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add r_shadow_glossexact to toggle between old and new gloss code; the difference...
[xonotic/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
30
31 //
32 // screen size info
33 //
34 r_refdef_t r_refdef;
35
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
40 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
47 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
48 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 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"};
65 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"};
66 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
67 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
68
69 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
70 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
71 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
72 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
73 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
74 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
75 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
76 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
77
78 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)"};
79
80 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
81 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)"};
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_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
84 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
85 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
86 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
87 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
88 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
89 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
90 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
91 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
92
93 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)"};
94 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
95 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"};
96 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
97 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
98
99 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
100 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
101 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
102 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
103
104 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
105 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
106 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
107 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
108 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
109 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
110 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
111
112 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
113 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
114 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
115 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)"};
116
117 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"};
118
119 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"};
120
121 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
122
123 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
124 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
125 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"};
126 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
127 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
128 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
129
130 extern cvar_t v_glslgamma;
131
132 extern qboolean v_flipped_state;
133
134 static struct r_bloomstate_s
135 {
136         qboolean enabled;
137         qboolean hdr;
138
139         int bloomwidth, bloomheight;
140
141         int screentexturewidth, screentextureheight;
142         rtexture_t *texture_screen;
143
144         int bloomtexturewidth, bloomtextureheight;
145         rtexture_t *texture_bloom;
146
147         // arrays for rendering the screen passes
148         float screentexcoord2f[8];
149         float bloomtexcoord2f[8];
150         float offsettexcoord2f[8];
151 }
152 r_bloomstate;
153
154 r_waterstate_t r_waterstate;
155
156 // shadow volume bsp struct with automatically growing nodes buffer
157 svbsp_t r_svbsp;
158
159 rtexture_t *r_texture_blanknormalmap;
160 rtexture_t *r_texture_white;
161 rtexture_t *r_texture_grey128;
162 rtexture_t *r_texture_black;
163 rtexture_t *r_texture_notexture;
164 rtexture_t *r_texture_whitecube;
165 rtexture_t *r_texture_normalizationcube;
166 rtexture_t *r_texture_fogattenuation;
167 rtexture_t *r_texture_gammaramps;
168 unsigned int r_texture_gammaramps_serial;
169 //rtexture_t *r_texture_fogintensity;
170
171 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
172 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
173
174 // vertex coordinates for a quad that covers the screen exactly
175 const static float r_screenvertex3f[12] =
176 {
177         0, 0, 0,
178         1, 0, 0,
179         1, 1, 0,
180         0, 1, 0
181 };
182
183 extern void R_DrawModelShadows(void);
184
185 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
186 {
187         int i;
188         for (i = 0;i < verts;i++)
189         {
190                 out[0] = in[0] * r;
191                 out[1] = in[1] * g;
192                 out[2] = in[2] * b;
193                 out[3] = in[3];
194                 in += 4;
195                 out += 4;
196         }
197 }
198
199 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
200 {
201         int i;
202         for (i = 0;i < verts;i++)
203         {
204                 out[0] = r;
205                 out[1] = g;
206                 out[2] = b;
207                 out[3] = a;
208                 out += 4;
209         }
210 }
211
212 // FIXME: move this to client?
213 void FOG_clear(void)
214 {
215         if (gamemode == GAME_NEHAHRA)
216         {
217                 Cvar_Set("gl_fogenable", "0");
218                 Cvar_Set("gl_fogdensity", "0.2");
219                 Cvar_Set("gl_fogred", "0.3");
220                 Cvar_Set("gl_foggreen", "0.3");
221                 Cvar_Set("gl_fogblue", "0.3");
222         }
223         r_refdef.fog_density = 0;
224         r_refdef.fog_red = 0;
225         r_refdef.fog_green = 0;
226         r_refdef.fog_blue = 0;
227         r_refdef.fog_alpha = 1;
228         r_refdef.fog_start = 0;
229         r_refdef.fog_end = 0;
230 }
231
232 float FogForDistance(vec_t dist)
233 {
234         unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
235         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
236 }
237
238 float FogPoint_World(const vec3_t p)
239 {
240         return FogForDistance(VectorDistance((p), r_refdef.view.origin));
241 }
242
243 float FogPoint_Model(const vec3_t p)
244 {
245         return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
246 }
247
248 static void R_BuildBlankTextures(void)
249 {
250         unsigned char data[4];
251         data[2] = 128; // normal X
252         data[1] = 128; // normal Y
253         data[0] = 255; // normal Z
254         data[3] = 128; // height
255         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
256         data[0] = 255;
257         data[1] = 255;
258         data[2] = 255;
259         data[3] = 255;
260         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
261         data[0] = 128;
262         data[1] = 128;
263         data[2] = 128;
264         data[3] = 255;
265         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
266         data[0] = 0;
267         data[1] = 0;
268         data[2] = 0;
269         data[3] = 255;
270         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
271 }
272
273 static void R_BuildNoTexture(void)
274 {
275         int x, y;
276         unsigned char pix[16][16][4];
277         // this makes a light grey/dark grey checkerboard texture
278         for (y = 0;y < 16;y++)
279         {
280                 for (x = 0;x < 16;x++)
281                 {
282                         if ((y < 8) ^ (x < 8))
283                         {
284                                 pix[y][x][0] = 128;
285                                 pix[y][x][1] = 128;
286                                 pix[y][x][2] = 128;
287                                 pix[y][x][3] = 255;
288                         }
289                         else
290                         {
291                                 pix[y][x][0] = 64;
292                                 pix[y][x][1] = 64;
293                                 pix[y][x][2] = 64;
294                                 pix[y][x][3] = 255;
295                         }
296                 }
297         }
298         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
299 }
300
301 static void R_BuildWhiteCube(void)
302 {
303         unsigned char data[6*1*1*4];
304         memset(data, 255, sizeof(data));
305         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
306 }
307
308 static void R_BuildNormalizationCube(void)
309 {
310         int x, y, side;
311         vec3_t v;
312         vec_t s, t, intensity;
313 #define NORMSIZE 64
314         unsigned char data[6][NORMSIZE][NORMSIZE][4];
315         for (side = 0;side < 6;side++)
316         {
317                 for (y = 0;y < NORMSIZE;y++)
318                 {
319                         for (x = 0;x < NORMSIZE;x++)
320                         {
321                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
322                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
323                                 switch(side)
324                                 {
325                                 default:
326                                 case 0:
327                                         v[0] = 1;
328                                         v[1] = -t;
329                                         v[2] = -s;
330                                         break;
331                                 case 1:
332                                         v[0] = -1;
333                                         v[1] = -t;
334                                         v[2] = s;
335                                         break;
336                                 case 2:
337                                         v[0] = s;
338                                         v[1] = 1;
339                                         v[2] = t;
340                                         break;
341                                 case 3:
342                                         v[0] = s;
343                                         v[1] = -1;
344                                         v[2] = -t;
345                                         break;
346                                 case 4:
347                                         v[0] = s;
348                                         v[1] = -t;
349                                         v[2] = 1;
350                                         break;
351                                 case 5:
352                                         v[0] = -s;
353                                         v[1] = -t;
354                                         v[2] = -1;
355                                         break;
356                                 }
357                                 intensity = 127.0f / sqrt(DotProduct(v, v));
358                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
359                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
360                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
361                                 data[side][y][x][3] = 255;
362                         }
363                 }
364         }
365         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
366 }
367
368 static void R_BuildFogTexture(void)
369 {
370         int x, b;
371 #define FOGWIDTH 256
372         unsigned char data1[FOGWIDTH][4];
373         //unsigned char data2[FOGWIDTH][4];
374         double d, r, alpha;
375
376         r_refdef.fogmasktable_start = r_refdef.fog_start;
377         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
378         r_refdef.fogmasktable_range = r_refdef.fogrange;
379         r_refdef.fogmasktable_density = r_refdef.fog_density;
380
381         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
382         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
383         {
384                 d = (x * r - r_refdef.fogmasktable_start);
385                 if(developer.integer >= 100)
386                         Con_Printf("%f ", d);
387                 d = max(0, d);
388                 if (r_fog_exp2.integer)
389                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
390                 else
391                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
392                 if(developer.integer >= 100)
393                         Con_Printf(" : %f ", alpha);
394                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
395                 if(developer.integer >= 100)
396                         Con_Printf(" = %f\n", alpha);
397                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
398         }
399
400         for (x = 0;x < FOGWIDTH;x++)
401         {
402                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
403                 data1[x][0] = b;
404                 data1[x][1] = b;
405                 data1[x][2] = b;
406                 data1[x][3] = 255;
407                 //data2[x][0] = 255 - b;
408                 //data2[x][1] = 255 - b;
409                 //data2[x][2] = 255 - b;
410                 //data2[x][3] = 255;
411         }
412         if (r_texture_fogattenuation)
413         {
414                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
415                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
416         }
417         else
418         {
419                 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);
420                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
421         }
422 }
423
424 static const char *builtinshaderstring =
425 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
426 "// written by Forest 'LordHavoc' Hale\n"
427 "\n"
428 "// common definitions between vertex shader and fragment shader:\n"
429 "\n"
430 "//#ifdef __GLSL_CG_DATA_TYPES\n"
431 "//# define myhalf half\n"
432 "//# define myhalf2 half2\n"
433 "//# define myhalf3 half3\n"
434 "//# define myhalf4 half4\n"
435 "//#else\n"
436 "# define myhalf float\n"
437 "# define myhalf2 vec2\n"
438 "# define myhalf3 vec3\n"
439 "# define myhalf4 vec4\n"
440 "//#endif\n"
441 "\n"
442 "#ifdef MODE_DEPTH_OR_SHADOW\n"
443 "\n"
444 "# ifdef VERTEX_SHADER\n"
445 "void main(void)\n"
446 "{\n"
447 "       gl_Position = ftransform();\n"
448 "}\n"
449 "# endif\n"
450 "\n"
451 "#else\n"
452 "\n"
453 "#ifdef MODE_POSTPROCESS\n"
454 "# ifdef VERTEX_SHADER\n"
455 "void main(void)\n"
456 "{\n"
457 "       gl_FrontColor = gl_Color;\n"
458 "       gl_Position = ftransform();\n"
459 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
460 "#ifdef USEGLOW\n"
461 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
462 "#endif\n"
463 "}\n"
464 "# endif\n"
465 "# ifdef FRAGMENT_SHADER\n"
466 "\n"
467 "uniform sampler2D Texture_First;\n"
468 "#ifdef USEGLOW\n"
469 "uniform sampler2D Texture_Second;\n"
470 "#endif\n"
471 "#ifdef USEGAMMARAMPS\n"
472 "uniform sampler2D Texture_GammaRamps;\n"
473 "#endif\n"
474 "#ifdef USEVERTEXTEXTUREBLEND\n"
475 "uniform vec4 TintColor;\n"
476 "#endif\n"
477 "#ifdef USECOLORMOD\n"
478 "uniform vec3 Gamma;\n"
479 "#endif\n"
480 "//uncomment these if you want to use them:\n"
481 "// uniform vec4 UserVec1;\n"
482 "// uniform vec4 UserVec2;\n"
483 "// uniform vec4 UserVec3;\n"
484 "// uniform vec4 UserVec4;\n"
485 "// uniform float ClientTime;\n"
486 "// uniform vec2 PixelSize;\n"
487 "void main(void)\n"
488 "{\n"
489 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
490 "#ifdef USEGLOW\n"
491 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
492 "#endif\n"
493 "#ifdef USEVERTEXTEXTUREBLEND\n"
494 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
495 "#endif\n"
496 "\n"
497 "#ifdef USEPOSTPROCESSING\n"
498 "// add your own postprocessing here or make your own ifdef for it\n"
499 "#endif\n"
500 "\n"
501 "#ifdef USEGAMMARAMPS\n"
502 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
503 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
504 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
505 "#endif\n"
506 "}\n"
507 "# endif\n"
508 "\n"
509 "\n"
510 "#else\n"
511 "#ifdef MODE_GENERIC\n"
512 "# ifdef VERTEX_SHADER\n"
513 "void main(void)\n"
514 "{\n"
515 "       gl_FrontColor = gl_Color;\n"
516 "#  ifdef USEDIFFUSE\n"
517 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
518 "#  endif\n"
519 "#  ifdef USESPECULAR\n"
520 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
521 "#  endif\n"
522 "       gl_Position = ftransform();\n"
523 "}\n"
524 "# endif\n"
525 "# ifdef FRAGMENT_SHADER\n"
526 "\n"
527 "#  ifdef USEDIFFUSE\n"
528 "uniform sampler2D Texture_First;\n"
529 "#  endif\n"
530 "#  ifdef USESPECULAR\n"
531 "uniform sampler2D Texture_Second;\n"
532 "#  endif\n"
533 "\n"
534 "void main(void)\n"
535 "{\n"
536 "       gl_FragColor = gl_Color;\n"
537 "#  ifdef USEDIFFUSE\n"
538 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
539 "#  endif\n"
540 "\n"
541 "#  ifdef USESPECULAR\n"
542 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
543 "#  endif\n"
544 "#  ifdef USECOLORMAPPING\n"
545 "       gl_FragColor *= tex2;\n"
546 "#  endif\n"
547 "#  ifdef USEGLOW\n"
548 "       gl_FragColor += tex2;\n"
549 "#  endif\n"
550 "#  ifdef USEVERTEXTEXTUREBLEND\n"
551 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
552 "#  endif\n"
553 "}\n"
554 "# endif\n"
555 "\n"
556 "#else // !MODE_GENERIC\n"
557 "\n"
558 "varying vec2 TexCoord;\n"
559 "varying vec2 TexCoordLightmap;\n"
560 "\n"
561 "#ifdef MODE_LIGHTSOURCE\n"
562 "varying vec3 CubeVector;\n"
563 "#endif\n"
564 "\n"
565 "#ifdef MODE_LIGHTSOURCE\n"
566 "varying vec3 LightVector;\n"
567 "#endif\n"
568 "#ifdef MODE_LIGHTDIRECTION\n"
569 "varying vec3 LightVector;\n"
570 "#endif\n"
571 "\n"
572 "varying vec3 EyeVector;\n"
573 "#ifdef USEFOG\n"
574 "varying vec3 EyeVectorModelSpace;\n"
575 "#endif\n"
576 "\n"
577 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
578 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
579 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
580 "\n"
581 "#ifdef MODE_WATER\n"
582 "varying vec4 ModelViewProjectionPosition;\n"
583 "#endif\n"
584 "#ifdef MODE_REFRACTION\n"
585 "varying vec4 ModelViewProjectionPosition;\n"
586 "#endif\n"
587 "#ifdef USEREFLECTION\n"
588 "varying vec4 ModelViewProjectionPosition;\n"
589 "#endif\n"
590 "\n"
591 "\n"
592 "\n"
593 "\n"
594 "\n"
595 "// vertex shader specific:\n"
596 "#ifdef VERTEX_SHADER\n"
597 "\n"
598 "uniform vec3 LightPosition;\n"
599 "uniform vec3 EyePosition;\n"
600 "uniform vec3 LightDir;\n"
601 "\n"
602 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
603 "\n"
604 "void main(void)\n"
605 "{\n"
606 "       gl_FrontColor = gl_Color;\n"
