269
3270 matrix4x4_t r_waterscrollmatrix;
3271
3272 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3273 {
3274         if (r_refdef.fog_density)
3275         {
3276                 r_refdef.fogcolor[0] = r_refdef.fog_red;
3277                 r_refdef.fogcolor[1] = r_refdef.fog_green;
3278                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3279
3280                 {
3281                         vec3_t fogvec;
3282                         VectorCopy(r_refdef.fogcolor, fogvec);
3283                         if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3284                         {
3285                                 //   color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3286                                 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3287                                 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3288                                 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3289                         }
3290                         //   color.rgb *= ContrastBoost * SceneBrightness;
3291                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3292                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3293                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3294                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3295                 }
3296         }
3297 }
3298
3299 void R_UpdateVariables(void)
3300 {
3301         R_Textures_Frame();
3302
3303         r_refdef.farclip = 4096;
3304         if (r_refdef.scene.worldmodel)
3305                 r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3306         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3307
3308         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3309                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3310         r_refdef.polygonfactor = 0;
3311         r_refdef.polygonoffset = 0;
3312         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3313         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3314
3315         r_refdef.rtworld = r_shadow_realtime_world.integer;
3316         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3317         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3318         r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3319         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3320         if (r_showsurfaces.integer)
3321         {
3322                 r_refdef.rtworld = false;
3323                 r_refdef.rtworldshadows = false;
3324                 r_refdef.rtdlight = false;
3325                 r_refdef.rtdlightshadows = false;
3326                 r_refdef.lightmapintensity = 0;
3327         }
3328
3329         if (gamemode == GAME_NEHAHRA)
3330         {
3331                 if (gl_fogenable.integer)
3332                 {
3333                         r_refdef.oldgl_fogenable = true;
3334                         r_refdef.fog_density = gl_fogdensity.value;
3335                         r_refdef.fog_red = gl_fogred.value;
3336                         r_refdef.fog_green = gl_foggreen.value;
3337                         r_refdef.fog_blue = gl_fogblue.value;
3338                         r_refdef.fog_alpha = 1;
3339                         r_refdef.fog_start = 0;
3340                         r_refdef.fog_end = gl_skyclip.value;
3341                 }
3342                 else if (r_refdef.oldgl_fogenable)
3343                 {
3344                         r_refdef.oldgl_fogenable = false;
3345                         r_refdef.fog_density = 0;
3346                         r_refdef.fog_red = 0;
3347                         r_refdef.fog_green = 0;
3348                         r_refdef.fog_blue = 0;
3349                         r_refdef.fog_alpha = 0;
3350                         r_refdef.fog_start = 0;
3351                         r_refdef.fog_end = 0;
3352                 }
3353         }
3354
3355         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3356         r_refdef.fog_start = max(0, r_refdef.fog_start);
3357         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3358
3359         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3360
3361         if (r_refdef.fog_density)
3362         {
3363                 r_refdef.fogenabled = true;
3364                 // this is the point where the fog reaches 0.9986 alpha, which we
3365                 // consider a good enough cutoff point for the texture
3366                 // (0.9986 * 256 == 255.6)
3367                 if (r_fog_exp2.integer)
3368                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3369                 else
3370                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3371                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3372                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3373                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3374                 // fog color was already set
3375                 // update the fog texture
3376                 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)
3377                         R_BuildFogTexture();
3378         }
3379         else
3380                 r_refdef.fogenabled = false;
3381 }
3382
3383 /*
3384 ================
3385 R_RenderView
3386 ================
3387 */
3388 void R_RenderView(void)
3389 {
3390         if (!r_refdef.scene.entities/* || !r_refdef.scene.worldmodel*/)
3391                 return; //Host_Error ("R_RenderView: NULL worldmodel");
3392
3393         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3394
3395         R_Shadow_UpdateWorldLightSelection();
3396
3397         R_Bloom_StartFrame();
3398         R_Water_StartFrame();
3399
3400         CHECKGLERROR
3401         if (r_timereport_active)
3402                 R_TimeReport("viewsetup");
3403
3404         R_ResetViewRendering3D();
3405
3406         if (r_refdef.view.clear || r_refdef.fogenabled)
3407         {
3408                 R_ClearScreen(r_refdef.fogenabled);
3409                 if (r_timereport_active)
3410                         R_TimeReport("viewclear");
3411         }
3412         r_refdef.view.clear = true;
3413
3414         r_refdef.view.showdebug = true;
3415
3416         // this produces a bloom texture to be used in R_BlendView() later
3417         if (r_hdr.integer)
3418                 R_HDR_RenderBloomTexture();
3419
3420         r_waterstate.numwaterplanes = 0;
3421         R_RenderScene(r_waterstate.enabled);
3422
3423         R_BlendView();
3424         if (r_timereport_active)
3425                 R_TimeReport("blendview");
3426
3427         GL_Scissor(0, 0, vid.width, vid.height);
3428         GL_ScissorTest(false);
3429         CHECKGLERROR
3430 }
3431
3432 extern void R_DrawLightningBeams (void);
3433 extern void VM_CL_AddPolygonsToMeshQueue (void);
3434 extern void R_DrawPortals (void);
3435 extern cvar_t cl_locs_show;
3436 static void R_DrawLocs(void);
3437 static void R_DrawEntityBBoxes(void);
3438 void R_RenderScene(qboolean addwaterplanes)
3439 {
3440         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3441         R_UpdateFogColor();
3442
3443         if (addwaterplanes)
3444         {
3445                 R_ResetViewRendering3D();
3446
3447                 R_View_Update();
3448                 if (r_timereport_active)
3449                         R_TimeReport("watervis");
3450
3451                 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3452                 {
3453                         r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3454                         if (r_timereport_active)
3455                                 R_TimeReport("waterworld");
3456                 }
3457
3458                 // don't let sound skip if going slow
3459                 if (r_refdef.scene.extraupdate)
3460                         S_ExtraUpdate ();
3461
3462                 R_DrawModelsAddWaterPlanes();
3463                 if (r_timereport_active)
3464                         R_TimeReport("watermodels");
3465
3466                 R_Water_ProcessPlanes();
3467                 if (r_timereport_active)
3468                         R_TimeReport("waterscenes");
3469         }
3470
3471         R_ResetViewRendering3D();
3472
3473         // don't let sound skip if going slow
3474         if (r_refdef.scene.extraupdate)
3475                 S_ExtraUpdate ();
3476
3477         R_MeshQueue_BeginScene();
3478
3479         R_SkyStartFrame();
3480
3481         R_View_Update();
3482         if (r_timereport_active)
3483                 R_TimeReport("visibility");
3484
3485         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);
3486
3487         if (cl.csqc_vidvars.drawworld)
3488         {
3489                 // don't let sound skip if going slow
3490                 if (r_refdef.scene.extraupdate)
3491                         S_ExtraUpdate ();
3492
3493                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3494                 {
3495                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3496                         if (r_timereport_active)
3497                                 R_TimeReport("worldsky");
3498                 }
3499
3500                 if (R_DrawBrushModelsSky() && r_timereport_active)
3501                         R_TimeReport("bmodelsky");
3502         }
3503
3504         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3505         {
3506                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3507                 if (r_timereport_active)
3508                         R_TimeReport("worlddepth");
3509         }
3510         if (r_depthfirst.integer >= 2)
3511         {
3512                 R_DrawModelsDepth();
3513                 if (r_timereport_active)
3514                         R_TimeReport("modeldepth");
3515         }
3516
3517         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3518         {
3519                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3520                 if (r_timereport_active)
3521                         R_TimeReport("world");
3522         }
3523
3524         // don't let sound skip if going slow
3525         if (r_refdef.scene.extraupdate)
3526                 S_ExtraUpdate ();
3527
3528         R_DrawModels();
3529         if (r_timereport_active)
3530                 R_TimeReport("models");
3531
3532         // don't let sound skip if going slow
3533         if (r_refdef.scene.extraupdate)
3534                 S_ExtraUpdate ();
3535
3536         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3537         {
3538                 R_DrawModelShadows();
3539
3540                 R_ResetViewRendering3D();
3541
3542                 // don't let sound skip if going slow
3543                 if (r_refdef.scene.extraupdate)
3544                         S_ExtraUpdate ();
3545         }
3546
3547         R_ShadowVolumeLighting(false);
3548         if (r_timereport_active)
3549                 R_TimeReport("rtlights");
3550
3551         // don't let sound skip if going slow
3552         if (r_refdef.scene.extraupdate)
3553                 S_ExtraUpdate ();
3554
3555         if (cl.csqc_vidvars.drawworld)
3556         {
3557                 R_DrawLightningBeams();
3558                 if (r_timereport_active)
3559                         R_TimeReport("lightning");
3560
3561                 R_DrawDecals();
3562                 if (r_timereport_active)
3563                         R_TimeReport("decals");
3564
3565                 R_DrawParticles();
3566                 if (r_timereport_active)
3567                         R_TimeReport("particles");
3568
3569                 R_DrawExplosions();
3570                 if (r_timereport_active)
3571                         R_TimeReport("explosions");
3572         }
3573
3574         if (gl_support_fragment_shader)
3575         {
3576                 qglUseProgramObjectARB(0);CHECKGLERROR
3577         }
3578         VM_CL_AddPolygonsToMeshQueue();
3579
3580         if (r_refdef.view.showdebug)
3581         {
3582                 if (cl_locs_show.integer)
3583                 {
3584                         R_DrawLocs();
3585                         if (r_timereport_active)
3586                                 R_TimeReport("showlocs");
3587                 }
3588
3589                 if (r_drawportals.integer)
3590                 {
3591                         R_DrawPortals();
3592                         if (r_timereport_active)
3593                                 R_TimeReport("portals");
3594                 }
3595
3596                 if (r_showbboxes.value > 0)
3597                 {
3598                         R_DrawEntityBBoxes();
3599                         if (r_timereport_active)
3600                                 R_TimeReport("bboxes");
3601                 }
3602         }
3603
3604         if (gl_support_fragment_shader)
3605         {
3606                 qglUseProgramObjectARB(0);CHECKGLERROR
3607         }
3608         R_MeshQueue_RenderTransparent();
3609         if (r_timereport_active)
3610                 R_TimeReport("drawtrans");
3611
3612         if (gl_support_fragment_shader)
3613         {
3614                 qglUseProgramObjectARB(0);CHECKGLERROR
3615         }
3616
3617         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))
3618         {
3619                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3620                 if (r_timereport_active)
3621                         R_TimeReport("worlddebug");
3622                 R_DrawModelsDebug();
3623                 if (r_timereport_active)
3624                         R_TimeReport("modeldebug");
3625         }
3626
3627         if (gl_support_fragment_shader)
3628         {
3629                 qglUseProgramObjectARB(0);CHECKGLERROR
3630         }
3631
3632         if (cl.csqc_vidvars.drawworld)
3633         {
3634                 R_DrawCoronas();
3635                 if (r_timereport_active)
3636                         R_TimeReport("coronas");
3637         }
3638
3639         // don't let sound skip if going slow
3640         if (r_refdef.scene.extraupdate)
3641                 S_ExtraUpdate ();
3642
3643         R_ResetViewRendering2D();
3644 }
3645
3646 static const int bboxelements[36] =
3647 {
3648         5, 1, 3, 5, 3, 7,
3649         6, 2, 0, 6, 0, 4,
3650         7, 3, 2, 7, 2, 6,
3651         4, 0, 1, 4, 1, 5,
3652         4, 5, 7, 4, 7, 6,
3653         1, 0, 2, 1, 2, 3,
3654 };
3655
3656 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3657 {
3658         int i;
3659         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3660         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3661         GL_DepthMask(false);
3662         GL_DepthRange(0, 1);
3663         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3664         R_Mesh_Matrix(&identitymatrix);
3665         R_Mesh_ResetTextureState();
3666
3667         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3668         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3669         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3670         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3671         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3672         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3673         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3674         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3675         R_FillColors(color4f, 8, cr, cg, cb, ca);
3676         if (r_refdef.fogenabled)
3677         {
3678                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3679                 {
3680                         f1 = FogPoint_World(v);
3681                         f2 = 1 - f1;
3682                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3683                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3684                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3685                 }
3686         }
3687         R_Mesh_VertexPointer(vertex3f, 0, 0);
3688         R_Mesh_ColorPointer(color4f, 0, 0);
3689         R_Mesh_ResetTextureState();
3690         R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3691 }
3692
3693 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3694 {
3695         int i;
3696         float color[4];
3697         prvm_edict_t *edict;
3698         // this function draws bounding boxes of server entities
3699         if (!sv.active)
3700                 return;
3701         SV_VM_Begin();
3702         for (i = 0;i < numsurfaces;i++)
3703         {
3704                 edict = PRVM_EDICT_NUM(surfacelist[i]);
3705                 switch ((int)edict->fields.server->solid)
3706                 {
3707                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
3708                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
3709                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
3710                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
3711                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