607 "       // copy the surface texcoord\n"
608 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
609 "#ifndef MODE_LIGHTSOURCE\n"
610 "# ifndef MODE_LIGHTDIRECTION\n"
611 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
612 "# endif\n"
613 "#endif\n"
614 "\n"
615 "#ifdef MODE_LIGHTSOURCE\n"
616 "       // transform vertex position into light attenuation/cubemap space\n"
617 "       // (-1 to +1 across the light box)\n"
618 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
619 "\n"
620 "       // transform unnormalized light direction into tangent space\n"
621 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
622 "       //  normalize it per pixel)\n"
623 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
624 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
625 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
626 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
627 "#endif\n"
628 "\n"
629 "#ifdef MODE_LIGHTDIRECTION\n"
630 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
631 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
632 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
633 "#endif\n"
634 "\n"
635 "       // transform unnormalized eye direction into tangent space\n"
636 "#ifndef USEFOG\n"
637 "       vec3 EyeVectorModelSpace;\n"
638 "#endif\n"
639 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
640 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
641 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
642 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
643 "\n"
644 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
645 "       VectorS = gl_MultiTexCoord1.xyz;\n"
646 "       VectorT = gl_MultiTexCoord2.xyz;\n"
647 "       VectorR = gl_MultiTexCoord3.xyz;\n"
648 "#endif\n"
649 "\n"
650 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
651 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
652 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
653 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
654 "//#endif\n"
655 "\n"
656 "// transform vertex to camera space, using ftransform to match non-VS\n"
657 "       // rendering\n"
658 "       gl_Position = ftransform();\n"
659 "\n"
660 "#ifdef MODE_WATER\n"
661 "       ModelViewProjectionPosition = gl_Position;\n"
662 "#endif\n"
663 "#ifdef MODE_REFRACTION\n"
664 "       ModelViewProjectionPosition = gl_Position;\n"
665 "#endif\n"
666 "#ifdef USEREFLECTION\n"
667 "       ModelViewProjectionPosition = gl_Position;\n"
668 "#endif\n"
669 "}\n"
670 "\n"
671 "#endif // VERTEX_SHADER\n"
672 "\n"
673 "\n"
674 "\n"
675 "\n"
676 "// fragment shader specific:\n"
677 "#ifdef FRAGMENT_SHADER\n"
678 "\n"
679 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
680 "uniform sampler2D Texture_Normal;\n"
681 "uniform sampler2D Texture_Color;\n"
682 "uniform sampler2D Texture_Gloss;\n"
683 "uniform sampler2D Texture_Glow;\n"
684 "uniform sampler2D Texture_SecondaryNormal;\n"
685 "uniform sampler2D Texture_SecondaryColor;\n"
686 "uniform sampler2D Texture_SecondaryGloss;\n"
687 "uniform sampler2D Texture_SecondaryGlow;\n"
688 "uniform sampler2D Texture_Pants;\n"
689 "uniform sampler2D Texture_Shirt;\n"
690 "uniform sampler2D Texture_FogMask;\n"
691 "uniform sampler2D Texture_Lightmap;\n"
692 "uniform sampler2D Texture_Deluxemap;\n"
693 "uniform sampler2D Texture_Refraction;\n"
694 "uniform sampler2D Texture_Reflection;\n"
695 "uniform sampler2D Texture_Attenuation;\n"
696 "uniform samplerCube Texture_Cube;\n"
697 "\n"
698 "uniform myhalf3 LightColor;\n"
699 "uniform myhalf3 AmbientColor;\n"
700 "uniform myhalf3 DiffuseColor;\n"
701 "uniform myhalf3 SpecularColor;\n"
702 "uniform myhalf3 Color_Pants;\n"
703 "uniform myhalf3 Color_Shirt;\n"
704 "uniform myhalf3 FogColor;\n"
705 "\n"
706 "uniform myhalf4 TintColor;\n"
707 "\n"
708 "\n"
709 "//#ifdef MODE_WATER\n"
710 "uniform vec4 DistortScaleRefractReflect;\n"
711 "uniform vec4 ScreenScaleRefractReflect;\n"
712 "uniform vec4 ScreenCenterRefractReflect;\n"
713 "uniform myhalf4 RefractColor;\n"
714 "uniform myhalf4 ReflectColor;\n"
715 "uniform myhalf ReflectFactor;\n"
716 "uniform myhalf ReflectOffset;\n"
717 "//#else\n"
718 "//# ifdef MODE_REFRACTION\n"
719 "//uniform vec4 DistortScaleRefractReflect;\n"
720 "//uniform vec4 ScreenScaleRefractReflect;\n"
721 "//uniform vec4 ScreenCenterRefractReflect;\n"
722 "//uniform myhalf4 RefractColor;\n"
723 "//#  ifdef USEREFLECTION\n"
724 "//uniform myhalf4 ReflectColor;\n"
725 "//#  endif\n"
726 "//# else\n"
727 "//#  ifdef USEREFLECTION\n"
728 "//uniform vec4 DistortScaleRefractReflect;\n"
729 "//uniform vec4 ScreenScaleRefractReflect;\n"
730 "//uniform vec4 ScreenCenterRefractReflect;\n"
731 "//uniform myhalf4 ReflectColor;\n"
732 "//#  endif\n"
733 "//# endif\n"
734 "//#endif\n"
735 "\n"
736 "uniform myhalf GlowScale;\n"
737 "uniform myhalf SceneBrightness;\n"
738 "#ifdef USECONTRASTBOOST\n"
739 "uniform myhalf ContrastBoostCoeff;\n"
740 "#endif\n"
741 "\n"
742 "uniform float OffsetMapping_Scale;\n"
743 "uniform float OffsetMapping_Bias;\n"
744 "uniform float FogRangeRecip;\n"
745 "\n"
746 "uniform myhalf AmbientScale;\n"
747 "uniform myhalf DiffuseScale;\n"
748 "uniform myhalf SpecularScale;\n"
749 "uniform myhalf SpecularPower;\n"
750 "\n"
751 "#ifdef USEOFFSETMAPPING\n"
752 "vec2 OffsetMapping(vec2 TexCoord)\n"
753 "{\n"
754 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
755 "       // 14 sample relief mapping: linear search and then binary search\n"
756 "       // this basically steps forward a small amount repeatedly until it finds\n"
757 "       // itself inside solid, then jitters forward and back using decreasing\n"
758 "       // amounts to find the impact\n"
759 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
760 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
761 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
762 "       vec3 RT = vec3(TexCoord, 1);\n"
763 "       OffsetVector *= 0.1;\n"
764 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
765 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
766 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
767 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
768 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
769 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
770 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
771 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
772 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
773 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
774 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
775 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
776 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
777 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
778 "       return RT.xy;\n"
779 "#else\n"
780 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
781 "       // this basically moves forward the full distance, and then backs up based\n"
782 "       // on height of samples\n"
783 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
784 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
785 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
786 "       TexCoord += OffsetVector;\n"
787 "       OffsetVector *= 0.333;\n"
788 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
789 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
790 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
791 "       return TexCoord;\n"
792 "#endif\n"
793 "}\n"
794 "#endif // USEOFFSETMAPPING\n"
795 "\n"
796 "#ifdef MODE_WATER\n"
797 "\n"
798 "// water pass\n"
799 "void main(void)\n"
800 "{\n"
801 "#ifdef USEOFFSETMAPPING\n"
802 "       // apply offsetmapping\n"
803 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
804 "#define TexCoord TexCoordOffset\n"
805 "#endif\n"
806 "\n"
807 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
808 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
809 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
810 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
811 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
812 "}\n"
813 "\n"
814 "#else // !MODE_WATER\n"
815 "#ifdef MODE_REFRACTION\n"
816 "\n"
817 "// refraction pass\n"
818 "void main(void)\n"
819 "{\n"
820 "#ifdef USEOFFSETMAPPING\n"
821 "       // apply offsetmapping\n"
822 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
823 "#define TexCoord TexCoordOffset\n"
824 "#endif\n"
825 "\n"
826 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
827 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
828 "       vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
829 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
830 "}\n"
831 "\n"
832 "#else // !MODE_REFRACTION\n"
833 "void main(void)\n"
834 "{\n"
835 "#ifdef USEOFFSETMAPPING\n"
836 "       // apply offsetmapping\n"
837 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
838 "#define TexCoord TexCoordOffset\n"
839 "#endif\n"
840 "\n"
841 "       // combine the diffuse textures (base, pants, shirt)\n"
842 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
843 "#ifdef USECOLORMAPPING\n"
844 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
845 "#endif\n"
846 "#ifdef USEVERTEXTEXTUREBLEND\n"
847 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
848 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
849 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
850 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord)), color.rgb, terrainblend);\n"
851 "       color.a = 1.0;\n"
852 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
853 "#endif\n"
854 "\n"
855 "#ifdef USEDIFFUSE\n"
856 "       // get the surface normal and the gloss color\n"
857 "# ifdef USEVERTEXTEXTUREBLEND\n"
858 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
859 "#  ifdef USESPECULAR\n"
860 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
861 "#  endif\n"
862 "# else\n"
863 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
864 "#  ifdef USESPECULAR\n"
865 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
866 "#  endif\n"
867 "# endif\n"
868 "#endif\n"
869 "\n"
870 "\n"
871 "\n"
872 "#ifdef MODE_LIGHTSOURCE\n"
873 "       // light source\n"
874 "\n"
875 "       // calculate surface normal, light normal, and specular normal\n"
876 "       // compute color intensity for the two textures (colormap and glossmap)\n"
877 "       // scale by light color and attenuation as efficiently as possible\n"
878 "       // (do as much scalar math as possible rather than vector math)\n"
879 "# ifdef USEDIFFUSE\n"
880 "       // get the light normal\n"
881 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
882 "# endif\n"
883 "# ifdef USESPECULAR\n"
884 "#  ifndef USEEXACTSPECULARMATH\n"
885 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
886 "\n"
887 "#  endif\n"
888 "       // calculate directional shading\n"
889 "#  ifdef USEEXACTSPECULARMATH\n"
890 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
891 "#  else\n"
892 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
893 "#  endif\n"
894 "# else\n"
895 "#  ifdef USEDIFFUSE\n"
896 "       // calculate directional shading\n"
897 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
898 "#  else\n"
899 "       // calculate directionless shading\n"
900 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
901 "#  endif\n"
902 "# endif\n"
903 "\n"
904 "# ifdef USECUBEFILTER\n"
905 "       // apply light cubemap filter\n"
906 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
907 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
908 "# endif\n"
909 "#endif // MODE_LIGHTSOURCE\n"
910 "\n"
911 "\n"
912 "\n"
913 "\n"
914 "#ifdef MODE_LIGHTDIRECTION\n"
915 "       // directional model lighting\n"
916 "# ifdef USEDIFFUSE\n"
917 "       // get the light normal\n"
918 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
919 "# endif\n"
920 "# ifdef USESPECULAR\n"
921 "       // calculate directional shading\n"
922 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
923 "#  ifdef USEEXACTSPECULARMATH\n"
924 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
925 "#  else\n"
926 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
927 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
928 "#  endif\n"
929 "# else\n"
930 "#  ifdef USEDIFFUSE\n"
931 "\n"
932 "       // calculate directional shading\n"
933 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
934 "#  else\n"
935 "       color.rgb *= AmbientColor;\n"
936 "#  endif\n"
937 "# endif\n"
938 "#endif // MODE_LIGHTDIRECTION\n"
939 "\n"
940 "\n"
941 "\n"
942 "\n"
943 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
944 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
945 "\n"
946 "       // get the light normal\n"
947 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
948 "       myhalf3 diffusenormal;\n"
949 "       diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
950 "       diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
951 "       diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
952 "       // calculate directional shading\n"
953 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
954 "# ifdef USESPECULAR\n"
955 "#  ifdef USEEXACTSPECULARMATH\n"
956 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
957 "#  else\n"
958 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
959 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
960 "#  endif\n"
961 "# endif\n"
962 "\n"
963 "       // apply lightmap color\n"
964 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
965 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
966 "\n"
967 "\n"
968 "\n"
969 "\n"
970 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
971 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
972 "\n"
973 "       // get the light normal\n"
974 "       myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
975 "       // calculate directional shading\n"
976 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
977 "# ifdef USESPECULAR\n"
978 "#  ifdef USEEXACTSPECULARMATH\n"
979 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
980 "#  else\n"
981 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
982 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
983 "#  endif\n"
984 "# endif\n"
985 "\n"
986 "       // apply lightmap color\n"
987 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
988 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
989 "\n"
990 "\n"
991 "\n"
992 "\n"
993 "#ifdef MODE_LIGHTMAP\n"
994 "       // apply lightmap color\n"
995 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
996 "#endif // MODE_LIGHTMAP\n"
997 "\n"
998 "\n"
999 "\n"
1000 "\n"
1001 "#ifdef MODE_VERTEXCOLOR\n"
1002 "       // apply lightmap color\n"
1003 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1004 "#endif // MODE_VERTEXCOLOR\n"
1005 "\n"
1006 "\n"
1007 "\n"
1008 "\n"
1009 "#ifdef MODE_FLATCOLOR\n"
1010 "#endif // MODE_FLATCOLOR\n"
1011 "\n"
1012 "\n"
1013 "\n"
1014 "\n"
1015 "\n"
1016 "\n"
1017 "\n"
1018 "       color *= TintColor;\n"
1019 "\n"
1020 "#ifdef USEGLOW\n"
1021 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1022 "#endif\n"
1023 "\n"
1024 "#ifdef USECONTRASTBOOST\n"
1025 "       color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1026 "#endif\n"
1027 "\n"
1028 "       color.rgb *= SceneBrightness;\n"
1029 "\n"
1030 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1031 "#ifdef USEFOG\n"
1032 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1033 "#endif\n"
1034 "\n"
1035 "       // 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"
1036 "#ifdef USEREFLECTION\n"
1037 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1038 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1039 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1040 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1041 "#endif\n"
1042 "\n"
1043 "       gl_FragColor = vec4(color);\n"
1044 "}\n"
1045 "#endif // !MODE_REFRACTION\n"
1046 "#endif // !MODE_WATER\n"
1047 "\n"
1048 "#endif // FRAGMENT_SHADER\n"
1049 "\n"
1050 "#endif // !MODE_GENERIC\n"
1051 "#endif // !MODE_POSTPROCESS\n"
1052 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1053 ;
1054
1055 typedef struct shaderpermutationinfo_s
1056 {
1057         const char *pretext;
1058         const char *name;
1059 }
1060 shaderpermutationinfo_t;
1061
1062 typedef struct shadermodeinfo_s
1063 {
1064         const char *vertexfilename;
1065         const char *geometryfilename;
1066         const char *fragmentfilename;
1067         const char *pretext;
1068         const char *name;
1069 }
1070 shadermodeinfo_t;
1071
1072 typedef enum shaderpermutation_e
1073 {
1074         SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1075         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1076         SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1077         SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1078         SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1079         SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1080         SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1081         SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1082         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<8, // (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1083         SHADERPERMUTATION_REFLECTION = 1<<9, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1084         SHADERPERMUTATION_OFFSETMAPPING = 1<<10, // adjust texcoords to roughly simulate a displacement mapped surface
1085         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<11, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1086         SHADERPERMUTATION_GAMMARAMPS = 1<<12, // gamma (postprocessing only)
1087         SHADERPERMUTATION_POSTPROCESSING = 1<<13, // user defined postprocessing
1088         SHADERPERMUTATION_LIMIT = 1<<14, // size of permutations array
1089         SHADERPERMUTATION_COUNT = 14 // size of shaderpermutationinfo array
1090 }
1091 shaderpermutation_t;
1092
1093 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1094 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1095 {
1096         {"#define USEDIFFUSE\n", " diffuse"},
1097         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1098         {"#define USECOLORMAPPING\n", " colormapping"},
1099         {"#define USECONTRASTBOOST\n", " contrastboost"},
1100         {"#define USEFOG\n", " fog"},
1101         {"#define USECUBEFILTER\n", " cubefilter"},
1102         {"#define USEGLOW\n", " glow"},
1103         {"#define USESPECULAR\n", " specular"},
1104         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1105         {"#define USEREFLECTION\n", " reflection"},
1106         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1107         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1108         {"#define USEGAMMARAMPS\n", " gammaramps"},
1109         {"#define USEPOSTPROCESSING\n", " postprocessing"},
1110 };
1111
1112 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1113 typedef enum shadermode_e
1114 {
1115         SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1116         SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1117         SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1118         SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1119         SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1120         SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1121         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1122         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1123         SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1124         SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1125         SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1126         SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1127         SHADERMODE_COUNT
1128 }
1129 shadermode_t;
1130
1131 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1132 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1133 {
1134         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1135         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1136         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1137         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1138         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1139         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1140         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1141         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1142         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1143         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1144         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1145         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1146 };
1147
1148 typedef struct r_glsl_permutation_s
1149 {
1150         // indicates if we have tried compiling this permutation already
1151         qboolean compiled;
1152         // 0 if compilation failed
1153         int program;
1154         // locations of detected uniforms in program object, or -1 if not found
1155         int loc_Texture_First;
1156         int loc_Texture_Second;
1157         int loc_Texture_GammaRamps;
1158         int loc_Texture_Normal;
1159         int loc_Texture_Color;
1160         int loc_Texture_Gloss;
1161         int loc_Texture_Glow;
1162         int loc_Texture_SecondaryNormal;
1163         int loc_Texture_SecondaryColor;
1164         int loc_Texture_SecondaryGloss;
1165         int loc_Texture_SecondaryGlow;
1166         int loc_Texture_Pants;
1167         int loc_Texture_Shirt;
1168         int loc_Texture_FogMask;
1169         int loc_Texture_Lightmap;
1170         int loc_Texture_Deluxemap;
1171         int loc_Texture_Attenuation;
1172         int loc_Texture_Cube;
1173         int loc_Texture_Refraction;
1174         int loc_Texture_Reflection;
1175         int loc_FogColor;
1176         int loc_LightPosition;
1177         int loc_EyePosition;
1178         int loc_Color_Pants;
1179         int loc_Color_Shirt;
1180         int loc_FogRangeRecip;
1181         int loc_AmbientScale;
1182         int loc_DiffuseScale;
1183         int loc_SpecularScale;
1184         int loc_SpecularPower;
1185         int loc_GlowScale;
1186         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1187         int loc_OffsetMapping_Scale;
1188         int loc_TintColor;
1189         int loc_AmbientColor;
1190         int loc_DiffuseColor;
1191         int loc_SpecularColor;
1192         int loc_LightDir;
1193         int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1194         int loc_GammaCoeff; // 1 / gamma
1195         int loc_DistortScaleRefractReflect;
1196         int loc_ScreenScaleRefractReflect;
1197         int loc_ScreenCenterRefractReflect;
1198         int loc_RefractColor;
1199         int loc_ReflectColor;
1200         int loc_ReflectFactor;
1201         int loc_ReflectOffset;
1202         int loc_UserVec1;
1203         int loc_UserVec2;
1204         int loc_UserVec3;
1205         int loc_UserVec4;
1206         int loc_ClientTime;
1207         int loc_PixelSize;
1208 }
1209 r_glsl_permutation_t;
1210
1211 // information about each possible shader permutation
1212 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1213 // currently selected permutation
1214 r_glsl_permutation_t *r_glsl_permutation;
1215
1216 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1217 {
1218         char *shaderstring;
1219         if (!filename || !filename[0])
1220                 return NULL;
1221         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1222         if (shaderstring)
1223         {
1224                 if (printfromdisknotice)
1225                         Con_DPrint("from disk... ");
1226                 return shaderstring;
1227         }
1228         else if (!strcmp(filename, "glsl/default.glsl"))
1229         {
1230                 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1231                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1232         }
1233         return shaderstring;
1234 }
1235
1236 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1237 {
1238         int i;
1239         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1240         r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1241         int vertstrings_count = 0;
1242         int geomstrings_count = 0;
1243         int fragstrings_count = 0;
1244         char *vertexstring, *geometrystring, *fragmentstring;
1245         const char *vertstrings_list[32+3];
1246         const char *geomstrings_list[32+3];
1247         const char *fragstrings_list[32+3];
1248         char permutationname[256];
1249
1250         if (p->compiled)
1251                 return;
1252         p->compiled = true;
1253         p->program = 0;
1254
1255         permutationname[0] = 0;
1256         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1257         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1258         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1259
1260         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1261
1262         // the first pretext is which type of shader to compile as
1263         // (later these will all be bound together as a program object)
1264         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1265         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1266         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1267
1268         // the second pretext is the mode (for example a light source)
1269         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1270         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1271         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1272         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1273
1274         // now add all the permutation pretexts
1275         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1276         {
1277                 if (permutation & (1<<i))
1278                 {
1279                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1280                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1281                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1282                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1283                 }
1284                 else
1285                 {
1286                         // keep line numbers correct
1287                         vertstrings_list[vertstrings_count++] = "\n";
1288                         geomstrings_list[geomstrings_count++] = "\n";
1289                         fragstrings_list[fragstrings_count++] = "\n";
1290                 }
1291         }
1292
1293         // now append the shader text itself
1294         vertstrings_list[vertstrings_count++] = vertexstring;
1295         geomstrings_list[geomstrings_count++] = geometrystring;
1296         fragstrings_list[fragstrings_count++] = fragmentstring;
1297
1298         // if any sources were NULL, clear the respective list
1299         if (!vertexstring)
1300                 vertstrings_count = 0;
1301         if (!geometrystring)
1302                 geomstrings_count = 0;
1303         if (!fragmentstring)
1304                 fragstrings_count = 0;
1305
1306         // compile the shader program
1307         if (vertstrings_count + geomstrings_count + fragstrings_count)
1308                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1309         if (p->program)
1310         {
1311                 CHECKGLERROR
1312                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1313                 // look up all the uniform variable names we care about, so we don't
1314                 // have to look them up every time we set them
1315                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1316                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1317                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1318                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1319                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1320                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1321                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1322                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1323                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1324                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1325                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1326                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1327                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1328                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1329                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1330                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1331                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1332                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1333                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1334                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1335                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1336                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1337                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1338                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1339                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1340                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1341                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1342                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1343                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1344                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1345                 p->loc_GlowScale                  = qglGetUniformLocationARB(p->program, "GlowScale");
1346                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1347                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1348                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1349                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1350                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1351                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1352                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1353                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1354                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1355                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1356                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1357                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1358                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1359                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1360                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1361                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1362                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1363                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1364                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1365                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1366                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1367                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
1368                 // initialize the samplers to refer to the texture units we use
1369                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1370                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1371                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1372                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1373                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1374                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1375                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1376                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1377                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1378                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1379                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1380                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1381                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1382                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1383                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1384                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1385                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1386                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1387                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1388                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1389                 CHECKGLERROR
1390                 if (developer.integer)
1391                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1392         }
1393         else
1394                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1395
1396         // free the strings
1397         if (vertexstring)
1398                 Mem_Free(vertexstring);
1399         if (geometrystring)
1400                 Mem_Free(geometrystring);
1401         if (fragmentstring)
1402                 Mem_Free(fragmentstring);
1403 }
1404
1405 void R_GLSL_Restart_f(void)
1406 {
1407         shadermode_t mode;
1408         shaderpermutation_t permutation;
1409         for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1410                 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1411                         if (r_glsl_permutations[mode][permutation].program)
1412                                 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1413         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1414 }
1415
1416 void R_GLSL_DumpShader_f(void)
1417 {
1418         int i;
1419
1420         qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1421         if(!file)
1422         {
1423                 Con_Printf("failed to write to glsl/default.glsl\n");
1424                 return;
1425         }
1426
1427         FS_Print(file, "// The engine may define the following macros:\n");
1428         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1429         for (i = 0;i < SHADERMODE_COUNT;i++)
1430                 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1431         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1432                 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1433         FS_Print(file, "\n");
1434         FS_Print(file, builtinshaderstring);
1435         FS_Close(file);
1436
1437         Con_Printf("glsl/default.glsl written\n");
1438 }
1439
1440 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1441 {
1442         r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1443         if (r_glsl_permutation != perm)
1444         {
1445                 r_glsl_permutation = perm;
1446                 if (!r_glsl_permutation->program)
1447                 {
1448                         if (!r_glsl_permutation->compiled)
1449                                 R_GLSL_CompilePermutation(mode, permutation);
1450                         if (!r_glsl_permutation->program)
1451                         {
1452                                 // remove features until we find a valid permutation
1453                                 int i;
1454                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1455                                 {
1456                                         // reduce i more quickly whenever it would not remove any bits
1457                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1458                                         if (!(permutation & j))
1459                                                 continue;
1460                                         permutation -= j;
1461                                         r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1462                                         if (!r_glsl_permutation->compiled)
1463                                                 R_GLSL_CompilePermutation(mode, permutation);
1464                                         if (r_glsl_permutation->program)
1465                                                 break;
1466                                 }
1467                                 if (i >= SHADERPERMUTATION_COUNT)
1468                                 {
1469                                         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");
1470                                         Cvar_SetValueQuick(&r_glsl, 0);
1471                                         R_GLSL_Restart_f(); // unload shaders
1472                                         return; // no bit left to clear
1473                                 }
1474                         }
1475                 }
1476                 CHECKGLERROR
1477                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1478         }
1479 }
1480
1481 void R_SetupGenericShader(qboolean usetexture)
1482 {
1483         if (gl_support_fragment_shader)
1484         {
1485                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1486                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1487                 else if (r_glsl_permutation)
1488                 {
1489                         r_glsl_permutation = NULL;
1490                         qglUseProgramObjectARB(0);CHECKGLERROR
1491                 }
1492         }
1493 }
1494
1495 void R_SetupGenericTwoTextureShader(int texturemode)
1496 {
1497         if (gl_support_fragment_shader)
1498         {
1499                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1500                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1501                 else if (r_glsl_permutation)
1502                 {
1503                         r_glsl_permutation = NULL;
1504                         qglUseProgramObjectARB(0);CHECKGLERROR
1505                 }
1506         }
1507         if (!r_glsl_permutation)