3712                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
3713                 }
3714                 color[3] *= r_showbboxes.value;
3715                 color[3] = bound(0, color[3], 1);
3716                 GL_DepthTest(!r_showdisabledepthtest.integer);
3717                 GL_CullFace(r_refdef.view.cullface_front);
3718                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
3719         }
3720         SV_VM_End();
3721 }
3722
3723 static void R_DrawEntityBBoxes(void)
3724 {
3725         int i;
3726         prvm_edict_t *edict;
3727         vec3_t center;
3728         // this function draws bounding boxes of server entities
3729         if (!sv.active)
3730                 return;
3731         SV_VM_Begin();
3732         for (i = 0;i < prog->num_edicts;i++)
3733         {
3734                 edict = PRVM_EDICT_NUM(i);
3735                 if (edict->priv.server->free)
3736                         continue;
3737                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
3738                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
3739         }
3740         SV_VM_End();
3741 }
3742
3743 int nomodelelements[24] =
3744 {
3745         5, 2, 0,
3746         5, 1, 2,
3747         5, 0, 3,
3748         5, 3, 1,
3749         0, 2, 4,
3750         2, 1, 4,
3751         3, 0, 4,
3752         1, 3, 4
3753 };
3754
3755 float nomodelvertex3f[6*3] =
3756 {
3757         -16,   0,   0,
3758          16,   0,   0,
3759           0, -16,   0,
3760           0,  16,   0,
3761           0,   0, -16,
3762           0,   0,  16
3763 };
3764
3765 float nomodelcolor4f[6*4] =
3766 {
3767         0.0f, 0.0f, 0.5f, 1.0f,
3768         0.0f, 0.0f, 0.5f, 1.0f,
3769         0.0f, 0.5f, 0.0f, 1.0f,
3770         0.0f, 0.5f, 0.0f, 1.0f,
3771         0.5f, 0.0f, 0.0f, 1.0f,
3772         0.5f, 0.0f, 0.0f, 1.0f
3773 };
3774
3775 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3776 {
3777         int i;
3778         float f1, f2, *c;
3779         float color4f[6*4];
3780         // this is only called once per entity so numsurfaces is always 1, and
3781         // surfacelist is always {0}, so this code does not handle batches
3782         R_Mesh_Matrix(&ent->matrix);
3783
3784         if (ent->flags & EF_ADDITIVE)
3785         {
3786                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
3787                 GL_DepthMask(false);
3788         }
3789         else if (ent->alpha < 1)
3790         {
3791                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3792                 GL_DepthMask(false);
3793         }
3794         else
3795         {
3796                 GL_BlendFunc(GL_ONE, GL_ZERO);
3797                 GL_DepthMask(true);
3798         }
3799         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
3800         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3801         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
3802         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
3803         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
3804         if (r_refdef.fogenabled)
3805         {
3806                 vec3_t org;
3807                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3808                 R_Mesh_ColorPointer(color4f, 0, 0);
3809                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3810                 f1 = FogPoint_World(org);
3811                 f2 = 1 - f1;
3812                 for (i = 0, c = color4f;i < 6;i++, c += 4)
3813                 {
3814                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
3815                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
3816                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
3817                         c[3] *= ent->alpha;
3818                 }
3819         }
3820         else if (ent->alpha != 1)
3821         {
3822                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3823                 R_Mesh_ColorPointer(color4f, 0, 0);
3824                 for (i = 0, c = color4f;i < 6;i++, c += 4)
3825                         c[3] *= ent->alpha;
3826         }
3827         else
3828                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
3829         R_Mesh_ResetTextureState();
3830         R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
3831 }
3832
3833 void R_DrawNoModel(entity_render_t *ent)
3834 {
3835         vec3_t org;
3836         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3837         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
3838                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
3839         //else
3840         //      R_DrawNoModelCallback(ent, 0);
3841 }
3842
3843 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
3844 {
3845         vec3_t right1, right2, diff, normal;
3846
3847         VectorSubtract (org2, org1, normal);
3848
3849         // calculate 'right' vector for start
3850         VectorSubtract (r_refdef.view.origin, org1, diff);
3851         CrossProduct (normal, diff, right1);
3852         VectorNormalize (right1);
3853
3854         // calculate 'right' vector for end
3855         VectorSubtract (r_refdef.view.origin, org2, diff);
3856         CrossProduct (normal, diff, right2);
3857         VectorNormalize (right2);
3858
3859         vert[ 0] = org1[0] + width * right1[0];
3860         vert[ 1] = org1[1] + width * right1[1];
3861         vert[ 2] = org1[2] + width * right1[2];
3862         vert[ 3] = org1[0] - width * right1[0];
3863         vert[ 4] = org1[1] - width * right1[1];
3864         vert[ 5] = org1[2] - width * right1[2];
3865         vert[ 6] = org2[0] - width * right2[0];
3866         vert[ 7] = org2[1] - width * right2[1];
3867         vert[ 8] = org2[2] - width * right2[2];
3868         vert[ 9] = org2[0] + width * right2[0];
3869         vert[10] = org2[1] + width * right2[1];
3870         vert[11] = org2[2] + width * right2[2];
3871 }
3872
3873 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
3874
3875 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)
3876 {
3877         float fog = 1.0f;
3878         float vertex3f[12];
3879
3880         if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
3881                 fog = FogPoint_World(origin);
3882
3883         R_Mesh_Matrix(&identitymatrix);
3884         GL_BlendFunc(blendfunc1, blendfunc2);
3885
3886         if(v_flipped_state)
3887         {
3888                 scalex1 = -scalex1;
3889                 scalex2 = -scalex2;
3890                 GL_CullFace(r_refdef.view.cullface_front);
3891         }
3892         else
3893                 GL_CullFace(r_refdef.view.cullface_back);
3894
3895         GL_DepthMask(false);
3896         GL_DepthRange(0, depthshort ? 0.0625 : 1);
3897         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3898         GL_DepthTest(!depthdisable);
3899
3900         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
3901         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
3902         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
3903         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
3904         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
3905         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
3906         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
3907         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
3908         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
3909         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
3910         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
3911         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
3912
3913         R_Mesh_VertexPointer(vertex3f, 0, 0);
3914         R_Mesh_ColorPointer(NULL, 0, 0);
3915         R_Mesh_ResetTextureState();
3916         R_Mesh_TexBind(0, R_GetTexture(texture));
3917         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
3918         // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
3919         GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
3920         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3921
3922         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
3923         {
3924                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
3925                 GL_BlendFunc(blendfunc1, GL_ONE);
3926                 fog = 1 - fog;
3927                 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
3928                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3929         }
3930 }
3931
3932 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3933 {
3934         int i;
3935         float *vertex3f;
3936         float v[3];
3937         VectorSet(v, x, y, z);
3938         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3939                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3940                         break;
3941         if (i == mesh->numvertices)
3942         {
3943                 if (mesh->numvertices < mesh->maxvertices)
3944                 {
3945                         VectorCopy(v, vertex3f);
3946                         mesh->numvertices++;
3947                 }
3948                 return mesh->numvertices;
3949         }
3950         else
3951                 return i;
3952 }
3953
3954 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3955 {
3956         int i;
3957         int *e, element[3];
3958         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3959         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3960         e = mesh->element3i + mesh->numtriangles * 3;
3961         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3962         {
3963                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3964                 if (mesh->numtriangles < mesh->maxtriangles)
3965                 {
3966                         *e++ = element[0];
3967                         *e++ = element[1];
3968                         *e++ = element[2];
3969                         mesh->numtriangles++;
3970                 }
3971                 element[1] = element[2];
3972         }
3973 }
3974
3975 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3976 {
3977         int i;
3978         int *e, element[3];
3979         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3980         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3981         e = mesh->element3i + mesh->numtriangles * 3;
3982         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3983         {
3984                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3985                 if (mesh->numtriangles < mesh->maxtriangles)
3986                 {
3987                         *e++ = element[0];
3988                         *e++ = element[1];
3989                         *e++ = element[2];
3990                         mesh->numtriangles++;
3991                 }
3992                 element[1] = element[2];
3993         }
3994 }
3995
3996 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3997 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3998 {
3999         int planenum, planenum2;
4000         int w;
4001         int tempnumpoints;
4002         mplane_t *plane, *plane2;
4003         double maxdist;
4004         double temppoints[2][256*3];
4005         // figure out how large a bounding box we need to properly compute this brush
4006         maxdist = 0;
4007         for (w = 0;w < numplanes;w++)
4008                 maxdist = max(maxdist, planes[w].dist);
4009         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4010         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4011         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4012         {
4013                 w = 0;
4014                 tempnumpoints = 4;
4015                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4016                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4017                 {
4018                         if (planenum2 == planenum)
4019                                 continue;
4020                         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);
4021                         w = !w;
4022                 }
4023                 if (tempnumpoints < 3)
4024                         continue;
4025                 // generate elements forming a triangle fan for this polygon
4026                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4027         }
4028 }
4029
4030 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)
4031 {
4032         texturelayer_t *layer;
4033         layer = t->currentlayers + t->currentnumlayers++;
4034         layer->type = type;
4035         layer->depthmask = depthmask;
4036         layer->blendfunc1 = blendfunc1;
4037         layer->blendfunc2 = blendfunc2;
4038         layer->texture = texture;
4039         layer->texmatrix = *matrix;
4040         layer->color[0] = r * r_refdef.view.colorscale;
4041         layer->color[1] = g * r_refdef.view.colorscale;
4042         layer->color[2] = b * r_refdef.view.colorscale;
4043         layer->color[3] = a;
4044 }
4045
4046 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4047 {
4048         double index, f;
4049         index = parms[2] + r_refdef.scene.time * parms[3];
4050         index -= floor(index);
4051         switch (func)
4052         {
4053         default:
4054         case Q3WAVEFUNC_NONE:
4055         case Q3WAVEFUNC_NOISE:
4056         case Q3WAVEFUNC_COUNT:
4057                 f = 0;
4058                 break;
4059         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4060         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4061         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4062         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4063         case Q3WAVEFUNC_TRIANGLE:
4064                 index *= 4;
4065                 f = index - floor(index);
4066                 if (index < 1)
4067                         f = f;
4068                 else if (index < 2)
4069                         f = 1 - f;
4070                 else if (index < 3)
4071                         f = -f;
4072                 else
4073                         f = -(1 - f);
4074                 break;
4075         }
4076         return (float)(parms[0] + parms[1] * f);
4077 }
4078
4079 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4080 {
4081         int i;
4082         model_t *model = ent->model;
4083         float f;
4084         float tcmat[12];
4085         q3shaderinfo_layer_tcmod_t *tcmod;
4086
4087         // switch to an alternate material if this is a q1bsp animated material
4088         {
4089                 texture_t *texture = t;
4090                 int s = ent->skinnum;
4091                 if ((unsigned int)s >= (unsigned int)model->numskins)
4092                         s = 0;
4093                 if (model->skinscenes)
4094                 {
4095                         if (model->skinscenes[s].framecount > 1)
4096                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4097                         else
4098                                 s = model->skinscenes[s].firstframe;
4099                 }
4100                 if (s > 0)
4101                         t = t + s * model->num_surfaces;
4102                 if (t->animated)
4103                 {
4104                         // use an alternate animation if the entity's frame is not 0,
4105                         // and only if the texture has an alternate animation
4106                         if (ent->frame2 != 0 && t->anim_total[1])
4107                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4108                         else
4109                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4110                 }
4111                 texture->currentframe = t;
4112         }
4113
4114         // update currentskinframe to be a qw skin or animation frame
4115         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4116         {
4117                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4118                 {
4119                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4120                         Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
4121                         r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4122                 }
4123                 t->currentskinframe = r_qwskincache_skinframe[i];
4124                 if (t->currentskinframe == NULL)
4125                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4126         }
4127         else if (t->numskinframes >= 2)
4128                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4129         if (t->backgroundnumskinframes >= 2)
4130                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4131
4132         t->currentmaterialflags = t->basematerialflags;
4133         t->currentalpha = ent->alpha;
4134         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4135         {
4136                 t->currentalpha *= r_wateralpha.value;
4137                 /*
4138                  * FIXME what is this supposed to do?