1508         {
1509                 if (texturemode == GL_DECAL && gl_combine.integer)
1510                         texturemode = GL_INTERPOLATE_ARB;
1511                 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1512         }
1513 }
1514
1515 void R_SetupDepthOrShadowShader(void)
1516 {
1517         if (gl_support_fragment_shader)
1518         {
1519                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1520                         R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1521                 else if (r_glsl_permutation)
1522                 {
1523                         r_glsl_permutation = NULL;
1524                         qglUseProgramObjectARB(0);CHECKGLERROR
1525                 }
1526         }
1527 }
1528
1529 extern rtexture_t *r_shadow_attenuationgradienttexture;
1530 extern rtexture_t *r_shadow_attenuation2dtexture;
1531 extern rtexture_t *r_shadow_attenuation3dtexture;
1532 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1533 {
1534         // select a permutation of the lighting shader appropriate to this
1535         // combination of texture, entity, light source, and fogging, only use the
1536         // minimum features necessary to avoid wasting rendering time in the
1537         // fragment shader on features that are not being used
1538         unsigned int permutation = 0;
1539         shadermode_t mode = 0;
1540         // TODO: implement geometry-shader based shadow volumes someday
1541         if (r_glsl_offsetmapping.integer)
1542         {
1543                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1544                 if (r_glsl_offsetmapping_reliefmapping.integer)
1545                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1546         }
1547         if (rsurfacepass == RSURFPASS_BACKGROUND)
1548         {
1549                 // distorted background
1550                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1551                         mode = SHADERMODE_WATER;
1552                 else
1553                         mode = SHADERMODE_REFRACTION;
1554         }
1555         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1556         {
1557                 // light source
1558                 mode = SHADERMODE_LIGHTSOURCE;
1559                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1560                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1561                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1562                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1563                 if (diffusescale > 0)
1564                         permutation |= SHADERPERMUTATION_DIFFUSE;
1565                 if (specularscale > 0)
1566                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1567                 if (r_refdef.fogenabled)
1568                         permutation |= SHADERPERMUTATION_FOG;
1569                 if (rsurface.texture->colormapping)
1570                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1571                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1572                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1573         }
1574         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1575         {
1576                 // unshaded geometry (fullbright or ambient model lighting)
1577                 mode = SHADERMODE_FLATCOLOR;
1578                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1579                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1580                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1581                         permutation |= SHADERPERMUTATION_GLOW;
1582                 if (r_refdef.fogenabled)
1583                         permutation |= SHADERPERMUTATION_FOG;
1584                 if (rsurface.texture->colormapping)
1585                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1586                 if (r_glsl_offsetmapping.integer)
1587                 {
1588                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1589                         if (r_glsl_offsetmapping_reliefmapping.integer)
1590                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1591                 }
1592                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1593                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1594                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1595                         permutation |= SHADERPERMUTATION_REFLECTION;
1596         }
1597         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1598         {
1599                 // directional model lighting
1600                 mode = SHADERMODE_LIGHTDIRECTION;
1601                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1602                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1603                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1604                         permutation |= SHADERPERMUTATION_GLOW;
1605                 permutation |= SHADERPERMUTATION_DIFFUSE;
1606                 if (specularscale > 0)
1607                         permutation |= SHADERPERMUTATION_SPECULAR;
1608                 if (r_refdef.fogenabled)
1609                         permutation |= SHADERPERMUTATION_FOG;
1610                 if (rsurface.texture->colormapping)
1611                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1612                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1613                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1614                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1615                         permutation |= SHADERPERMUTATION_REFLECTION;
1616         }
1617         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1618         {
1619                 // ambient model lighting
1620                 mode = SHADERMODE_LIGHTDIRECTION;
1621                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1622                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1623                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1624                         permutation |= SHADERPERMUTATION_GLOW;
1625                 if (r_refdef.fogenabled)
1626                         permutation |= SHADERPERMUTATION_FOG;
1627                 if (rsurface.texture->colormapping)
1628                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1629                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1630                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1631                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1632                         permutation |= SHADERPERMUTATION_REFLECTION;
1633         }
1634         else
1635         {
1636                 // lightmapped wall
1637                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1638                 {
1639                         // deluxemapping (light direction texture)
1640                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1641                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1642                         else
1643                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1644                         permutation |= SHADERPERMUTATION_DIFFUSE;
1645                         if (specularscale > 0)
1646                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1647                 }
1648                 else if (r_glsl_deluxemapping.integer >= 2)
1649                 {
1650                         // fake deluxemapping (uniform light direction in tangentspace)
1651                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1652                         permutation |= SHADERPERMUTATION_DIFFUSE;
1653                         if (specularscale > 0)
1654                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1655                 }
1656                 else if (rsurface.uselightmaptexture)
1657                 {
1658                         // ordinary lightmapping (q1bsp, q3bsp)
1659                         mode = SHADERMODE_LIGHTMAP;
1660                 }
1661                 else
1662                 {
1663                         // ordinary vertex coloring (q3bsp)
1664                         mode = SHADERMODE_VERTEXCOLOR;
1665                 }
1666                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1667                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1668                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1669                         permutation |= SHADERPERMUTATION_GLOW;
1670                 if (r_refdef.fogenabled)
1671                         permutation |= SHADERPERMUTATION_FOG;
1672                 if (rsurface.texture->colormapping)
1673                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1674                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1675                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1676                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1677                         permutation |= SHADERPERMUTATION_REFLECTION;
1678         }
1679         if(permutation & SHADERPERMUTATION_SPECULAR)
1680                 if(r_shadow_glossexact.integer)
1681                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
1682         R_SetupShader_SetPermutation(mode, permutation);
1683         if (mode == SHADERMODE_LIGHTSOURCE)
1684         {
1685                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1686                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1687                 {
1688                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1689                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1690                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1691                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1692                 }
1693                 else
1694                 {
1695                         // ambient only is simpler
1696                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1697                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1698                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1699                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1700                 }
1701                 // additive passes are only darkened by fog, not tinted
1702                 if (r_glsl_permutation->loc_FogColor >= 0)
1703                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1704         }
1705         else
1706         {
1707                 if (mode == SHADERMODE_LIGHTDIRECTION)
1708                 {
1709                         if (r_glsl_permutation->loc_AmbientColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale  * 0.5f, rsurface.modellight_ambient[1] * ambientscale  * 0.5f, rsurface.modellight_ambient[2] * ambientscale  * 0.5f);
1710                         if (r_glsl_permutation->loc_DiffuseColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale  * 0.5f, rsurface.modellight_diffuse[1] * diffusescale  * 0.5f, rsurface.modellight_diffuse[2] * diffusescale  * 0.5f);
1711                         if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1712                         if (r_glsl_permutation->loc_LightDir      >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1713                 }
1714                 else
1715                 {
1716                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1717                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1718                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1719                 }
1720                 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]);
1721                 if (r_glsl_permutation->loc_GlowScale     >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1722                 // additive passes are only darkened by fog, not tinted
1723                 if (r_glsl_permutation->loc_FogColor >= 0)
1724                 {
1725                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1726                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1727                         else
1728                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1729                 }
1730                 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);
1731                 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]);
1732                 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]);
1733                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1734                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1735                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1736                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1737         }
1738         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1739         {
1740                 // The formula used is actually:
1741                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1742                 //   color.rgb *= SceneBrightness;
1743                 // simplified:
1744                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1745                 // and do [[calculations]] here in the engine
1746                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1747                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1748         }
1749         else
1750                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1751         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1752         if (r_glsl_permutation->loc_Color_Pants >= 0)
1753         {
1754                 if (rsurface.texture->currentskinframe->pants)
1755                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1756                 else
1757                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1758         }
1759         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1760         {
1761                 if (rsurface.texture->currentskinframe->shirt)
1762                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1763                 else
1764                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1765         }
1766         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
1767         if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
1768         {
1769                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
1770         }
1771         else
1772         {
1773                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1774         }
1775         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1776         CHECKGLERROR
1777 }
1778
1779 #define SKINFRAME_HASH 1024
1780
1781 struct
1782 {
1783         int loadsequence; // incremented each level change
1784         memexpandablearray_t array;
1785         skinframe_t *hash[SKINFRAME_HASH];
1786 }
1787 r_skinframe;
1788
1789 void R_SkinFrame_PrepareForPurge(void)
1790 {
1791         r_skinframe.loadsequence++;
1792         // wrap it without hitting zero
1793         if (r_skinframe.loadsequence >= 200)
1794                 r_skinframe.loadsequence = 1;
1795 }
1796
1797 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1798 {
1799         if (!skinframe)
1800                 return;
1801         // mark the skinframe as used for the purging code
1802         skinframe->loadsequence = r_skinframe.loadsequence;
1803 }
1804
1805 void R_SkinFrame_Purge(void)
1806 {
1807         int i;
1808         skinframe_t *s;
1809         for (i = 0;i < SKINFRAME_HASH;i++)
1810         {
1811                 for (s = r_skinframe.hash[i];s;s = s->next)
1812                 {
1813                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1814                         {
1815                                 if (s->merged == s->base)
1816                                         s->merged = NULL;
1817                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1818                                 R_PurgeTexture(s->stain );s->stain  = NULL;
1819                                 R_PurgeTexture(s->merged);s->merged = NULL;
1820                                 R_PurgeTexture(s->base  );s->base   = NULL;
1821                                 R_PurgeTexture(s->pants );s->pants  = NULL;
1822                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
1823                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
1824                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
1825                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
1826                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
1827                                 s->loadsequence = 0;
1828                         }
1829                 }
1830         }
1831 }
1832
1833 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1834         skinframe_t *item;
1835         char basename[MAX_QPATH];
1836
1837         Image_StripImageExtension(name, basename, sizeof(basename));
1838
1839         if( last == NULL ) {
1840                 int hashindex;
1841                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1842                 item = r_skinframe.hash[hashindex];
1843         } else {
1844                 item = last->next;
1845         }
1846
1847         // linearly search through the hash bucket
1848         for( ; item ; item = item->next ) {
1849                 if( !strcmp( item->basename, basename ) ) {
1850                         return item;
1851                 }
1852         }
1853         return NULL;
1854 }
1855
1856 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1857 {
1858         skinframe_t *item;
1859         int hashindex;
1860         char basename[MAX_QPATH];
1861
1862         Image_StripImageExtension(name, basename, sizeof(basename));
1863
1864         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1865         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1866                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1867                         break;
1868
1869         if (!item) {
1870                 rtexture_t *dyntexture;
1871                 // check whether its a dynamic texture
1872                 dyntexture = CL_GetDynTexture( basename );
1873                 if (!add && !dyntexture)
1874                         return NULL;
1875                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1876                 memset(item, 0, sizeof(*item));
1877                 strlcpy(item->basename, basename, sizeof(item->basename));
1878                 item->base = dyntexture; // either NULL or dyntexture handle
1879                 item->textureflags = textureflags;
1880                 item->comparewidth = comparewidth;
1881                 item->compareheight = compareheight;
1882                 item->comparecrc = comparecrc;
1883                 item->next = r_skinframe.hash[hashindex];
1884                 r_skinframe.hash[hashindex] = item;
1885         }
1886         else if( item->base == NULL )
1887         {
1888                 rtexture_t *dyntexture;
1889                 // check whether its a dynamic texture
1890                 // 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]
1891                 dyntexture = CL_GetDynTexture( basename );
1892                 item->base = dyntexture; // either NULL or dyntexture handle
1893         }
1894
1895         R_SkinFrame_MarkUsed(item);
1896         return item;
1897 }
1898
1899 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
1900 {
1901         // FIXME: it should be possible to disable loading various layers using
1902         // cvars, to prevent wasted loading time and memory usage if the user does
1903         // not want them
1904         qboolean loadnormalmap = true;
1905         qboolean loadgloss = true;
1906         qboolean loadpantsandshirt = true;
1907         qboolean loadglow = true;
1908         int j;
1909         unsigned char *pixels;
1910         unsigned char *bumppixels;
1911         unsigned char *basepixels = NULL;
1912         int basepixels_width;
1913         int basepixels_height;
1914         skinframe_t *skinframe;
1915
1916         *has_alpha = false;
1917
1918         if (cls.state == ca_dedicated)
1919                 return NULL;
1920
1921         // return an existing skinframe if already loaded
1922         // if loading of the first image fails, don't make a new skinframe as it
1923         // would cause all future lookups of this to be missing
1924         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1925         if (skinframe && skinframe->base)
1926                 return skinframe;
1927
1928         basepixels = loadimagepixelsbgra(name, complain, true);
1929         if (basepixels == NULL)
1930                 return NULL;
1931
1932         if (developer_loading.integer)
1933                 Con_Printf("loading skin \"%s\"\n", name);
1934
1935         // we've got some pixels to store, so really allocate this new texture now
1936         if (!skinframe)
1937                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1938         skinframe->stain = NULL;
1939         skinframe->merged = NULL;
1940         skinframe->base = r_texture_notexture;
1941         skinframe->pants = NULL;
1942         skinframe->shirt = NULL;
1943         skinframe->nmap = r_texture_blanknormalmap;
1944         skinframe->gloss = NULL;
1945         skinframe->glow = NULL;
1946         skinframe->fog = NULL;
1947
1948         basepixels_width = image_width;
1949         basepixels_height = image_height;
1950         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);
1951
1952         if (textureflags & TEXF_ALPHA)
1953         {
1954                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1955                         if (basepixels[j] < 255)
1956                                 break;
1957                 if (j < basepixels_width * basepixels_height * 4)
1958                 {
1959                         // has transparent pixels
1960                         *has_alpha = true;
1961                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1962                         for (j = 0;j < image_width * image_height * 4;j += 4)
1963                         {
1964                                 pixels[j+0] = 255;
1965                                 pixels[j+1] = 255;
1966                                 pixels[j+2] = 255;
1967                                 pixels[j+3] = basepixels[j+3];
1968                         }
1969                         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);
1970                         Mem_Free(pixels);
1971                 }
1972         }
1973
1974         // _norm is the name used by tenebrae and has been adopted as standard
1975         if (loadnormalmap)
1976         {
1977                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1978                 {
1979                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1980                         Mem_Free(pixels);
1981                         pixels = NULL;
1982                 }
1983                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1984                 {
1985                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1986                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1987                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1988                         Mem_Free(pixels);
1989                         Mem_Free(bumppixels);
1990                 }
1991                 else if (r_shadow_bumpscale_basetexture.value > 0)
1992                 {
1993                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1994                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1995                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1996                         Mem_Free(pixels);
1997                 }
1998         }
1999         // _luma is supported for tenebrae compatibility
2000         // (I think it's a very stupid name, but oh well)
2001         // _glow is the preferred name
2002         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;}
2003         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;}
2004         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;}
2005         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;}
2006
2007         if (basepixels)
2008                 Mem_Free(basepixels);
2009
2010         return skinframe;
2011 }
2012
2013 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2014 {
2015         qboolean has_alpha;
2016         return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2017 }
2018
2019 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)
2020 {
2021         int i;
2022         if (!force)
2023         {
2024                 for (i = 0;i < width*height;i++)
2025                         if (((unsigned char *)&palette[in[i]])[3] > 0)
2026                                 break;
2027                 if (i == width*height)
2028                         return NULL;
2029         }
2030         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2031 }
2032
2033 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2034 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2035 {
2036         int i;
2037         unsigned char *temp1, *temp2;
2038         skinframe_t *skinframe;
2039
2040         if (cls.state == ca_dedicated)
2041                 return NULL;
2042
2043         // if already loaded just return it, otherwise make a new skinframe
2044         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2045         if (skinframe && skinframe->base)
2046                 return skinframe;
2047
2048         skinframe->stain = NULL;
2049         skinframe->merged = NULL;
2050         skinframe->base = r_texture_notexture;
2051         skinframe->pants = NULL;
2052         skinframe->shirt = NULL;
2053         skinframe->nmap = r_texture_blanknormalmap;
2054         skinframe->gloss = NULL;
2055         skinframe->glow = NULL;
2056         skinframe->fog = NULL;
2057
2058         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2059         if (!skindata)
2060                 return NULL;
2061
2062         if (developer_loading.integer)
2063                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2064
2065         if (r_shadow_bumpscale_basetexture.value > 0)
2066         {
2067                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2068                 temp2 = temp1 + width * height * 4;
2069                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2070                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2071                 Mem_Free(temp1);
2072         }
2073         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2074         if (textureflags & TEXF_ALPHA)
2075         {
2076                 for (i = 3;i < width * height * 4;i += 4)
2077                         if (skindata[i] < 255)
2078                                 break;
2079                 if (i < width * height * 4)
2080                 {
2081                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2082                         memcpy(fogpixels, skindata, width * height * 4);
2083                         for (i = 0;i < width * height * 4;i += 4)
2084                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2085                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2086                         Mem_Free(fogpixels);
2087                 }
2088         }
2089
2090         return skinframe;
2091 }
2092
2093 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2094 {
2095         int i;
2096         unsigned char *temp1, *temp2;
2097         skinframe_t *skinframe;
2098
2099         if (cls.state == ca_dedicated)
2100                 return NULL;
2101
2102         // if already loaded just return it, otherwise make a new skinframe
2103         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2104         if (skinframe && skinframe->base)
2105                 return skinframe;
2106
2107         skinframe->stain = NULL;
2108         skinframe->merged = NULL;
2109         skinframe->base = r_texture_notexture;
2110         skinframe->pants = NULL;
2111         skinframe->shirt = NULL;
2112         skinframe->nmap = r_texture_blanknormalmap;
2113         skinframe->gloss = NULL;
2114         skinframe->glow = NULL;
2115         skinframe->fog = NULL;
2116
2117         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2118         if (!skindata)
2119                 return NULL;
2120
2121         if (developer_loading.integer)
2122                 Con_Printf("loading quake skin \"%s\"\n", name);
2123
2124         if (r_shadow_bumpscale_basetexture.value > 0)
2125         {
2126                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2127                 temp2 = temp1 + width * height * 4;
2128                 // use either a custom palette or the quake palette
2129                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2130                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2131                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2132                 Mem_Free(temp1);
2133         }
2134         // use either a custom palette, or the quake palette
2135         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
2136         if (loadglowtexture)
2137                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2138         if (loadpantsandshirt)
2139         {
2140                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2141                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2142         }
2143         if (skinframe->pants || skinframe->shirt)
2144                 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
2145         if (textureflags & TEXF_ALPHA)
2146         {
2147                 for (i = 0;i < width * height;i++)
2148                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2149                                 break;
2150                 if (i < width * height)
2151                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2152         }
2153
2154         return skinframe;
2155 }
2156
2157 skinframe_t *R_SkinFrame_LoadMissing(void)
2158 {
2159         skinframe_t *skinframe;
2160
2161         if (cls.state == ca_dedicated)
2162                 return NULL;
2163
2164         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2165         skinframe->stain = NULL;
2166         skinframe->merged = NULL;
2167         skinframe->base = r_texture_notexture;
2168         skinframe->pants = NULL;
2169         skinframe->shirt = NULL;
2170         skinframe->nmap = r_texture_blanknormalmap;
2171         skinframe->gloss = NULL;
2172         skinframe->glow = NULL;
2173         skinframe->fog = NULL;
2174
2175         return skinframe;
2176 }
2177
2178 void gl_main_start(void)
2179 {
2180         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2181         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2182
2183         // set up r_skinframe loading system for textures
2184         memset(&r_skinframe, 0, sizeof(r_skinframe));
2185         r_skinframe.loadsequence = 1;
2186         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2187
2188         r_main_texturepool = R_AllocTexturePool();
2189         R_BuildBlankTextures();
2190         R_BuildNoTexture();
2191         if (gl_texturecubemap)
2192         {
2193                 R_BuildWhiteCube();
2194                 R_BuildNormalizationCube();
2195         }
2196         r_texture_fogattenuation = NULL;
2197         r_texture_gammaramps = NULL;
2198         //r_texture_fogintensity = NULL;
2199         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2200         memset(&r_waterstate, 0, sizeof(r_waterstate));
2201         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2202         memset(&r_svbsp, 0, sizeof (r_svbsp));
2203
2204         r_refdef.fogmasktable_density = 0;
2205 }
2206
2207 void gl_main_shutdown(void)
2208 {
2209         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2210         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2211
2212         // clear out the r_skinframe state
2213         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2214         memset(&r_skinframe, 0, sizeof(r_skinframe));
2215
2216         if (r_svbsp.nodes)
2217                 Mem_Free(r_svbsp.nodes);
2218         memset(&r_svbsp, 0, sizeof (r_svbsp));
2219         R_FreeTexturePool(&r_main_texturepool);
2220         r_texture_blanknormalmap = NULL;
2221         r_texture_white = NULL;
2222         r_texture_grey128 = NULL;
2223         r_texture_black = NULL;
2224         r_texture_whitecube = NULL;
2225         r_texture_normalizationcube = NULL;
2226         r_texture_fogattenuation = NULL;
2227         r_texture_gammaramps = NULL;
2228         //r_texture_fogintensity = NULL;
2229         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2230         memset(&r_waterstate, 0, sizeof(r_waterstate));
2231         R_GLSL_Restart_f();
2232 }
2233
2234 extern void CL_ParseEntityLump(char *entitystring);
2235 void gl_main_newmap(void)
2236 {
2237         // FIXME: move this code to client
2238         int l;
2239         char *entities, entname[MAX_QPATH];
2240         if (cl.worldmodel)
2241         {
2242                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2243                 l = (int)strlen(entname) - 4;
2244                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2245                 {
2246                         memcpy(entname + l, ".ent", 5);
2247                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2248                         {
2249                                 CL_ParseEntityLump(entities);
2250                                 Mem_Free(entities);
2251                                 return;
2252                         }
2253                 }
2254                 if (cl.worldmodel->brush.entities)
2255                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
2256         }
2257 }
2258
2259 void GL_Main_Init(void)
2260 {
2261         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2262
2263         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2264         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2265         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2266         if (gamemode == GAME_NEHAHRA)
2267         {
2268                 Cvar_RegisterVariable (&gl_fogenable);
2269                 Cvar_RegisterVariable (&gl_fogdensity);
2270                 Cvar_RegisterVariable (&gl_fogred);
2271                 Cvar_RegisterVariable (&gl_foggreen);
2272                 Cvar_RegisterVariable (&gl_fogblue);
2273                 Cvar_RegisterVariable (&gl_fogstart);
2274                 Cvar_RegisterVariable (&gl_fogend);
2275                 Cvar_RegisterVariable (&gl_skyclip);
2276         }
2277         Cvar_RegisterVariable(&r_depthfirst);
2278         Cvar_RegisterVariable(&r_useinfinitefarclip);
2279         Cvar_RegisterVariable(&r_nearclip);
2280         Cvar_RegisterVariable(&r_showbboxes);
2281         Cvar_RegisterVariable(&r_showsurfaces);
2282         Cvar_RegisterVariable(&r_showtris);
2283         Cvar_RegisterVariable(&r_shownormals);
2284         Cvar_RegisterVariable(&r_showlighting);
2285         Cvar_RegisterVariable(&r_showshadowvolumes);
2286         Cvar_RegisterVariable(&r_showcollisionbrushes);
2287         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2288         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2289         Cvar_RegisterVariable(&r_showdisabledepthtest);
2290         Cvar_RegisterVariable(&r_drawportals);
2291         Cvar_RegisterVariable(&r_drawentities);
2292         Cvar_RegisterVariable(&r_cullentities_trace);
2293         Cvar_RegisterVariable(&r_cullentities_trace_samples);
2294         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2295         Cvar_RegisterVariable(&r_cullentities_trace_delay);
2296         Cvar_RegisterVariable(&r_drawviewmodel);
2297         Cvar_RegisterVariable(&r_speeds);
2298         Cvar_RegisterVariable(&r_fullbrights);
2299         Cvar_RegisterVariable(&r_wateralpha);
2300         Cvar_RegisterVariable(&r_dynamic);
2301         Cvar_RegisterVariable(&r_fullbright);
2302         Cvar_RegisterVariable(&r_shadows);
2303         Cvar_RegisterVariable(&r_shadows_throwdistance);
2304         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2305         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2306         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2307         Cvar_RegisterVariable(&r_fog_exp2);
2308         Cvar_RegisterVariable(&r_drawfog);
2309         Cvar_RegisterVariable(&r_textureunits);
2310         Cvar_RegisterVariable(&r_glsl);
2311         Cvar_RegisterVariable(&r_glsl_contrastboost);
2312         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2313         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2314         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2315         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2316         Cvar_RegisterVariable(&r_glsl_postprocess);
2317         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2318         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2319         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2320         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2321         Cvar_RegisterVariable(&r_glsl_usegeneric);
2322         Cvar_RegisterVariable(&r_water);
2323         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2324         Cvar_RegisterVariable(&r_water_clippingplanebias);
2325         Cvar_RegisterVariable(&r_water_refractdistort);
2326         Cvar_RegisterVariable(&r_water_reflectdistort);
2327         Cvar_RegisterVariable(&r_lerpsprites);
2328         Cvar_RegisterVariable(&r_lerpmodels);
2329         Cvar_RegisterVariable(&r_lerplightstyles);
2330         Cvar_RegisterVariable(&r_waterscroll);
2331         Cvar_RegisterVariable(&r_bloom);
2332         Cvar_RegisterVariable(&r_bloom_colorscale);
2333         Cvar_RegisterVariable(&r_bloom_brighten);
2334         Cvar_RegisterVariable(&r_bloom_blur);