4139                 // if rendering refraction/reflection, disable transparency
4140                 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4141                         t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4142                 */
4143         }
4144         if(!r_waterstate.enabled)
4145                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4146         if (!(ent->flags & RENDER_LIGHT))
4147                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4148         else if (rsurface.modeltexcoordlightmap2f == NULL)
4149         {
4150                 // pick a model lighting mode
4151                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4152                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4153                 else
4154                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4155         }
4156         if (ent->effects & EF_ADDITIVE)
4157                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4158         else if (t->currentalpha < 1)
4159                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4160         if (ent->effects & EF_DOUBLESIDED)
4161                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4162         if (ent->effects & EF_NODEPTHTEST)
4163                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4164         if (ent->flags & RENDER_VIEWMODEL)
4165                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4166         if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
4167                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4168         if (t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST))
4169                 t->currentmaterialflags |= MATERIALFLAG_SORTTRANSPARENT;
4170         if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATER))
4171                 t->currentmaterialflags &= ~MATERIALFLAG_SORTTRANSPARENT;
4172
4173         // make sure that the waterscroll matrix is used on water surfaces when
4174         // there is no tcmod
4175         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4176                 t->currenttexmatrix = r_waterscrollmatrix;
4177
4178         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4179         {
4180                 matrix4x4_t matrix;
4181                 switch(tcmod->tcmod)
4182                 {
4183                 case Q3TCMOD_COUNT:
4184                 case Q3TCMOD_NONE:
4185                         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4186                                 matrix = r_waterscrollmatrix;
4187                         else
4188                                 matrix = identitymatrix;
4189                         break;
4190                 case Q3TCMOD_ENTITYTRANSLATE:
4191                         // this is used in Q3 to allow the gamecode to control texcoord
4192                         // scrolling on the entity, which is not supported in darkplaces yet.
4193                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4194                         break;
4195                 case Q3TCMOD_ROTATE:
4196                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4197                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4198                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4199                         break;
4200                 case Q3TCMOD_SCALE:
4201                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4202                         break;
4203                 case Q3TCMOD_SCROLL:
4204                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4205                         break;
4206                 case Q3TCMOD_STRETCH:
4207                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4208                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4209                         break;
4210                 case Q3TCMOD_TRANSFORM:
4211                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
4212                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
4213                         VectorSet(tcmat +  6, 0                   , 0                , 1);
4214                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
4215                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4216                         break;
4217                 case Q3TCMOD_TURBULENT:
4218                         // this is handled in the RSurf_PrepareVertices function
4219                         matrix = identitymatrix;
4220                         break;
4221                 }
4222                 // either replace or concatenate the transformation
4223                 if (i < 1)
4224                         t->currenttexmatrix = matrix;
4225                 else
4226                 {
4227                         matrix4x4_t temp = t->currenttexmatrix;
4228                         Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4229                 }
4230         }
4231
4232         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4233         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4234         t->glosstexture = r_texture_black;
4235         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4236         t->backgroundglosstexture = r_texture_black;
4237         t->specularpower = r_shadow_glossexponent.value;
4238         // TODO: store reference values for these in the texture?
4239         t->specularscale = 0;
4240         if (r_shadow_gloss.integer > 0)
4241         {
4242                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4243                 {
4244                         if (r_shadow_glossintensity.value > 0)
4245                         {
4246                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4247                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4248                                 t->specularscale = r_shadow_glossintensity.value;
4249                         }
4250                 }
4251                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4252                 {
4253                         t->glosstexture = r_texture_white;
4254                         t->backgroundglosstexture = r_texture_white;
4255                         t->specularscale = r_shadow_gloss2intensity.value;
4256                 }
4257         }
4258
4259         // lightmaps mode looks bad with dlights using actual texturing, so turn
4260         // off the colormap and glossmap, but leave the normalmap on as it still
4261         // accurately represents the shading involved
4262         if (gl_lightmaps.integer && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
4263         {
4264                 t->basetexture = r_texture_white;
4265                 t->specularscale = 0;
4266         }
4267
4268         Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4269         VectorClear(t->dlightcolor);
4270         t->currentnumlayers = 0;
4271         if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
4272         {
4273                 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
4274                 {
4275                         int blendfunc1, blendfunc2, depthmask;
4276                         if (t->currentmaterialflags & MATERIALFLAG_ADD)
4277                         {
4278                                 blendfunc1 = GL_SRC_ALPHA;
4279                                 blendfunc2 = GL_ONE;
4280                         }
4281                         else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4282                         {
4283                                 blendfunc1 = GL_SRC_ALPHA;
4284                                 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4285                         }
4286                         else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4287                         {
4288                                 blendfunc1 = t->customblendfunc[0];
4289                                 blendfunc2 = t->customblendfunc[1];
4290                         }
4291                         else
4292                         {
4293                                 blendfunc1 = GL_ONE;
4294                                 blendfunc2 = GL_ZERO;
4295                         }
4296                         depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4297                         if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
4298                         {
4299                                 rtexture_t *currentbasetexture;
4300                                 int layerflags = 0;
4301                                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4302                                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4303                                 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4304                                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4305                                 {
4306                                         // fullbright is not affected by r_refdef.lightmapintensity
4307                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4308                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4309                                                 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]);
4310                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4311                                                 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]);
4312                                 }
4313                                 else
4314                                 {
4315                                         vec3_t ambientcolor;
4316                                         float colorscale;
4317                                         // set the color tint used for lights affecting this surface
4318                                         VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4319                                         colorscale = 2;
4320                                         // q3bsp has no lightmap updates, so the lightstylevalue that
4321                                         // would normally be baked into the lightmap must be
4322                                         // applied to the color
4323                                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4324                                         if (ent->model->type == mod_brushq3)
4325                                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4326                                         colorscale *= r_refdef.lightmapintensity;
4327                                         VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor);
4328                                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4329                                         // basic lit geometry
4330                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4331                                         // add pants/shirt if needed
4332                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4333                                                 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]);
4334                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4335                                                 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]);
4336                                         // now add ambient passes if needed
4337                                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4338                                         {
4339                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
4340                                                 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4341                                                         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]);
4342                                                 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4343                                                         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]);
4344                                         }
4345                                 }
4346                                 if (t->currentskinframe->glow != NULL)
4347                                         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]);
4348                                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4349                                 {
4350                                         // if this is opaque use alpha blend which will darken the earlier
4351                                         // passes cheaply.
4352                                         //
4353                                         // if this is an alpha blended material, all the earlier passes
4354                                         // were darkened by fog already, so we only need to add the fog
4355                                         // color ontop through the fog mask texture
4356                                         //
4357                                         // if this is an additive blended material, all the earlier passes
4358                                         // were darkened by fog already, and we should not add fog color
4359                                         // (because the background was not darkened, there is no fog color
4360                                         // that was lost behind it).