2335         Cvar_RegisterVariable(&r_bloom_resolution);
2336         Cvar_RegisterVariable(&r_bloom_colorexponent);
2337         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2338         Cvar_RegisterVariable(&r_hdr);
2339         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2340         Cvar_RegisterVariable(&r_hdr_glowintensity);
2341         Cvar_RegisterVariable(&r_hdr_range);
2342         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2343         Cvar_RegisterVariable(&developer_texturelogging);
2344         Cvar_RegisterVariable(&gl_lightmaps);
2345         Cvar_RegisterVariable(&r_test);
2346         Cvar_RegisterVariable(&r_batchmode);
2347         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2348                 Cvar_SetValue("r_fullbrights", 0);
2349         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2350
2351         Cvar_RegisterVariable(&r_track_sprites);
2352         Cvar_RegisterVariable(&r_track_sprites_flags);
2353         Cvar_RegisterVariable(&r_track_sprites_scalew);
2354         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2355 }
2356
2357 extern void R_Textures_Init(void);
2358 extern void GL_Draw_Init(void);
2359 extern void GL_Main_Init(void);
2360 extern void R_Shadow_Init(void);
2361 extern void R_Sky_Init(void);
2362 extern void GL_Surf_Init(void);
2363 extern void R_Particles_Init(void);
2364 extern void R_Explosion_Init(void);
2365 extern void gl_backend_init(void);
2366 extern void Sbar_Init(void);
2367 extern void R_LightningBeams_Init(void);
2368 extern void Mod_RenderInit(void);
2369
2370 void Render_Init(void)
2371 {
2372         gl_backend_init();
2373         R_Textures_Init();
2374         GL_Main_Init();
2375         GL_Draw_Init();
2376         R_Shadow_Init();
2377         R_Sky_Init();
2378         GL_Surf_Init();
2379         Sbar_Init();
2380         R_Particles_Init();
2381         R_Explosion_Init();
2382         R_LightningBeams_Init();
2383         Mod_RenderInit();
2384 }
2385
2386 /*
2387 ===============
2388 GL_Init
2389 ===============
2390 */
2391 extern char *ENGINE_EXTENSIONS;
2392 void GL_Init (void)
2393 {
2394         gl_renderer = (const char *)qglGetString(GL_RENDERER);
2395         gl_vendor = (const char *)qglGetString(GL_VENDOR);
2396         gl_version = (const char *)qglGetString(GL_VERSION);
2397         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2398
2399         if (!gl_extensions)
2400                 gl_extensions = "";
2401         if (!gl_platformextensions)
2402                 gl_platformextensions = "";
2403
2404         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2405         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2406         Con_Printf("GL_VERSION: %s\n", gl_version);
2407         Con_Printf("GL_EXTENSIONS: %s\n", gl_extensions);
2408         Con_Printf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2409
2410         VID_CheckExtensions();
2411
2412         // LordHavoc: report supported extensions
2413         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2414
2415         // clear to black (loading plaque will be seen over this)
2416         CHECKGLERROR
2417         qglClearColor(0,0,0,1);CHECKGLERROR
2418         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2419 }
2420
2421 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2422 {
2423         int i;
2424         mplane_t *p;
2425         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2426         {
2427                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2428                 if (i == 4)
2429                         continue;
2430                 p = r_refdef.view.frustum + i;
2431                 switch(p->signbits)
2432                 {
2433                 default:
2434                 case 0:
2435                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2436                                 return true;
2437                         break;
2438                 case 1:
2439                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2440                                 return true;
2441                         break;
2442                 case 2:
2443                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2444                                 return true;
2445                         break;
2446                 case 3:
2447                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2448                                 return true;
2449                         break;
2450                 case 4:
2451                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2452                                 return true;
2453                         break;
2454                 case 5:
2455                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2456                                 return true;
2457                         break;
2458                 case 6:
2459                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2460                                 return true;
2461                         break;
2462                 case 7:
2463                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2464                                 return true;
2465                         break;
2466                 }
2467         }
2468         return false;
2469 }
2470
2471 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2472 {
2473         int i;
2474         const mplane_t *p;
2475         for (i = 0;i < numplanes;i++)
2476         {
2477                 p = planes + i;
2478                 switch(p->signbits)
2479                 {
2480                 default:
2481                 case 0:
2482                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2483                                 return true;
2484                         break;
2485                 case 1:
2486                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2487                                 return true;
2488                         break;
2489                 case 2:
2490                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2491                                 return true;
2492                         break;
2493                 case 3:
2494                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2495                                 return true;
2496                         break;
2497                 case 4:
2498                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2499                                 return true;
2500                         break;
2501                 case 5:
2502                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2503                                 return true;
2504                         break;
2505                 case 6:
2506                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2507                                 return true;
2508                         break;
2509                 case 7:
2510                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2511                                 return true;
2512                         break;
2513                 }
2514         }
2515         return false;
2516 }
2517
2518 //==================================================================================
2519
2520 static void R_View_UpdateEntityVisible (void)
2521 {
2522         int i, renderimask;
2523         entity_render_t *ent;
2524
2525         if (!r_drawentities.integer)
2526                 return;
2527
2528         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2529         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2530         {
2531                 // worldmodel can check visibility
2532                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
2533                 for (i = 0;i < r_refdef.scene.numentities;i++)
2534                 {
2535                         ent = r_refdef.scene.entities[i];
2536                         if (!(ent->flags & renderimask))
2537                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
2538                         if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
2539                                 r_refdef.viewcache.entityvisible[i] = true;
2540                 }
2541                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2542                 {
2543                         for (i = 0;i < r_refdef.scene.numentities;i++)
2544                         {
2545                                 ent = r_refdef.scene.entities[i];
2546                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2547                                 {
2548                                         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))
2549                                                 ent->last_trace_visibility = realtime;
2550                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2551                                                 r_refdef.viewcache.entityvisible[i] = 0;
2552                                 }
2553                         }
2554                 }
2555         }
2556         else
2557         {
2558                 // no worldmodel or it can't check visibility
2559                 for (i = 0;i < r_refdef.scene.numentities;i++)
2560                 {
2561                         ent = r_refdef.scene.entities[i];
2562                         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));
2563                 }
2564         }
2565 }
2566
2567 // only used if skyrendermasked, and normally returns false
2568 int R_DrawBrushModelsSky (void)
2569 {
2570         int i, sky;
2571         entity_render_t *ent;
2572
2573         if (!r_drawentities.integer)
2574                 return false;
2575
2576         sky = false;
2577         for (i = 0;i < r_refdef.scene.numentities;i++)
2578         {
2579                 if (!r_refdef.viewcache.entityvisible[i])
2580                         continue;
2581                 ent = r_refdef.scene.entities[i];
2582                 if (!ent->model || !ent->model->DrawSky)
2583                         continue;
2584                 ent->model->DrawSky(ent);
2585                 sky = true;
2586         }
2587         return sky;
2588 }
2589
2590 static void R_DrawNoModel(entity_render_t *ent);
2591 static void R_DrawModels(void)
2592 {
2593         int i;
2594         entity_render_t *ent;
2595
2596         if (!r_drawentities.integer)
2597                 return;
2598
2599         for (i = 0;i < r_refdef.scene.numentities;i++)
2600         {
2601                 if (!r_refdef.viewcache.entityvisible[i])
2602                         continue;
2603                 ent = r_refdef.scene.entities[i];
2604                 r_refdef.stats.entities++;
2605                 if (ent->model && ent->model->Draw != NULL)
2606                         ent->model->Draw(ent);
2607                 else
2608                         R_DrawNoModel(ent);
2609         }
2610 }
2611
2612 static void R_DrawModelsDepth(void)
2613 {
2614         int i;
2615         entity_render_t *ent;
2616
2617         if (!r_drawentities.integer)
2618                 return;
2619
2620         for (i = 0;i < r_refdef.scene.numentities;i++)
2621         {
2622                 if (!r_refdef.viewcache.entityvisible[i])
2623                         continue;
2624                 ent = r_refdef.scene.entities[i];
2625                 if (ent->model && ent->model->DrawDepth != NULL)
2626                         ent->model->DrawDepth(ent);
2627         }
2628 }
2629
2630 static void R_DrawModelsDebug(void)
2631 {
2632         int i;
2633         entity_render_t *ent;
2634
2635         if (!r_drawentities.integer)
2636                 return;
2637
2638         for (i = 0;i < r_refdef.scene.numentities;i++)
2639         {
2640                 if (!r_refdef.viewcache.entityvisible[i])
2641                         continue;
2642                 ent = r_refdef.scene.entities[i];
2643                 if (ent->model && ent->model->DrawDebug != NULL)
2644                         ent->model->DrawDebug(ent);
2645         }
2646 }
2647
2648 static void R_DrawModelsAddWaterPlanes(void)
2649 {
2650         int i;
2651         entity_render_t *ent;
2652
2653         if (!r_drawentities.integer)
2654                 return;
2655
2656         for (i = 0;i < r_refdef.scene.numentities;i++)
2657         {
2658                 if (!r_refdef.viewcache.entityvisible[i])
2659                         continue;
2660                 ent = r_refdef.scene.entities[i];
2661                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2662                         ent->model->DrawAddWaterPlanes(ent);
2663         }
2664 }
2665
2666 static void R_View_SetFrustum(void)
2667 {
2668         int i;
2669         double slopex, slopey;
2670         vec3_t forward, left, up, origin;
2671
2672         // we can't trust r_refdef.view.forward and friends in reflected scenes
2673         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2674
2675 #if 0
2676         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2677         r_refdef.view.frustum[0].normal[1] = 0 - 0;
2678         r_refdef.view.frustum[0].normal[2] = -1 - 0;
2679         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2680         r_refdef.view.frustum[1].normal[1] = 0 + 0;
2681         r_refdef.view.frustum[1].normal[2] = -1 + 0;
2682         r_refdef.view.frustum[2].normal[0] = 0 - 0;
2683         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2684         r_refdef.view.frustum[2].normal[2] = -1 - 0;
2685         r_refdef.view.frustum[3].normal[0] = 0 + 0;
2686         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2687         r_refdef.view.frustum[3].normal[2] = -1 + 0;
2688 #endif
2689
2690 #if 0
2691         zNear = r_refdef.nearclip;
2692         nudge = 1.0 - 1.0 / (1<<23);
2693         r_refdef.view.frustum[4].normal[0] = 0 - 0;
2694         r_refdef.view.frustum[4].normal[1] = 0 - 0;
2695         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2696         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2697         r_refdef.view.frustum[5].normal[0] = 0 + 0;
2698         r_refdef.view.frustum[5].normal[1] = 0 + 0;
2699         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2700         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2701 #endif
2702
2703
2704
2705 #if 0
2706         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2707         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2708         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2709         r_refdef.view.frustum[0].dist = m[15] - m[12];
2710
2711         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2712         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2713         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2714         r_refdef.view.frustum[1].dist = m[15] + m[12];
2715
2716         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2717         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2718         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2719         r_refdef.view.frustum[2].dist = m[15] - m[13];
2720
2721         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2722         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2723         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2724         r_refdef.view.frustum[3].dist = m[15] + m[13];
2725
2726         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2727         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2728         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2729         r_refdef.view.frustum[4].dist = m[15] - m[14];
2730
2731         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2732         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2733         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2734         r_refdef.view.frustum[5].dist = m[15] + m[14];
2735 #endif
2736
2737         if (r_refdef.view.useperspective)
2738         {
2739                 slopex = 1.0 / r_refdef.view.frustum_x;
2740                 slopey = 1.0 / r_refdef.view.frustum_y;
2741                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2742                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
2743                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
2744                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
2745                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2746
2747                 // Leaving those out was a mistake, those were in the old code, and they
2748                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2749                 // I couldn't reproduce it after adding those normalizations. --blub
2750                 VectorNormalize(r_refdef.view.frustum[0].normal);
2751                 VectorNormalize(r_refdef.view.frustum[1].normal);
2752                 VectorNormalize(r_refdef.view.frustum[2].normal);
2753                 VectorNormalize(r_refdef.view.frustum[3].normal);
2754
2755                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2756                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2757                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2758                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2759                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2760
2761                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2762                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2763                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2764                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2765                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2766         }
2767         else
2768         {
2769                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2770                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2771                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2772                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2773                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2774                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2775                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2776                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2777                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2778                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2779         }
2780         r_refdef.view.numfrustumplanes = 5;
2781
2782         if (r_refdef.view.useclipplane)
2783         {
2784                 r_refdef.view.numfrustumplanes = 6;
2785                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2786         }
2787
2788         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2789                 PlaneClassify(r_refdef.view.frustum + i);
2790
2791         // LordHavoc: note to all quake engine coders, Quake had a special case
2792         // for 90 degrees which assumed a square view (wrong), so I removed it,
2793         // Quake2 has it disabled as well.
2794
2795         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2796         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2797         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2798         //PlaneClassify(&frustum[0]);
2799
2800         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2801         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2802         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2803         //PlaneClassify(&frustum[1]);
2804
2805         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2806         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2807         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2808         //PlaneClassify(&frustum[2]);
2809
2810         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2811         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2812         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2813         //PlaneClassify(&frustum[3]);
2814
2815         // nearclip plane
2816         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2817         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2818         //PlaneClassify(&frustum[4]);
2819 }
2820
2821 void R_View_Update(void)
2822 {
2823         R_View_SetFrustum();
2824         R_View_WorldVisibility(r_refdef.view.useclipplane);
2825         R_View_UpdateEntityVisible();
2826 }
2827
2828 void R_SetupView(qboolean allowwaterclippingplane)
2829 {
2830         if (!r_refdef.view.useperspective)
2831                 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);
2832         else if (gl_stencil && r_useinfinitefarclip.integer)
2833                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2834         else
2835                 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2836
2837         GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2838
2839         if (r_refdef.view.useclipplane && allowwaterclippingplane)
2840         {
2841                 // LordHavoc: couldn't figure out how to make this approach the
2842                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2843                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2844                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2845                         dist = r_refdef.view.clipplane.dist;
2846                 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2847         }
2848 }
2849
2850 void R_ResetViewRendering2D(void)
2851 {
2852         DrawQ_Finish();
2853
2854         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2855         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2856         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2857         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2858         GL_Color(1, 1, 1, 1);
2859         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2860         GL_BlendFunc(GL_ONE, GL_ZERO);
2861         GL_AlphaTest(false);
2862         GL_ScissorTest(false);
2863         GL_DepthMask(false);
2864         GL_DepthRange(0, 1);
2865         GL_DepthTest(false);
2866         R_Mesh_Matrix(&identitymatrix);
2867         R_Mesh_ResetTextureState();
2868         GL_PolygonOffset(0, 0);
2869         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2870         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2871         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2872         qglStencilMask(~0);CHECKGLERROR
2873         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2874         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2875         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2876         R_SetupGenericShader(true);
2877 }
2878
2879 void R_ResetViewRendering3D(void)
2880 {
2881         DrawQ_Finish();
2882
2883         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2884         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2885         R_SetupView(true);
2886         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2887         GL_Color(1, 1, 1, 1);
2888         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2889         GL_BlendFunc(GL_ONE, GL_ZERO);
2890         GL_AlphaTest(false);
2891         GL_ScissorTest(true);
2892         GL_DepthMask(true);
2893         GL_DepthRange(0, 1);
2894         GL_DepthTest(true);
2895         R_Mesh_Matrix(&identitymatrix);
2896         R_Mesh_ResetTextureState();
2897         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2898         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2899         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2900         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2901         qglStencilMask(~0);CHECKGLERROR
2902         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2903         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2904         GL_CullFace(r_refdef.view.cullface_back);
2905         R_SetupGenericShader(true);
2906 }
2907
2908 void R_RenderScene(qboolean addwaterplanes);
2909
2910 static void R_Water_StartFrame(void)
2911 {
2912         int i;
2913         int waterwidth, waterheight, texturewidth, textureheight;
2914         r_waterstate_waterplane_t *p;
2915
2916         // set waterwidth and waterheight to the water resolution that will be
2917         // used (often less than the screen resolution for faster rendering)
2918         waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2919         waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2920
2921         // calculate desired texture sizes
2922         // can't use water if the card does not support the texture size
2923         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2924                 texturewidth = textureheight = waterwidth = waterheight = 0;
2925         else if (gl_support_arb_texture_non_power_of_two)
2926         {
2927                 texturewidth = waterwidth;
2928                 textureheight = waterheight;
2929         }
2930         else
2931         {
2932                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
2933                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
2934         }
2935
2936         // allocate textures as needed
2937         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2938         {
2939                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2940                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2941                 {
2942                         if (p->texture_refraction)
2943                                 R_FreeTexture(p->texture_refraction);
2944                         p->texture_refraction = NULL;
2945                         if (p->texture_reflection)
2946                                 R_FreeTexture(p->texture_reflection);
2947                         p->texture_reflection = NULL;
2948                 }
2949                 memset(&r_waterstate, 0, sizeof(r_waterstate));
2950                 r_waterstate.waterwidth = waterwidth;
2951                 r_waterstate.waterheight = waterheight;
2952                 r_waterstate.texturewidth = texturewidth;
2953                 r_waterstate.textureheight = textureheight;
2954         }
2955
2956         if (r_waterstate.waterwidth)
2957         {
2958                 r_waterstate.enabled = true;
2959
2960                 // set up variables that will be used in shader setup
2961                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2962                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2963                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2964                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2965         }
2966
2967         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2968         r_waterstate.numwaterplanes = 0;
2969 }
2970
2971 static void R_Water_AddWaterPlane(msurface_t *surface)
2972 {
2973         int triangleindex, planeindex;
2974         const int *e;
2975         vec3_t vert[3];
2976         vec3_t normal;
2977         vec3_t center;
2978         mplane_t plane;
2979         r_waterstate_waterplane_t *p;
2980         // just use the first triangle with a valid normal for any decisions
2981         VectorClear(normal);
2982         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2983         {
2984                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2985                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2986                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2987                 TriangleNormal(vert[0], vert[1], vert[2], normal);
2988                 if (VectorLength2(normal) >= 0.001)
2989                         break;
2990         }
2991
2992         VectorCopy(normal, plane.normal);
2993         VectorNormalize(plane.normal);
2994         plane.dist = DotProduct(vert[0], plane.normal);
2995         PlaneClassify(&plane);
2996         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
2997         {
2998                 // skip backfaces (except if nocullface is set)
2999                 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3000                         return;
3001                 VectorNegate(plane.normal, plane.normal);
3002                 plane.dist *= -1;
3003                 PlaneClassify(&plane);
3004         }
3005
3006
3007         // find a matching plane if there is one
3008         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3009                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3010                         break;
3011         if (planeindex >= r_waterstate.maxwaterplanes)
3012                 return; // nothing we can do, out of planes
3013
3014         // if this triangle does not fit any known plane rendered this frame, add one
3015         if (planeindex >= r_waterstate.numwaterplanes)
3016         {
3017                 // store the new plane
3018                 r_waterstate.numwaterplanes++;
3019                 p->plane = plane;
3020                 // clear materialflags and pvs
3021                 p->materialflags = 0;
3022                 p->pvsvalid = false;
3023         }
3024         // merge this surface's materialflags into the waterplane
3025         p->materialflags |= surface->texture->currentframe->currentmaterialflags;
3026         // merge this surface's PVS into the waterplane
3027         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3028         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3029          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3030         {
3031                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3032                 p->pvsvalid = true;
3033         }
3034 }
3035
3036 static void R_Water_ProcessPlanes(void)
3037 {
3038         r_refdef_view_t originalview;
3039         int planeindex;
3040         r_waterstate_waterplane_t *p;
3041
3042         originalview = r_refdef.view;
3043
3044         // make sure enough textures are allocated
3045         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3046         {
3047                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3048                 {
3049                         if (!p->texture_refraction)
3050                                 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);
3051                         if (!p->texture_refraction)
3052                                 goto error;
3053                 }
3054
3055                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3056                 {
3057                         if (!p->texture_reflection)
3058                                 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);
3059                         if (!p->texture_reflection)
3060                                 goto error;
3061                 }
3062         }
3063
3064         // render views
3065         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3066         {
3067                 r_refdef.view.showdebug = false;
3068                 r_refdef.view.width = r_waterstate.waterwidth;
3069                 r_refdef.view.height = r_waterstate.waterheight;
3070                 r_refdef.view.useclipplane = true;
3071                 r_waterstate.renderingscene = true;
3072
3073                 // render the normal view scene and copy into texture
3074                 // (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)
3075                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3076                 {
3077                         r_refdef.view.clipplane = p->plane;
3078                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3079                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3080                         PlaneClassify(&r_refdef.view.clipplane);
3081
3082                         R_RenderScene(false);
3083
3084                         // copy view into the screen texture
3085                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3086                         GL_ActiveTexture(0);
3087                         CHECKGLERROR
3088                         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
3089                 }
3090
3091                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3092                 {
3093                         // render reflected scene and copy into texture
3094                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3095                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3096                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3097                         r_refdef.view.clipplane = p->plane;
3098                         // reverse the cullface settings for this render
3099                         r_refdef.view.cullface_front = GL_FRONT;
3100                         r_refdef.view.cullface_back = GL_BACK;
3101                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3102                         {
3103                                 r_refdef.view.usecustompvs = true;
3104                                 if (p->pvsvalid)
3105                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3106                                 else
3107                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3108                         }
3109
3110                         R_ResetViewRendering3D();
3111                         R_ClearScreen(r_refdef.fogenabled);
3112                         if (r_timereport_active)
3113                                 R_TimeReport("viewclear");
3114
3115                         R_RenderScene(false);
3116
3117                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3118                         GL_ActiveTexture(0);
3119                         CHECKGLERROR
3120                         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
3121
3122                         R_ResetViewRendering3D();
3123                         R_ClearScreen(r_refdef.fogenabled);
3124                         if (r_timereport_active)
3125                                 R_TimeReport("viewclear");
3126                 }
3127
3128                 r_refdef.view = originalview;
3129                 r_refdef.view.clear = true;
3130                 r_waterstate.renderingscene = false;
3131         }
3132         return;
3133 error:
3134         r_refdef.view = originalview;
3135         r_waterstate.renderingscene = false;
3136         Cvar_SetValueQuick(&r_water, 0);
3137         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
3138         return;
3139 }
3140
3141 void R_Bloom_StartFrame(void)
3142 {
3143         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3144
3145         // set bloomwidth and bloomheight to the bloom resolution that will be
3146         // used (often less than the screen resolution for faster rendering)
3147         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3148         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3149         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3150         r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3151         r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3152
3153         // calculate desired texture sizes
3154         if (gl_support_arb_texture_non_power_of_two)
3155         {
3156                 screentexturewidth = r_refdef.view.width;
3157                 screentextureheight = r_refdef.view.height;
3158                 bloomtexturewidth = r_bloomstate.bloomwidth;
3159                 bloomtextureheight = r_bloomstate.bloomheight;
3160         }
3161         else
3162         {
3163                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
3164                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
3165                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
3166                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
3167         }
3168
3169         if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3170         {
3171                 Cvar_SetValueQuick(&r_hdr, 0);
3172                 Cvar_SetValueQuick(&r_bloom, 0);
3173         }
3174
3175         if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3176                 screentexturewidth = screentextureheight = 0;
3177         if (!r_hdr.integer && !r_bloom.integer)
3178                 bloomtexturewidth = bloomtextureheight = 0;
3179
3180         // allocate textures as needed
3181         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3182         {
3183                 if (r_bloomstate.texture_screen)
3184                         R_FreeTexture(r_bloomstate.texture_screen);
3185                 r_bloomstate.texture_screen = NULL;
3186                 r_bloomstate.screentexturewidth = screentexturewidth;
3187                 r_bloomstate.screentextureheight = screentextureheight;
3188                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3189                         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);
3190         }
3191         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3192         {
3193                 if (r_bloomstate.texture_bloom)
3194                         R_FreeTexture(r_bloomstate.texture_bloom);
3195                 r_bloomstate.texture_bloom = NULL;
3196                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3197                 r_bloomstate.bloomtextureheight = bloomtextureheight;
3198                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3199                         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);
3200         }
3201
3202         // set up a texcoord array for the full resolution screen image
3203         // (we have to keep this around to copy back during final render)