4361                                         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]);
4362                                 }
4363                         }
4364                 }
4365         }
4366 }
4367
4368 void R_UpdateAllTextureInfo(entity_render_t *ent)
4369 {
4370         int i;
4371         if (ent->model)
4372                 for (i = 0;i < ent->model->num_texturesperskin;i++)
4373                         R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4374 }
4375
4376 rsurfacestate_t rsurface;
4377
4378 void R_Mesh_ResizeArrays(int newvertices)
4379 {
4380         float *base;
4381         if (rsurface.array_size >= newvertices)
4382                 return;
4383         if (rsurface.array_modelvertex3f)
4384                 Mem_Free(rsurface.array_modelvertex3f);
4385         rsurface.array_size = (newvertices + 1023) & ~1023;
4386         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4387         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
4388         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
4389         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
4390         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
4391         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
4392         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4393         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4394         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
4395         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
4396         rsurface.array_color4f           = base + rsurface.array_size * 27;
4397         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4398 }
4399
4400 void RSurf_CleanUp(void)
4401 {
4402         CHECKGLERROR
4403         if (rsurface.mode == RSURFMODE_GLSL)
4404         {
4405                 qglUseProgramObjectARB(0);CHECKGLERROR
4406         }
4407         GL_AlphaTest(false);
4408         rsurface.mode = RSURFMODE_NONE;
4409         rsurface.uselightmaptexture = false;
4410         rsurface.texture = NULL;
4411 }
4412
4413 void RSurf_ActiveWorldEntity(void)
4414 {
4415         model_t *model = r_refdef.scene.worldmodel;
4416         RSurf_CleanUp();
4417         if (rsurface.array_size < model->surfmesh.num_vertices)
4418                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4419         rsurface.matrix = identitymatrix;
4420         rsurface.inversematrix = identitymatrix;
4421         R_Mesh_Matrix(&identitymatrix);
4422         VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4423         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4424         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4425         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4426         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4427         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4428         rsurface.frameblend[0].frame = 0;
4429         rsurface.frameblend[0].lerp = 1;
4430         rsurface.frameblend[1].frame = 0;
4431         rsurface.frameblend[1].lerp = 0;
4432         rsurface.frameblend[2].frame = 0;
4433         rsurface.frameblend[2].lerp = 0;
4434         rsurface.frameblend[3].frame = 0;
4435         rsurface.frameblend[3].lerp = 0;
4436         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4437         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4438         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4439         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4440         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4441         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4442         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4443         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4444         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4445         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4446         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4447         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4448         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4449         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4450         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4451         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4452         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4453         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4454         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4455         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4456         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4457         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4458         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4459         rsurface.modelelement3i = model->surfmesh.data_element3i;
4460         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4461         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4462         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4463         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4464         rsurface.modelsurfaces = model->data_surfaces;
4465         rsurface.generatedvertex = false;
4466         rsurface.vertex3f  = rsurface.modelvertex3f;
4467         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4468         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4469         rsurface.svector3f = rsurface.modelsvector3f;
4470         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4471         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4472         rsurface.tvector3f = rsurface.modeltvector3f;
4473         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4474         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4475         rsurface.normal3f  = rsurface.modelnormal3f;
4476         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4477         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4478         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4479 }
4480
4481 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4482 {
4483         model_t *model = ent->model;
4484         RSurf_CleanUp();
4485         if (rsurface.array_size < model->surfmesh.num_vertices)
4486                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4487         rsurface.matrix = ent->matrix;
4488         rsurface.inversematrix = ent->inversematrix;
4489         R_Mesh_Matrix(&rsurface.matrix);
4490         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4491         rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4492         rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4493         rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4494         rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4495         rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4496         rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4497         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4498         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4499         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4500         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4501         rsurface.frameblend[0] = ent->frameblend[0];
4502         rsurface.frameblend[1] = ent->frameblend[1];
4503         rsurface.frameblend[2] = ent->frameblend[2];
4504         rsurface.frameblend[3] = ent->frameblend[3];
4505         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4506         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4507         if (ent->model->brush.submodel)
4508         {
4509                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4510                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4511         }
4512         if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4513         {
4514                 if (wanttangents)
4515                 {
4516                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4517                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4518                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4519                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4520                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4521                 }
4522                 else if (wantnormals)
4523                 {
4524                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4525                         rsurface.modelsvector3f = NULL;
4526                         rsurface.modeltvector3f = NULL;
4527                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4528                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4529                 }
4530                 else
4531                 {
4532                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4533                         rsurface.modelsvector3f = NULL;
4534                         rsurface.modeltvector3f = NULL;
4535                         rsurface.modelnormal3f = NULL;
4536                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4537                 }
4538                 rsurface.modelvertex3f_bufferobject = 0;
4539                 rsurface.modelvertex3f_bufferoffset = 0;
4540                 rsurface.modelsvector3f_bufferobject = 0;
4541                 rsurface.modelsvector3f_bufferoffset = 0;
4542                 rsurface.modeltvector3f_bufferobject = 0;
4543                 rsurface.modeltvector3f_bufferoffset = 0;
4544                 rsurface.modelnormal3f_bufferobject = 0;
4545                 rsurface.modelnormal3f_bufferoffset = 0;
4546                 rsurface.generatedvertex = true;
4547         }
4548         else
4549         {
4550                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4551                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4552                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4553                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4554                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4555                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4556                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4557                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4558                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4559                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4560                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4561                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4562                 rsurface.generatedvertex = false;
4563         }
4564         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4565         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4566         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4567         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4568         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4569         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4570         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4571         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4572         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4573         rsurface.modelelement3i = model->surfmesh.data_element3i;
4574         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4575         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4576         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4577         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4578         rsurface.modelsurfaces = model->data_surfaces;
4579         rsurface.vertex3f  = rsurface.modelvertex3f;
4580         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4581         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4582         rsurface.svector3f = rsurface.modelsvector3f;
4583         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4584         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4585         rsurface.tvector3f = rsurface.modeltvector3f;
4586         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4587         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4588         rsurface.normal3f  = rsurface.modelnormal3f;
4589         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4590         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4591         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4592 }
4593
4594 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4595 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4596 {
4597         int deformindex;
4598         int texturesurfaceindex;
4599         int i, j;
4600         float amplitude;
4601         float animpos;
4602         float scale;
4603         const float *v1, *in_tc;
4604         float *out_tc;
4605         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4606         float waveparms[4];
4607         q3shaderinfo_deform_t *deform;
4608         // 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
4609         if (rsurface.generatedvertex)
4610         {
4611                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4612                         generatenormals = true;
4613                 for (i = 0;i < Q3MAXDEFORMS;i++)
4614                 {
4615                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4616                         {
4617                                 generatetangents = true;
4618                                 generatenormals = true;
4619                         }
4620                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4621                                 generatenormals = true;
4622                 }
4623                 if (generatenormals && !rsurface.modelnormal3f)
4624                 {
4625                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4626                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4627                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4628                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4629                 }
4630                 if (generatetangents && !rsurface.modelsvector3f)
4631                 {
4632                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4633                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4634                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4635                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4636                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4637                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4638                         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);
4639                 }
4640         }
4641         rsurface.vertex3f  = rsurface.modelvertex3f;
4642         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4643         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4644         rsurface.svector3f = rsurface.modelsvector3f;
4645         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4646         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4647         rsurface.tvector3f = rsurface.modeltvector3f;
4648         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4649         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4650         rsurface.normal3f  = rsurface.modelnormal3f;
4651         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4652         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4653         // if vertices are deformed (sprite flares and things in maps, possibly
4654         // water waves, bulges and other deformations), generate them into
4655         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4656         // (may be static model data or generated data for an animated model, or
4657         //  the previous deform pass)
4658         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4659         {
4660                 switch (deform->deform)
4661                 {
4662                 default:
4663                 case Q3DEFORM_PROJECTIONSHADOW:
4664                 case Q3DEFORM_TEXT0:
4665                 case Q3DEFORM_TEXT1:
4666                 case Q3DEFORM_TEXT2:
4667                 case Q3DEFORM_TEXT3:
4668                 case Q3DEFORM_TEXT4:
4669                 case Q3DEFORM_TEXT5:
4670                 case Q3DEFORM_TEXT6:
4671                 case Q3DEFORM_TEXT7:
4672                 case Q3DEFORM_NONE:
4673                         break;
4674                 case Q3DEFORM_AUTOSPRITE:
4675                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4676                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4677                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4678                         VectorNormalize(newforward);
4679                         VectorNormalize(newright);
4680                         VectorNormalize(newup);
4681                         // make deformed versions of only the model vertices used by the specified surfaces
4682                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4683                         {
4684                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4685                                 // a single autosprite surface can contain multiple sprites...
4686                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
4687                                 {
4688                                         VectorClear(center);
4689                                         for (i = 0;i < 4;i++)
4690                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4691                                         VectorScale(center, 0.25f, center);
4692                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
4693                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4694                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4695                                         for (i = 0;i < 4;i++)
4696                                         {
4697                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4698                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4699                                         }
4700                                 }
4701                                 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);
4702                                 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);
4703                         }
4704                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4705                         rsurface.vertex3f_bufferobject = 0;
4706                         rsurface.vertex3f_bufferoffset = 0;
4707                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4708                         rsurface.svector3f_bufferobject = 0;
4709                         rsurface.svector3f_bufferoffset = 0;
4710                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4711                         rsurface.tvector3f_bufferobject = 0;
4712                         rsurface.tvector3f_bufferoffset = 0;
4713                         rsurface.normal3f = rsurface.array_deformednormal3f;
4714                         rsurface.normal3f_bufferobject = 0;
4715                         rsurface.normal3f_bufferoffset = 0;
4716                         break;
4717                 case Q3DEFORM_AUTOSPRITE2:
4718                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4719                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4720                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4721                         VectorNormalize(newforward);
4722                         VectorNormalize(newright);
4723                         VectorNormalize(newup);
4724                         // make deformed versions of only the model vertices used by the specified surfaces
4725                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4726                         {
4727                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4728                                 const float *v1, *v2;
4729                                 vec3_t start, end;
4730                                 float f, l;
4731                                 struct
4732                                 {
4733                                         float length2;
4734                                         const float *v1;
4735                                         const float *v2;
4736                                 }
4737                                 shortest[2];
4738                                 memset(shortest, 0, sizeof(shortest));
4739                                 // a single autosprite surface can contain multiple sprites...
4740                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
4741                                 {
4742                                         VectorClear(center);
4743                                         for (i = 0;i < 4;i++)
4744                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4745                                         VectorScale(center, 0.25f, center);
4746                                         // find the two shortest edges, then use them to define the
4747                                         // axis vectors for rotating around the central axis
4748                                         for (i = 0;i < 6;i++)
4749                                         {
4750                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
4751                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
4752 #if 0
4753                                                 Debug_PolygonBegin(NULL, 0, false, 0);
4754                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
4755                                                 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);
4756                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
4757                                                 Debug_PolygonEnd();
4758 #endif
4759                                                 l = VectorDistance2(v1, v2);
4760                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
4761                                                 if (v1[2] != v2[2])
4762                                                         l += (1.0f / 1024.0f);
4763                                                 if (shortest[0].length2 > l || i == 0)
4764                                                 {
4765                                                         shortest[1] = shortest[0];
4766                                                         shortest[0].length2 = l;
4767                                                         shortest[0].v1 = v1;
4768                                                         shortest[0].v2 = v2;
4769                                                 }
4770                                                 else if (shortest[1].length2 > l || i == 1)
4771                                                 {
4772                                                         shortest[1].length2 = l;
4773                                                         shortest[1].v1 = v1;
4774                                                         shortest[1].v2 = v2;
4775                                                 }
4776                                         }
4777                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
4778                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
4779 #if 0
4780                                         Debug_PolygonBegin(NULL, 0, false, 0);
4781                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
4782                                         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);
4783                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
4784                                         Debug_PolygonEnd();
4785 #endif
4786                                         // this calculates the right vector from the shortest edge
4787                                         // and the up vector from the edge midpoints
4788                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
4789                                         VectorNormalize(right);
4790                                         VectorSubtract(end, start, up);
4791                                         VectorNormalize(up);
4792                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
4793                                         //VectorSubtract(rsurface.modelorg, center, forward);
4794                                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
4795                                         VectorNegate(forward, forward);
4796                                         VectorReflect(forward, 0, up, forward);
4797                                         VectorNormalize(forward);
4798                                         CrossProduct(up, forward, newright);
4799                                         VectorNormalize(newright);
4800 #if 0
4801                                         Debug_PolygonBegin(NULL, 0, false, 0);
4802                                         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);
4803                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
4804                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
4805                                         Debug_PolygonEnd();
4806 #endif
4807 #if 0
4808                                         Debug_PolygonBegin(NULL, 0, false, 0);
4809                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
4810                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
4811                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
4812                                         Debug_PolygonEnd();
4813 #endif
4814                                         // rotate the quad around the up axis vector, this is made
4815                                         // especially easy by the fact we know the quad is flat,
4816                                         // so we only have to subtract the center position and
4817                                         // measure distance along the right vector, and then
4818                                         // multiply that by the newright vector and add back the
4819                                         // center position
4820                                         // we also need to subtract the old position to undo the
4821                                         // displacement from the center, which we do with a
4822                                         // DotProduct, the subtraction/addition of center is also
4823                                         // optimized into DotProducts here
4824                                         l = DotProduct(right, center);
4825                                         for (i = 0;i < 4;i++)
4826                                         {
4827                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
4828                                                 f = DotProduct(right, v1) - l;
4829                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4830                                         }
4831                                 }
4832                                 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);
4833                                 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);
4834                         }
4835                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4836                         rsurface.vertex3f_bufferobject = 0;
4837                         rsurface.vertex3f_bufferoffset = 0;
4838                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4839                         rsurface.svector3f_bufferobject = 0;
4840                         rsurface.svector3f_bufferoffset = 0;
4841                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4842                         rsurface.tvector3f_bufferobject = 0;
4843                         rsurface.tvector3f_bufferoffset = 0;
4844                         rsurface.normal3f = rsurface.array_deformednormal3f;
4845                         rsurface.normal3f_bufferobject = 0;
4846                         rsurface.normal3f_bufferoffset = 0;
4847                         break;
4848                 case Q3DEFORM_NORMAL:
4849                         // deform the normals to make reflections wavey
4850                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4851                         {
4852                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4853                                 for (j = 0;j < surface->num_vertices;j++)
4854                                 {
4855                                         float vertex[3];
4856                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
4857                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
4858                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
4859                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
4860                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
4861                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
4862                                         VectorNormalize(normal);
4863                                 }
4864                                 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);
4865                         }
4866                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4867                         rsurface.svector3f_bufferobject = 0;
4868                         rsurface.svector3f_bufferoffset = 0;
4869                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4870                         rsurface.tvector3f_bufferobject = 0;
4871                         rsurface.tvector3f_bufferoffset = 0;
4872                         rsurface.normal3f = rsurface.array_deformednormal3f;
4873                         rsurface.normal3f_bufferobject = 0;
4874                         rsurface.normal3f_bufferoffset = 0;
4875                         break;
4876                 case Q3DEFORM_WAVE:
4877                         // deform vertex array to make wavey water and flags and such
4878                         waveparms[0] = deform->waveparms[0];
4879                         waveparms[1] = deform->waveparms[1];
4880                         waveparms[2] = deform->waveparms[2];
4881                         waveparms[3] = deform->waveparms[3];
4882                         // this is how a divisor of vertex influence on deformation
4883                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
4884                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4885                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4886                         {
4887                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4888                                 for (j = 0;j < surface->num_vertices;j++)
4889                                 {
4890                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
4891                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
4892                                         // if the wavefunc depends on time, evaluate it per-vertex
4893                                         if (waveparms[3])
4894                                         {
4895                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
4896                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4897                                         }
4898                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
4899                                 }
4900                         }
4901                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4902                         rsurface.vertex3f_bufferobject = 0;
4903                         rsurface.vertex3f_bufferoffset = 0;
4904                         break;
4905                 case Q3DEFORM_BULGE:
4906                         // deform vertex array to make the surface have moving bulges
4907                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4908                         {
4909                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4910                                 for (j = 0;j < surface->num_vertices;j++)
4911                                 {
4912                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
4913                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4914                                 }
4915                         }
4916                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4917                         rsurface.vertex3f_bufferobject = 0;
4918                         rsurface.vertex3f_bufferoffset = 0;
4919                         break;
4920                 case Q3DEFORM_MOVE:
4921                         // deform vertex array
4922                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
4923                         VectorScale(deform->parms, scale, waveparms);
4924                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4925                         {
4926                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4927                                 for (j = 0;j < surface->num_vertices;j++)
4928                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4929                         }
4930                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4931                         rsurface.vertex3f_bufferobject = 0;
4932                         rsurface.vertex3f_bufferoffset = 0;
4933                         break;
4934                 }
4935         }
4936         // generate texcoords based on the chosen texcoord source
4937         switch(rsurface.texture->tcgen.tcgen)
4938         {
4939         default:
4940         case Q3TCGEN_TEXTURE:
4941                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
4942                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
4943                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
4944                 break;
4945         case Q3TCGEN_LIGHTMAP:
4946                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
4947                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
4948                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
4949                 break;
4950         case Q3TCGEN_VECTOR:
4951                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4952                 {
4953                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4954                         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)
4955                         {
4956                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
4957                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
4958                         }
4959                 }
4960                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
4961                 rsurface.texcoordtexture2f_bufferobject  = 0;
4962                 rsurface.texcoordtexture2f_bufferoffset  = 0;
4963                 break;
4964         case Q3TCGEN_ENVIRONMENT:
4965                 // make environment reflections using a spheremap
4966                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4967                 {
4968                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4969                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
4970                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
4971                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
4972                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
4973                         {
4974                                 float l, d, eyedir[3];
4975                                 VectorSubtract(rsurface.modelorg, vertex, eyedir);
4976                                 l = 0.5f / VectorLength(eyedir);
4977                                 d = DotProduct(normal, eyedir)*2;
4978                                 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
4979                                 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
4980                         }
4981                 }
4982                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
4983                 rsurface.texcoordtexture2f_bufferobject  = 0;
4984                 rsurface.texcoordtexture2f_bufferoffset  = 0;
4985                 break;
4986         }
4987         // the only tcmod that needs software vertex processing is turbulent, so
4988         // check for it here and apply the changes if needed
4989         // and we only support that as the first one
4990         // (handling a mixture of turbulent and other tcmods would be problematic
4991         //  without punting it entirely to a software path)
4992         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
4993         {
4994                 amplitude = rsurface.texture->tcmods[0].parms[1];
4995                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
4996                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4997                 {
4998                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4999                         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)
5000                         {
5001                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5002                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5003                         }
5004                 }
5005                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5006                 rsurface.texcoordtexture2f_bufferobject  = 0;
5007                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5008         }
5009         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
5010         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5011         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5012         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5013 }
5014
5015 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5016 {
5017         int i, j;
5018         const msurface_t *surface = texturesurfacelist[0];
5019         const msurface_t *surface2;
5020         int firstvertex;
5021         int endvertex;
5022         int numvertices;
5023         int numtriangles;
5024         // TODO: lock all array ranges before render, rather than on each surface
5025         if (texturenumsurfaces == 1)
5026         {
5027                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5028                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5029         }
5030         else if (r_batchmode.integer == 2)
5031         {
5032                 #define MAXBATCHTRIANGLES 4096
5033                 int batchtriangles = 0;
5034                 int batchelements[MAXBATCHTRIANGLES*3];
5035                 for (i = 0;i < texturenumsurfaces;i = j)
5036                 {
5037                         surface = texturesurfacelist[i];
5038                         j = i + 1;
5039                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5040                         {
5041                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5042                                 continue;
5043                         }
5044                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5045                         batchtriangles = surface->num_triangles;
5046                         firstvertex = surface->num_firstvertex;
5047                         endvertex = surface->num_firstvertex + surface->num_vertices;
5048                         for (;j < texturenumsurfaces;j++)
5049                         {
5050                                 surface2 = texturesurfacelist[j];
5051                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5052                                         break;
5053                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5054                                 batchtriangles += surface2->num_triangles;
5055                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5056                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5057                         }
5058                         surface2 = texturesurfacelist[j-1];
5059                         numvertices = endvertex - firstvertex;
5060                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5061                 }
5062         }
5063         else if (r_batchmode.integer == 1)
5064         {
5065                 for (i = 0;i < texturenumsurfaces;i = j)
5066                 {
5067                         surface = texturesurfacelist[i];
5068                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5069                                 if (texturesurfacelist[j] != surface2)
5070                                         break;
5071                         surface2 = texturesurfacelist[j-1];
5072                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5073                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5074                         GL_LockArrays(surface->num_firstvertex, numvertices);
5075                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5076                 }
5077         }
5078         else
5079         {
5080                 for (i = 0;i < texturenumsurfaces;i++)
5081                 {
5082                         surface = texturesurfacelist[i];
5083                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5084                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5085                 }
5086         }
5087 }
5088
5089 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5090 {
5091         int i, planeindex, vertexindex;
5092         float d, bestd;
5093         vec3_t vert;
5094         const float *v;
5095         r_waterstate_waterplane_t *p, *bestp;
5096         msurface_t *surface;
5097         if (r_waterstate.renderingscene)
5098                 return;
5099         for (i = 0;i < texturenumsurfaces;i++)
5100         {
5101                 surface = texturesurfacelist[i];
5102                 if (lightmaptexunit >= 0)
5103                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5104                 if (deluxemaptexunit >= 0)
5105                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5106                 // pick the closest matching water plane
5107                 bestd = 0;
5108                 bestp = NULL;
5109                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5110                 {
5111                         d = 0;
5112                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5113                         {
5114                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5115                                 d += fabs(PlaneDiff(vert, &p->plane));
5116                         }
5117                         if (bestd > d || !bestp)
5118                         {
5119                                 bestd = d;
5120                                 bestp = p;
5121                         }
5122                 }
5123                 if (bestp)
5124                 {
5125                         if (refractiontexunit >= 0)
5126                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5127                         if (reflectiontexunit >= 0)
5128                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5129                 }
5130                 else
5131                 {
5132                         if (refractiontexunit >= 0)
5133                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5134                         if (reflectiontexunit >= 0)
5135                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5136                 }
5137                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5138                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5139         }
5140 }
5141
5142 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5143 {
5144         int i;
5145         int j;
5146         const msurface_t *surface = texturesurfacelist[0];
5147         const msurface_t *surface2;
5148         int firstvertex;
5149         int endvertex;
5150         int numvertices;
5151         int numtriangles;
5152         // TODO: lock all array ranges before render, rather than on each surface
5153         if (texturenumsurfaces == 1)
5154         {
5155                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5156                 if (deluxemaptexunit >= 0)
5157                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5158                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5159                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5160         }
5161         else if (r_batchmode.integer == 2)
5162         {
5163                 #define MAXBATCHTRIANGLES 4096
5164                 int batchtriangles = 0;
5165                 int batchelements[MAXBATCHTRIANGLES*3];
5166                 for (i = 0;i < texturenumsurfaces;i = j)
5167                 {
5168                         surface = texturesurfacelist[i];
5169                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5170                         if (deluxemaptexunit >= 0)
5171                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5172                         j = i + 1;
5173                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5174                         {
5175                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5176                                 continue;
5177                         }
5178                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5179                         batchtriangles = surface->num_triangles;
5180                         firstvertex = surface->num_firstvertex;
5181                         endvertex = surface->num_firstvertex + surface->num_vertices;
5182                         for (;j < texturenumsurfaces;j++)
5183                         {
5184                                 surface2 = texturesurfacelist[j];
5185                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5186                                         break;
5187                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5188                                 batchtriangles += surface2->num_triangles;
5189                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5190                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5191                         }
5192                         surface2 = texturesurfacelist[j-1];
5193                         numvertices = endvertex - firstvertex;
5194                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5195                 }
5196         }
5197         else if (r_batchmode.integer == 1)
5198         {
5199 #if 0
5200                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5201                 for (i = 0;i < texturenumsurfaces;i = j)
5202                 {
5203                         surface = texturesurfacelist[i];
5204                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5205                                 if (texturesurfacelist[j] != surface2)
5206                                         break;
5207                         Con_Printf(" %i", j - i);
5208                 }
5209                 Con_Printf("\n");
5210                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5211 #endif
5212                 for (i = 0;i < texturenumsurfaces;i = j)
5213                 {
5214                         surface = texturesurfacelist[i];
5215                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5216                         if (deluxemaptexunit >= 0)
5217                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5218                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5219                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5220                                         break;
5221 #if 0
5222                         Con_Printf(" %i", j - i);
5223 #endif
5224                         surface2 = texturesurfacelist[j-1];
5225                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5226                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5227                         GL_LockArrays(surface->num_firstvertex, numvertices);
5228                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5229                 }
5230 #if 0
5231                 Con_Printf("\n");
5232 #endif
5233         }
5234         else
5235         {
5236                 for (i = 0;i < texturenumsurfaces;i++)
5237                 {
5238                         surface = texturesurfacelist[i];
5239                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5240                         if (deluxemaptexunit >= 0)
5241                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5242                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5243                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5244                 }
5245         }
5246 }
5247
5248 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5249 {
5250         int j;
5251         int texturesurfaceindex;
5252         if (r_showsurfaces.integer == 2)
5253         {
5254                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5255                 {
5256                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5257                         for (j = 0;j < surface->num_triangles;j++)
5258                         {
5259                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5260                                 GL_Color(f, f, f, 1);
5261                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
5262                         }
5263                 }
5264         }
5265         else
5266         {
5267                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5268                 {
5269                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5270                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
5271                         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);
5272                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5273                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5274                 }
5275         }
5276 }
5277
5278 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5279 {
5280         int texturesurfaceindex;
5281         int i;
5282         float f;
5283         float *v, *c, *c2;
5284         if (rsurface.lightmapcolor4f)
5285         {
5286                 // generate color arrays for the surfaces in this list
5287                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5288                 {
5289                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5290                         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)
5291                         {
5292                                 f = FogPoint_Model(v);
5293                                 c2[0] = c[0] * f;
5294                                 c2[1] = c[1] * f;
5295                                 c2[2] = c[2] * f;
5296                                 c2[3] = c[3];
5297                         }
5298                 }
5299         }
5300         else
5301         {
5302                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5303                 {
5304                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5305                         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)
5306                         {
5307                                 f = FogPoint_Model(v);
5308                                 c2[0] = f;
5309                                 c2[1] = f;
5310                                 c2[2] = f;
5311                                 c2[3] = 1;
5312                         }
5313                 }
5314         }
5315         rsurface.lightmapcolor4f = rsurface.array_color4f;
5316         rsurface.lightmapcolor4f_bufferobject = 0;
5317         rsurface.lightmapcolor4f_bufferoffset = 0;
5318 }
5319
5320 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5321 {
5322         int texturesurfaceindex;
5323         int i;
5324         float *c, *c2;
5325         if (!rsurface.lightmapcolor4f)
5326                 return;
5327         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5328         {
5329                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5330                 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)
5331                 {
5332                         c2[0] = c[0] * r;
5333                         c2[1] = c[1] * g;
5334                         c2[2] = c[2] * b;
5335                         c2[3] = c[3] * a;
5336                 }
5337         }
5338         rsurface.lightmapcolor4f = rsurface.array_color4f;
5339         rsurface.lightmapcolor4f_bufferobject = 0;
5340         rsurface.lightmapcolor4f_bufferoffset = 0;
5341 }
5342
5343 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5344 {
5345         // TODO: optimize
5346         rsurface.lightmapcolor4f = NULL;
5347         rsurface.lightmapcolor4f_bufferobject = 0;
5348         rsurface.lightmapcolor4f_bufferoffset = 0;
5349         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5350         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5351         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5352         GL_Color(r, g, b, a);
5353         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5354 }
5355
5356 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5357 {
5358         // TODO: optimize applyfog && applycolor case
5359         // just apply fog if necessary, and tint the fog color array if necessary
5360         rsurface.lightmapcolor4f = NULL;
5361         rsurface.lightmapcolor4f_bufferobject = 0;
5362         rsurface.lightmapcolor4f_bufferoffset = 0;
5363         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5364         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5365         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5366         GL_Color(r, g, b, a);
5367         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5368 }
5369
5370 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5371 {
5372         int texturesurfaceindex;
5373         int i;
5374         float *c;
5375         // TODO: optimize
5376         if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5377         {
5378                 // generate color arrays for the surfaces in this list
5379                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5380                 {
5381                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5382                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5383                         {
5384                                 if (surface->lightmapinfo->samples)
5385                                 {
5386                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5387                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5388                                         VectorScale(lm, scale, c);
5389                                         if (surface->lightmapinfo->styles[1] != 255)
5390                                         {
5391                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5392                                                 lm += size3;
5393                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5394                                                 VectorMA(c, scale, lm, c);
5395                                                 if (surface->lightmapinfo->styles[2] != 255)
5396                                                 {
5397                                                         lm += size3;
5398                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5399                                                         VectorMA(c, scale, lm, c);
5400                                                         if (surface->lightmapinfo->styles[3] != 255)
5401                                                         {
5402                                                                 lm += size3;
5403                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5404                                                                 VectorMA(c, scale, lm, c);
5405                                                         }
5406                                                 }
5407                                         }
5408                                 }
5409                                 else
5410                                         VectorClear(c);
5411                                 c[3] = 1;
5412                         }
5413                 }
5414                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5415                 rsurface.lightmapcolor4f_bufferobject = 0;
5416                 rsurface.lightmapcolor4f_bufferoffset = 0;
5417         }
5418         else
5419         {
5420                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5421                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5422                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5423         }
5424         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5425         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5426         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5427         GL_Color(r, g, b, a);
5428         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5429 }
5430
5431 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5432 {
5433         int texturesurfaceindex;
5434         int i;
5435         float f;
5436         float *v, *c, *c2;
5437         vec3_t ambientcolor;
5438         vec3_t diffusecolor;
5439         vec3_t lightdir;
5440         // TODO: optimize
5441         // model lighting
5442         VectorCopy(rsurface.modellight_lightdir, lightdir);
5443         f = 0.5f * r_refdef.lightmapintensity;
5444         ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5445         ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5446         ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5447         diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5448         diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5449         diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5450         if (VectorLength2(diffusecolor) > 0)
5451         {
5452                 // generate color arrays for the surfaces in this list
5453                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5454                 {
5455                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5456                         int numverts = surface->num_vertices;
5457                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5458                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5459                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5460                         // q3-style directional shading
5461                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5462                         {
5463                                 if ((f = DotProduct(c2, lightdir)) > 0)
5464                                         VectorMA(ambientcolor, f, diffusecolor, c);
5465                                 else
5466                                         VectorCopy(ambientcolor, c);
5467                                 c[3] = a;
5468                         }
5469                 }
5470                 r = 1;
5471                 g = 1;
5472                 b = 1;
5473                 a = 1;
5474                 applycolor = false;
5475                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5476                 rsurface.lightmapcolor4f_bufferobject = 0;
5477                 rsurface.lightmapcolor4f_bufferoffset = 0;
5478         }
5479         else
5480         {
5481                 r = ambientcolor[0];
5482                 g = ambientcolor[1];
5483                 b = ambientcolor[2];
5484                 rsurface.lightmapcolor4f = NULL;
5485                 rsurface.lightmapcolor4f_bufferobject = 0;
5486                 rsurface.lightmapcolor4f_bufferoffset = 0;
5487         }
5488         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5489         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5490         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5491         GL_Color(r, g, b, a);
5492         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5493 }
5494
5495 void RSurf_SetupDepthAndCulling(void)
5496 {
5497         // submodels are biased to avoid z-fighting with world surfaces that they
5498         // may be exactly overlapping (avoids z-fighting artifacts on certain
5499         // doors and things in Quake maps)
5500         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5501         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5502         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5503         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5504 }
5505
5506 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5507 {
5508         RSurf_SetupDepthAndCulling();
5509         if (rsurface.mode != RSURFMODE_SHOWSURFACES)
5510         {
5511                 rsurface.mode = RSURFMODE_SHOWSURFACES;
5512                 GL_DepthMask(true);
5513                 GL_BlendFunc(GL_ONE, GL_ZERO);
5514                 R_Mesh_ColorPointer(NULL, 0, 0);
5515                 R_Mesh_ResetTextureState();
5516         }
5517         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5518         RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5519 }
5520
5521 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5522 {
5523         // transparent sky would be ridiculous
5524         if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SORTTRANSPARENT))
5525                 return;
5526         if (rsurface.mode != RSURFMODE_SKY)
5527         {
5528                 if (rsurface.mode == RSURFMODE_GLSL)
5529                 {
5530                         qglUseProgramObjectARB(0);CHECKGLERROR
5531                 }
5532                 rsurface.mode = RSURFMODE_SKY;
5533         }
5534         if (skyrendernow)
5535         {
5536                 skyrendernow = false;
5537                 R_Sky();
5538                 // restore entity matrix
5539                 R_Mesh_Matrix(&rsurface.matrix);
5540         }
5541         RSurf_SetupDepthAndCulling();
5542         GL_DepthMask(true);
5543         // LordHavoc: HalfLife maps have freaky skypolys so don't use
5544         // skymasking on them, and Quake3 never did sky masking (unlike
5545         // software Quake and software Quake2), so disable the sky masking
5546         // in Quake3 maps as it causes problems with q3map2 sky tricks,
5547         // and skymasking also looks very bad when noclipping outside the
5548         // level, so don't use it then either.
5549         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5550         {
5551                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5552                 R_Mesh_ColorPointer(NULL, 0, 0);
5553                 R_Mesh_ResetTextureState();
5554                 if (skyrendermasked)
5555                 {
5556                         // depth-only (masking)
5557                         GL_ColorMask(0,0,0,0);
5558                         // just to make sure that braindead drivers don't draw
5559                         // anything despite that colormask...
5560                         GL_BlendFunc(GL_ZERO, GL_ONE);
5561                 }
5562                 else
5563                 {
5564                         // fog sky
5565                         GL_BlendFunc(GL_ONE, GL_ZERO);
5566                 }
5567                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5568                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5569                 if (skyrendermasked)
5570                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5571         }
5572 }
5573
5574 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
5575 {
5576         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5577                 return;
5578
5579         if (rsurface.mode != RSURFMODE_GLSL)
5580         {
5581                 rsurface.mode = RSURFMODE_GLSL;
5582                 R_Mesh_ResetTextureState();
5583                 GL_Color(1, 1, 1, 1);
5584         }
5585
5586         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5587         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5588         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5589         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5590         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5591         R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5592         R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5593         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5594         if (rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5595                 R_Mesh_ColorPointer(NULL, 0, 0);
5596         else
5597                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5598
5599         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5600         {
5601                 // render background
5602                 GL_BlendFunc(GL_ONE, GL_ZERO);
5603                 GL_DepthMask(true);
5604                 GL_AlphaTest(false);
5605
5606                 GL_Color(1, 1, 1, 1);
5607                 R_Mesh_ColorPointer(NULL, 0, 0);
5608
5609                 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5610                 if (r_glsl_permutation)
5611                 {
5612                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5613                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5614                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5615                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5616                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5617                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5618                         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);
5619                 }
5620
5621                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5622                 GL_DepthMask(false);
5623                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5624                 if (rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5625                         R_Mesh_ColorPointer(NULL, 0, 0);
5626                 else
5627                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5628                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5629                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5630         }
5631
5632         R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5633         if (!r_glsl_permutation)
5634                 return;
5635
5636         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5637         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5638         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5639         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5640         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5641         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5642
5643         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5644         {
5645                 GL_BlendFunc(GL_ONE, GL_ZERO);
5646                 GL_DepthMask(true);
5647                 GL_AlphaTest(false);
5648         }
5649
5650         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5651         {
5652                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5653                         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);
5654                 else
5655                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5656         }
5657         else
5658         {
5659                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5660                         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);
5661                 else
5662                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5663         }
5664 }
5665
5666 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
5667 {
5668         // OpenGL 1.3 path - anything not completely ancient
5669         int texturesurfaceindex;
5670         qboolean applycolor;
5671         qboolean applyfog;
5672         rmeshstate_t m;
5673         int layerindex;
5674         const texturelayer_t *layer;
5675         if (rsurface.mode != RSURFMODE_MULTIPASS)
5676                 rsurface.mode = RSURFMODE_MULTIPASS;
5677         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5678
5679         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5680         {
5681                 vec4_t layercolor;
5682                 int layertexrgbscale;
5683                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5684                 {
5685                         if (layerindex == 0)
5686                                 GL_AlphaTest(true);
5687                         else
5688                         {
5689                                 GL_AlphaTest(false);
5690                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5691                         }
5692                 }
5693                 GL_DepthMask(layer->depthmask);
5694                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5695                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
5696                 {
5697                         layertexrgbscale = 4;
5698                         VectorScale(layer->color, 0.25f, layercolor);
5699                 }
5700                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
5701                 {
5702                         layertexrgbscale = 2;
5703                         VectorScale(layer->color, 0.5f, layercolor);
5704                 }
5705                 else
5706                 {
5707                         layertexrgbscale = 1;
5708                         VectorScale(layer->color, 1.0f, layercolor);
5709                 }
5710                 layercolor[3] = layer->color[3];
5711                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5712                 R_Mesh_ColorPointer(NULL, 0, 0);
5713                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5714                 switch (layer->type)
5715                 {
5716                 case TEXTURELAYERTYPE_LITTEXTURE:
5717                         memset(&m, 0, sizeof(m));
5718                         m.tex[0] = R_GetTexture(r_texture_white);
5719                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5720                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5721                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5722                         m.tex[1] = R_GetTexture(layer->texture);
5723                         m.texmatrix[1] = layer->texmatrix;
5724                         m.texrgbscale[1] = layertexrgbscale;
5725                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
5726                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
5727                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
5728                         R_Mesh_TextureState(&m);
5729                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5730                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5731                         else if (rsurface.uselightmaptexture)
5732                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5733                         else
5734                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5735                         break;
5736                 case TEXTURELAYERTYPE_TEXTURE:
5737                         memset(&m, 0, sizeof(m));
5738                         m.tex[0] = R_GetTexture(layer->texture);
5739                         m.texmatrix[0] = layer->texmatrix;
5740                         m.texrgbscale[0] = layertexrgbscale;
5741                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5742                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5743                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5744                         R_Mesh_TextureState(&m);
5745                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5746                         break;
5747                 case TEXTURELAYERTYPE_FOG:
5748                         memset(&m, 0, sizeof(m));
5749                         m.texrgbscale[0] = layertexrgbscale;
5750                         if (layer->texture)
5751                         {
5752                                 m.tex[0] = R_GetTexture(layer->texture);
5753                                 m.texmatrix[0] = layer->texmatrix;
5754                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5755                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5756                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5757                         }
5758                         R_Mesh_TextureState(&m);
5759                         // generate a color array for the fog pass
5760                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5761                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5762                         {
5763                                 int i;
5764                                 float f, *v, *c;
5765                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5766                                 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)
5767                                 {
5768                                         f = 1 - FogPoint_Model(v);
5769                                         c[0] = layercolor[0];
5770                                         c[1] = layercolor[1];
5771                                         c[2] = layercolor[2];
5772                                         c[3] = f * layercolor[3];
5773                                 }
5774                         }
5775                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5776                         break;
5777                 default:
5778                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5779                 }
5780                 GL_LockArrays(0, 0);
5781         }
5782         CHECKGLERROR
5783         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5784         {
5785                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5786                 GL_AlphaTest(false);
5787         }
5788 }
5789
5790 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
5791 {
5792         // OpenGL 1.1 - crusty old voodoo path
5793         int texturesurfaceindex;
5794         qboolean applyfog;
5795         rmeshstate_t m;
5796         int layerindex;
5797         const texturelayer_t *layer;
5798         if (rsurface.mode != RSURFMODE_MULTIPASS)
5799                 rsurface.mode = RSURFMODE_MULTIPASS;
5800         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5801
5802         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5803         {
5804                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5805                 {
5806                         if (layerindex == 0)
5807                                 GL_AlphaTest(true);
5808                         else
5809                         {
5810                                 GL_AlphaTest(false);
5811                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5812                         }
5813                 }
5814                 GL_DepthMask(layer->depthmask);
5815                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5816                 R_Mesh_ColorPointer(NULL, 0, 0);
5817                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5818                 switch (layer->type)
5819                 {
5820                 case TEXTURELAYERTYPE_LITTEXTURE:
5821                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
5822                         {
5823                                 // two-pass lit texture with 2x rgbscale
5824                                 // first the lightmap pass
5825                                 memset(&m, 0, sizeof(m));
5826                                 m.tex[0] = R_GetTexture(r_texture_white);
5827                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5828                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5829                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5830                                 R_Mesh_TextureState(&m);
5831                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5832                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5833                                 else if (rsurface.uselightmaptexture)
5834                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5835                                 else
5836                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5837                                 GL_LockArrays(0, 0);
5838                                 // then apply the texture to it
5839                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
5840                                 memset(&m, 0, sizeof(m));
5841                                 m.tex[0] = R_GetTexture(layer->texture);
5842                                 m.texmatrix[0] = layer->texmatrix;
5843                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5844                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5845                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5846                                 R_Mesh_TextureState(&m);
5847                                 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);
5848                         }
5849                         else
5850                         {
5851                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
5852                                 memset(&m, 0, sizeof(m));
5853                                 m.tex[0] = R_GetTexture(layer->texture);
5854                                 m.texmatrix[0] = layer->texmatrix;
5855                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5856                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5857                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5858                                 R_Mesh_TextureState(&m);
5859                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5860                                         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);
5861                                 else
5862                                         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);
5863                         }
5864                         break;
5865                 case TEXTURELAYERTYPE_TEXTURE:
5866                         // singletexture unlit texture with transparency support
5867                         memset(&m, 0, sizeof(m));
5868                         m.tex[0] = R_GetTexture(layer->texture);
5869                         m.texmatrix[0] = layer->texmatrix;
5870                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5871                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5872                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5873                         R_Mesh_TextureState(&m);
5874                         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);
5875                         break;
5876                 case TEXTURELAYERTYPE_FOG:
5877                         // singletexture fogging
5878                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5879                         if (layer->texture)
5880                         {
5881                                 memset(&m, 0, sizeof(m));
5882                                 m.tex[0] = R_GetTexture(layer->texture);
5883                                 m.texmatrix[0] = layer->texmatrix;
5884                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5885                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5886                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5887                                 R_Mesh_TextureState(&m);
5888                         }
5889                         else
5890                                 R_Mesh_ResetTextureState();
5891                         // generate a color array for the fog pass
5892                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5893                         {
5894                                 int i;
5895                                 float f, *v, *c;
5896                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5897                                 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)
5898                                 {
5899                                         f = 1 - FogPoint_Model(v);
5900                                         c[0] = layer->color[0];
5901                                         c[1] = layer->color[1];
5902                                         c[2] = layer->color[2];
5903                                         c[3] = f * layer->color[3];
5904                                 }
5905                         }
5906                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5907                         break;
5908                 default:
5909                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5910                 }
5911                 GL_LockArrays(0, 0);
5912         }
5913         CHECKGLERROR
5914         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5915         {
5916                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5917                 GL_AlphaTest(false);
5918         }
5919 }
5920
5921 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
5922 {
5923         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
5924                 return;
5925         rsurface.rtlight = NULL;
5926         CHECKGLERROR
5927         if (depthonly)
5928         {
5929                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
5930                         return;
5931                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
5932                         return;
5933                 if (rsurface.mode != RSURFMODE_MULTIPASS)
5934                         rsurface.mode = RSURFMODE_MULTIPASS;
5935                 if (r_depthfirst.integer == 3)
5936                 {
5937                         int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
5938                         if (!r_refdef.view.showdebug)
5939                                 GL_Color(0, 0, 0, 1);
5940                         else
5941                                 GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
5942                 }
5943                 else
5944                 {
5945                         GL_ColorMask(0,0,0,0);
5946                         GL_Color(1,1,1,1);
5947                 }
5948                 RSurf_SetupDepthAndCulling();
5949                 GL_DepthTest(true);
5950                 GL_BlendFunc(GL_ONE, GL_ZERO);
5951                 GL_DepthMask(true);
5952                 GL_AlphaTest(false);
5953                 R_Mesh_ColorPointer(NULL, 0, 0);
5954                 R_Mesh_ResetTextureState();
5955                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5956                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5957                 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5958         }
5959         else if (r_depthfirst.integer == 3)
5960                 return;
5961         else if (!r_refdef.view.showdebug && (r_showsurfaces.integer || gl_lightmaps.integer))
5962         {
5963                 GL_Color(0, 0, 0, 1);
5964                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5965         }
5966         else if (r_showsurfaces.integer)
5967         {
5968                 if (rsurface.mode != RSURFMODE_MULTIPASS)
5969                         rsurface.mode = RSURFMODE_MULTIPASS;
5970                 RSurf_SetupDepthAndCulling();
5971                 GL_DepthTest(true);
5972                 GL_BlendFunc(GL_ONE, GL_ZERO);
5973                 GL_DepthMask(writedepth);
5974                 GL_Color(1,1,1,1);
5975                 GL_AlphaTest(false);
5976                 R_Mesh_ColorPointer(NULL, 0, 0);
5977                 R_Mesh_ResetTextureState();
5978                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5979                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5980         }
5981         else if (gl_lightmaps.integer)
5982         {
5983                 rmeshstate_t m;
5984                 if (rsurface.mode != RSURFMODE_MULTIPASS)
5985                         rsurface.mode = RSURFMODE_MULTIPASS;
5986                 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5987                 GL_DepthTest(true);
5988                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5989                 GL_BlendFunc(GL_ONE, GL_ZERO);
5990                 GL_DepthMask(writedepth);
5991                 GL_Color(1,1,1,1);
5992                 GL_AlphaTest(false);
5993                 R_Mesh_ColorPointer(NULL, 0, 0);
5994                 memset(&m, 0, sizeof(m));
5995                 m.tex[0] = R_GetTexture(r_texture_white);
5996                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5997                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5998                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5999                 R_Mesh_TextureState(&m);
6000                 RSurf_PrepareVerticesForBatch(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, false, texturenumsurfaces, texturesurfacelist);
6001                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6002                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6003                 else if (rsurface.uselightmaptexture)
6004                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6005                 else
6006                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6007         }
6008         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6009                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6010         else if (rsurface.texture->currentnumlayers)
6011         {
6012                 // write depth for anything we skipped on the depth-only pass earlier
6013                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6014                         writedepth = true;
6015                 RSurf_SetupDepthAndCulling();
6016                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6017                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6018                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6019                 if (r_glsl.integer && gl_support_fragment_shader)
6020                         R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
6021                 else if (gl_combine.integer && r_textureunits.integer >= 2)
6022                         R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
6023                 else
6024                         R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
6025         }
6026         CHECKGLERROR
6027         GL_LockArrays(0, 0);
6028 }
6029
6030 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6031 {
6032         int i, j;
6033         int texturenumsurfaces, endsurface;
6034         texture_t *texture;
6035         msurface_t *surface;
6036         msurface_t *texturesurfacelist[1024];
6037
6038         // if the model is static it doesn't matter what value we give for
6039         // wantnormals and wanttangents, so this logic uses only rules applicable
6040         // to a model, knowing that they are meaningless otherwise
6041         if (ent == r_refdef.scene.worldentity)
6042                 RSurf_ActiveWorldEntity();
6043         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6044                 RSurf_ActiveModelEntity(ent, false, false);
6045         else
6046                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6047
6048         for (i = 0;i < numsurfaces;i = j)
6049         {
6050                 j = i + 1;
6051                 surface = rsurface.modelsurfaces + surfacelist[i];
6052                 texture = surface->texture;
6053                 R_UpdateTextureInfo(ent, texture);
6054                 rsurface.texture = texture->currentframe;
6055                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6056                 // scan ahead until we find a different texture
6057                 endsurface = min(i + 1024, numsurfaces);
6058                 texturenumsurfaces = 0;
6059                 texturesurfacelist[texturenumsurfaces++] = surface;
6060                 for (;j < endsurface;j++)
6061                 {
6062                         surface = rsurface.modelsurfaces + surfacelist[j];
6063                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6064                                 break;
6065                         texturesurfacelist[texturenumsurfaces++] = surface;
6066                 }
6067                 // render the range of surfaces
6068                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
6069         }
6070
6071         RSurf_CleanUp();
6072 }
6073
6074 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6075 {
6076         int i, j;
6077         vec3_t tempcenter, center;
6078         texture_t *texture;
6079         // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6080         if (addwaterplanes)
6081         {
6082                 for (i = 0;i < numsurfaces;i++)
6083                         if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6084                                 R_Water_AddWaterPlane(surfacelist[i]);
6085                 return;
6086         }
6087         // break the surface list down into batches by texture and use of lightmapping
6088         for (i = 0;i < numsurfaces;i = j)
6089         {
6090                 j = i + 1;
6091                 // texture is the base texture pointer, rsurface.texture is the
6092                 // current frame/skin the texture is directing us to use (for example
6093                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6094                 // use skin 1 instead)
6095                 texture = surfacelist[i]->texture;
6096                 rsurface.texture = texture->currentframe;
6097                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6098                 if (!(rsurface.texture->currentmaterialflags & flagsmask))
6099                 {
6100                         // if this texture is not the kind we want, skip ahead to the next one
6101                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6102                                 ;
6103                         continue;
6104                 }
6105                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SORTTRANSPARENT)
6106                 {
6107                         // transparent surfaces get pushed off into the transparent queue
6108                         const msurface_t *surface = surfacelist[i];
6109                         if (depthonly)
6110                                 continue;
6111                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6112                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6113                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6114                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6115                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
6116                 }
6117                 else
6118                 {
6119                         // simply scan ahead until we find a different texture or lightmap state
6120                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6121                                 ;
6122                         // render the range of surfaces
6123                         R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
6124                 }
6125         }
6126 }
6127
6128 float locboxvertex3f[6*4*3] =
6129 {
6130         1,0,1, 1,0,0, 1,1,0, 1,1,1,
6131         0,1,1, 0,1,0, 0,0,0, 0,0,1,
6132         1,1,1, 1,1,0, 0,1,0, 0,1,1,
6133         0,0,1, 0,0,0, 1,0,0, 1,0,1,
6134         0,0,1, 1,0,1, 1,1,1, 0,1,1,
6135         1,0,0, 0,0,0, 0,1,0, 1,1,0
6136 };
6137
6138 int locboxelement3i[6*2*3] =
6139 {
6140          0, 1, 2, 0, 2, 3,
6141          4, 5, 6, 4, 6, 7,
6142          8, 9,10, 8,10,11,
6143         12,13,14, 12,14,15,
6144         16,17,18, 16,18,19,
6145         20,21,22, 20,22,23
6146 };
6147
6148 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6149 {
6150         int i, j;
6151         cl_locnode_t *loc = (cl_locnode_t *)ent;
6152         vec3_t mins, size;
6153         float vertex3f[6*4*3];
6154         CHECKGLERROR
6155         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6156         GL_DepthMask(false);
6157         GL_DepthRange(0, 1);
6158         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6159         GL_DepthTest(true);
6160         GL_CullFace(GL_NONE);
6161         R_Mesh_Matrix(&identitymatrix);
6162
6163         R_Mesh_VertexPointer(vertex3f, 0, 0);
6164         R_Mesh_ColorPointer(NULL, 0, 0);
6165         R_Mesh_ResetTextureState();
6166
6167         i = surfacelist[0];
6168         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6169                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6170                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6171                         surfacelist[0] < 0 ? 0.5f : 0.125f);
6172
6173         if (VectorCompare(loc->mins, loc->maxs))
6174         {
6175                 VectorSet(size, 2, 2, 2);
6176                 VectorMA(loc->mins, -0.5f, size, mins);
6177         }
6178         else
6179         {
6180                 VectorCopy(loc->mins, mins);
6181                 VectorSubtract(loc->maxs, loc->mins, size);
6182         }
6183
6184         for (i = 0;i < 6*4*3;)
6185                 for (j = 0;j < 3;j++, i++)
6186                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6187
6188         R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6189 }
6190
6191 void R_DrawLocs(void)
6192 {
6193         int index;
6194         cl_locnode_t *loc, *nearestloc;
6195         vec3_t center;
6196         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6197         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6198         {
6199                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6200                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6201         }
6202 }
6203
6204 void R_DrawDebugModel(entity_render_t *ent)
6205 {
6206         int i, j, k, l, flagsmask;
6207         const int *elements;
6208         q3mbrush_t *brush;
6209         msurface_t *surface;
6210         model_t *model = ent->model;
6211         vec3_t v;
6212
6213         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
6214
6215         R_Mesh_ColorPointer(NULL, 0, 0);
6216         R_Mesh_ResetTextureState();
6217         GL_DepthRange(0, 1);
6218         GL_DepthTest(!r_showdisabledepthtest.integer);
6219         GL_DepthMask(false);
6220         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6221
6222         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6223         {
6224                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6225                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6226                 {
6227                         if (brush->colbrushf && brush->colbrushf->numtriangles)
6228                         {
6229                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6230                                 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);
6231                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6232                         }
6233                 }
6234                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6235                 {
6236                         if (surface->num_collisiontriangles)
6237                         {
6238                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6239                                 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);
6240                                 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6241                         }
6242                 }
6243         }
6244
6245         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6246
6247         if (r_showtris.integer || r_shownormals.integer)
6248         {
6249                 if (r_showdisabledepthtest.integer)
6250                 {
6251                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6252                         GL_DepthMask(false);
6253                 }
6254                 else
6255                 {
6256                         GL_BlendFunc(GL_ONE, GL_ZERO);
6257                         GL_DepthMask(true);
6258                 }
6259                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6260                 {
6261                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6262                                 continue;
6263                         rsurface.texture = surface->texture->currentframe;
6264                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6265                         {
6266                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6267                                 if (r_showtris.value > 0)
6268                                 {
6269                                         if (!rsurface.texture->currentlayers->depthmask)
6270                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6271                                         else if (ent == r_refdef.scene.worldentity)
6272                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6273                                         else
6274                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6275                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6276                                         CHECKGLERROR
6277                                         qglBegin(GL_LINES);
6278                                         for (k = 0;k < surface->num_triangles;k++, elements += 3)
6279                                         {
6280 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6281                                                 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6282                                                 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6283                                                 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6284                                         }
6285                                         qglEnd();
6286                                         CHECKGLERROR
6287                                 }
6288                                 if (r_shownormals.value > 0)
6289                                 {
6290                                         qglBegin(GL_LINES);
6291                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6292                                         {
6293                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6294                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6295                                                 qglVertex3f(v[0], v[1], v[2]);
6296                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6297                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6298                                                 qglVertex3f(v[0], v[1], v[2]);
6299                                         }
6300                                         qglEnd();
6301                                         CHECKGLERROR
6302                                         qglBegin(GL_LINES);
6303                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6304                                         {
6305                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6306                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6307                                                 qglVertex3f(v[0], v[1], v[2]);
6308                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6309                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6310                                                 qglVertex3f(v[0], v[1], v[2]);
6311                                         }
6312                                         qglEnd();
6313                                         CHECKGLERROR
6314                                         qglBegin(GL_LINES);
6315                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6316                                         {
6317                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6318                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6319                                                 qglVertex3f(v[0], v[1], v[2]);
6320                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6321                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6322                                                 qglVertex3f(v[0], v[1], v[2]);
6323                                         }
6324                                         qglEnd();
6325                                         CHECKGLERROR
6326                                 }
6327                         }
6328                 }
6329                 rsurface.texture = NULL;
6330         }
6331 }
6332
6333 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6334 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6335 {
6336         int i, j, endj, f, flagsmask;
6337         msurface_t *surface;
6338         texture_t *t;
6339         model_t *model = r_refdef.scene.worldmodel;
6340         const int maxsurfacelist = 1024;
6341         int numsurfacelist = 0;
6342         msurface_t *surfacelist[1024];
6343         if (model == NULL)
6344                 return;
6345
6346         RSurf_ActiveWorldEntity();
6347
6348         // update light styles on this submodel
6349         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6350         {
6351                 model_brush_lightstyleinfo_t *style;
6352                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6353                 {
6354                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
6355                         {
6356                                 msurface_t *surfaces = model->data_surfaces;
6357                                 int *list = style->surfacelist;
6358                                 style->value = r_refdef.scene.lightstylevalue[style->style];
6359                                 for (j = 0;j < style->numsurfaces;j++)
6360                                         surfaces[list[j]].cached_dlight = true;
6361                         }
6362                 }
6363         }
6364
6365         R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6366         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6367
6368         if (debug)
6369         {
6370                 R_DrawDebugModel(r_refdef.scene.worldentity);
6371                 return;
6372         }
6373
6374         f = 0;
6375         t = NULL;
6376         rsurface.uselightmaptexture = false;
6377         rsurface.texture = NULL;
6378         numsurfacelist = 0;
6379         j = model->firstmodelsurface;
6380         endj = j + model->nummodelsurfaces;
6381         while (j < endj)
6382         {
6383                 // quickly skip over non-visible surfaces
6384                 for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
6385                         ;
6386                 // quickly iterate over visible surfaces
6387                 for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
6388                 {
6389                         // process this surface
6390                         surface = model->data_surfaces + j;
6391                         // if this surface fits the criteria, add it to the list
6392                         if (surface->num_triangles)
6393                         {
6394                                 // if lightmap parameters changed, rebuild lightmap texture
6395                                 if (surface->cached_dlight)
6396                                         R_BuildLightMap(r_refdef.scene.worldentity, surface);
6397                                 // add face to draw list
6398                                 surfacelist[numsurfacelist++] = surface;
6399                                 r_refdef.stats.world_triangles += surface->num_triangles;
6400                                 if (numsurfacelist >= maxsurfacelist)
6401                                 {
6402                                         r_refdef.stats.world_surfaces += numsurfacelist;
6403                                         R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6404                                         numsurfacelist = 0;
6405                                 }
6406                         }
6407                 }
6408         }
6409         r_refdef.stats.world_surfaces += numsurfacelist;
6410         if (numsurfacelist)
6411                 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6412         RSurf_CleanUp();
6413 }
6414
6415 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6416 {
6417         int i, j, f, flagsmask;
6418         msurface_t *surface, *endsurface;
6419         texture_t *t;
6420         model_t *model = ent->model;
6421         const int maxsurfacelist = 1024;
6422         int numsurfacelist = 0;
6423         msurface_t *surfacelist[1024];
6424         if (model == NULL)
6425                 return;
6426
6427         // if the model is static it doesn't matter what value we give for
6428         // wantnormals and wanttangents, so this logic uses only rules applicable
6429         // to a model, knowing that they are meaningless otherwise
6430         if (ent == r_refdef.scene.worldentity)
6431                 RSurf_ActiveWorldEntity();
6432         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6433                 RSurf_ActiveModelEntity(ent, false, false);
6434         else
6435                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6436
6437         // update light styles
6438         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6439         {
6440                 model_brush_lightstyleinfo_t *style;
6441                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6442                 {
6443                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
6444                         {
6445                                 msurface_t *surfaces = model->data_surfaces;
6446                                 int *list = style->surfacelist;
6447                                 style->value = r_refdef.scene.lightstylevalue[style->style];
6448                                 for (j = 0;j < style->numsurfaces;j++)
6449                                         surfaces[list[j]].cached_dlight = true;
6450                         }
6451                 }
6452         }
6453
6454         R_UpdateAllTextureInfo(ent);
6455         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6456
6457         if (debug)
6458         {
6459                 R_DrawDebugModel(ent);
6460                 return;
6461         }
6462
6463         f = 0;
6464         t = NULL;
6465         rsurface.uselightmaptexture = false;
6466         rsurface.texture = NULL;
6467         numsurfacelist = 0;
6468         surface = model->data_surfaces + model->firstmodelsurface;
6469         endsurface = surface + model->nummodelsurfaces;
6470         for (;surface < endsurface;surface++)
6471         {
6472                 // if this surface fits the criteria, add it to the list
6473                 if (surface->num_triangles)
6474                 {
6475                         // if lightmap parameters changed, rebuild lightmap texture
6476                         if (surface->cached_dlight)
6477                                 R_BuildLightMap(ent, surface);
6478                         // add face to draw list
6479                         surfacelist[numsurfacelist++] = surface;
6480                         r_refdef.stats.entities_triangles += surface->num_triangles;
6481                         if (numsurfacelist >= maxsurfacelist)
6482                         {
6483                                 r_refdef.stats.entities_surfaces += numsurfacelist;
6484                                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6485                                 numsurfacelist = 0;
6486                         }
6487                 }
6488         }
6489         r_refdef.stats.entities_surfaces += numsurfacelist;
6490         if (numsurfacelist)
6491                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6492         RSurf_CleanUp();
6493 }