3204         r_bloomstate.screentexcoord2f[0] = 0;
3205         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3206         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3207         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3208         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3209         r_bloomstate.screentexcoord2f[5] = 0;
3210         r_bloomstate.screentexcoord2f[6] = 0;
3211         r_bloomstate.screentexcoord2f[7] = 0;
3212
3213         // set up a texcoord array for the reduced resolution bloom image
3214         // (which will be additive blended over the screen image)
3215         r_bloomstate.bloomtexcoord2f[0] = 0;
3216         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3217         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3218         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3219         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3220         r_bloomstate.bloomtexcoord2f[5] = 0;
3221         r_bloomstate.bloomtexcoord2f[6] = 0;
3222         r_bloomstate.bloomtexcoord2f[7] = 0;
3223
3224         if (r_hdr.integer || r_bloom.integer)
3225         {
3226                 r_bloomstate.enabled = true;
3227                 r_bloomstate.hdr = r_hdr.integer != 0;
3228         }
3229 }
3230
3231 void R_Bloom_CopyBloomTexture(float colorscale)
3232 {
3233         r_refdef.stats.bloom++;
3234
3235         // scale down screen texture to the bloom texture size
3236         CHECKGLERROR
3237         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3238         GL_BlendFunc(GL_ONE, GL_ZERO);
3239         GL_Color(colorscale, colorscale, colorscale, 1);
3240         // TODO: optimize with multitexture or GLSL
3241         R_SetupGenericShader(true);
3242         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3243         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3244         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3245         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3246
3247         // we now have a bloom image in the framebuffer
3248         // copy it into the bloom image texture for later processing
3249         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3250         GL_ActiveTexture(0);
3251         CHECKGLERROR
3252         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
3253         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3254 }
3255
3256 void R_Bloom_CopyHDRTexture(void)
3257 {
3258         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3259         GL_ActiveTexture(0);
3260         CHECKGLERROR
3261         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
3262         r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3263 }
3264
3265 void R_Bloom_MakeTexture(void)
3266 {
3267         int x, range, dir;
3268         float xoffset, yoffset, r, brighten;
3269
3270         r_refdef.stats.bloom++;
3271
3272         R_ResetViewRendering2D();
3273         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3274         R_Mesh_ColorPointer(NULL, 0, 0);
3275         R_SetupGenericShader(true);
3276
3277         // we have a bloom image in the framebuffer
3278         CHECKGLERROR
3279         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3280
3281         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3282         {
3283                 x *= 2;
3284                 r = bound(0, r_bloom_colorexponent.value / x, 1);
3285                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3286                 GL_Color(r, r, r, 1);
3287                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3288                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3289                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3290                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3291
3292                 // copy the vertically blurred bloom view to a texture
3293                 GL_ActiveTexture(0);
3294                 CHECKGLERROR
3295                 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
3296                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3297         }
3298
3299         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3300         brighten = r_bloom_brighten.value;
3301         if (r_hdr.integer)
3302                 brighten *= r_hdr_range.value;
3303         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3304         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3305
3306         for (dir = 0;dir < 2;dir++)
3307         {
3308                 // blend on at multiple vertical offsets to achieve a vertical blur
3309                 // TODO: do offset blends using GLSL
3310                 GL_BlendFunc(GL_ONE, GL_ZERO);
3311                 for (x = -range;x <= range;x++)
3312                 {
3313                         if (!dir){xoffset = 0;yoffset = x;}
3314                         else {xoffset = x;yoffset = 0;}
3315                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
3316                         yoffset /= (float)r_bloomstate.bloomtextureheight;
3317                         // compute a texcoord array with the specified x and y offset
3318                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3319                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3320                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3321                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3322                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3323                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3324                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3325                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3326                         // this r value looks like a 'dot' particle, fading sharply to
3327                         // black at the edges
3328                         // (probably not realistic but looks good enough)
3329                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3330                         //r = (dir ? 1.0f : brighten)/(range*2+1);
3331                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3332                         GL_Color(r, r, r, 1);
3333                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3334                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3335                         GL_BlendFunc(GL_ONE, GL_ONE);
3336                 }
3337
3338                 // copy the vertically blurred bloom view to a texture
3339                 GL_ActiveTexture(0);
3340                 CHECKGLERROR
3341                 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
3342                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3343         }
3344
3345         // apply subtract last
3346         // (just like it would be in a GLSL shader)
3347         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3348         {
3349                 GL_BlendFunc(GL_ONE, GL_ZERO);
3350                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3351                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3352                 GL_Color(1, 1, 1, 1);
3353                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3354                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3355
3356                 GL_BlendFunc(GL_ONE, GL_ONE);
3357                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3358                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3359                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3360                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3361                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3362                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3363                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3364
3365                 // copy the darkened bloom view to a texture
3366                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3367                 GL_ActiveTexture(0);
3368                 CHECKGLERROR
3369                 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
3370                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3371         }
3372 }
3373
3374 void R_HDR_RenderBloomTexture(void)
3375 {
3376         int oldwidth, oldheight;
3377         float oldcolorscale;
3378
3379         oldcolorscale = r_refdef.view.colorscale;
3380         oldwidth = r_refdef.view.width;
3381         oldheight = r_refdef.view.height;
3382         r_refdef.view.width = r_bloomstate.bloomwidth;
3383         r_refdef.view.height = r_bloomstate.bloomheight;
3384
3385         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
3386         // TODO: add exposure compensation features
3387         // TODO: add fp16 framebuffer support
3388
3389         r_refdef.view.showdebug = false;
3390         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3391
3392         R_ClearScreen(r_refdef.fogenabled);
3393         if (r_timereport_active)
3394                 R_TimeReport("HDRclear");
3395
3396         r_waterstate.numwaterplanes = 0;
3397         R_RenderScene(r_waterstate.enabled);
3398         r_refdef.view.showdebug = true;
3399
3400         R_ResetViewRendering2D();
3401
3402         R_Bloom_CopyHDRTexture();
3403         R_Bloom_MakeTexture();
3404
3405         // restore the view settings
3406         r_refdef.view.width = oldwidth;
3407         r_refdef.view.height = oldheight;
3408         r_refdef.view.colorscale = oldcolorscale;
3409
3410         R_ResetViewRendering3D();
3411
3412         R_ClearScreen(r_refdef.fogenabled);
3413         if (r_timereport_active)
3414                 R_TimeReport("viewclear");
3415 }
3416
3417 static void R_BlendView(void)
3418 {
3419         if (r_bloomstate.texture_screen)
3420         {
3421                 // copy view into the screen texture
3422                 R_ResetViewRendering2D();
3423                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3424                 R_Mesh_ColorPointer(NULL, 0, 0);
3425                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3426                 GL_ActiveTexture(0);CHECKGLERROR
3427                 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
3428                 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3429         }
3430
3431         if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3432         {
3433                 unsigned int permutation =
3434                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3435                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3436                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3437                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3438
3439                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3440                 {
3441                         // render simple bloom effect
3442                         // copy the screen and shrink it and darken it for the bloom process
3443                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3444                         // make the bloom texture
3445                         R_Bloom_MakeTexture();
3446                 }
3447
3448                 R_ResetViewRendering2D();
3449                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3450                 R_Mesh_ColorPointer(NULL, 0, 0);
3451                 GL_Color(1, 1, 1, 1);
3452                 GL_BlendFunc(GL_ONE, GL_ZERO);
3453                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3454                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3455                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3456                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3457                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3458                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3459                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3460                 if (r_glsl_permutation->loc_TintColor >= 0)
3461                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3462                 if (r_glsl_permutation->loc_ClientTime >= 0)
3463                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3464                 if (r_glsl_permutation->loc_PixelSize >= 0)
3465                         qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3466                 if (r_glsl_permutation->loc_UserVec1 >= 0)
3467                 {
3468                         float a=0, b=0, c=0, d=0;
3469 #if _MSC_VER >= 1400
3470 #define sscanf sscanf_s
3471 #endif
3472                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3473                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3474                 }
3475                 if (r_glsl_permutation->loc_UserVec2 >= 0)
3476                 {
3477                         float a=0, b=0, c=0, d=0;
3478                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3479                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3480                 }
3481                 if (r_glsl_permutation->loc_UserVec3 >= 0)
3482                 {
3483                         float a=0, b=0, c=0, d=0;
3484                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3485                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3486                 }
3487                 if (r_glsl_permutation->loc_UserVec4 >= 0)
3488                 {
3489                         float a=0, b=0, c=0, d=0;
3490                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3491                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3492                 }
3493                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3494                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3495                 return;
3496         }
3497
3498
3499
3500         if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3501         {
3502                 // render high dynamic range bloom effect
3503                 // the bloom texture was made earlier this render, so we just need to
3504                 // blend it onto the screen...
3505                 R_ResetViewRendering2D();
3506                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3507                 R_Mesh_ColorPointer(NULL, 0, 0);
3508                 R_SetupGenericShader(true);
3509                 GL_Color(1, 1, 1, 1);
3510                 GL_BlendFunc(GL_ONE, GL_ONE);
3511                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3512                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3513                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3514                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3515         }
3516         else if (r_bloomstate.texture_bloom)
3517         {
3518                 // render simple bloom effect
3519                 // copy the screen and shrink it and darken it for the bloom process
3520                 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3521                 // make the bloom texture
3522                 R_Bloom_MakeTexture();
3523                 // put the original screen image back in place and blend the bloom
3524                 // texture on it
3525                 R_ResetViewRendering2D();
3526                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3527                 R_Mesh_ColorPointer(NULL, 0, 0);
3528                 GL_Color(1, 1, 1, 1);
3529                 GL_BlendFunc(GL_ONE, GL_ZERO);
3530                 // do both in one pass if possible
3531                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3532                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3533                 if (r_textureunits.integer >= 2 && gl_combine.integer)
3534                 {
3535                         R_SetupGenericTwoTextureShader(GL_ADD);
3536                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3537                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3538                 }
3539                 else
3540                 {
3541                         R_SetupGenericShader(true);
3542                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3543                         r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3544                         // now blend on the bloom texture
3545                         GL_BlendFunc(GL_ONE, GL_ONE);
3546                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3547                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3548                 }
3549                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3550                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3551         }
3552         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3553         {
3554                 // apply a color tint to the whole view
3555                 R_ResetViewRendering2D();
3556                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3557                 R_Mesh_ColorPointer(NULL, 0, 0);
3558                 R_SetupGenericShader(false);
3559                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3560                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3561                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3562         }
3563 }
3564
3565 void R_RenderScene(qboolean addwaterplanes);
3566
3567 matrix4x4_t r_waterscrollmatrix;
3568
3569 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3570 {
3571         if (r_refdef.fog_density)
3572         {
3573                 r_refdef.fogcolor[0] = r_refdef.fog_red;
3574                 r_refdef.fogcolor[1] = r_refdef.fog_green;
3575                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3576
3577                 {
3578                         vec3_t fogvec;
3579                         VectorCopy(r_refdef.fogcolor, fogvec);
3580                         if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3581                         {
3582                                 //   color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3583                                 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3584                                 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3585                                 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3586                         }
3587                         //   color.rgb *= ContrastBoost * SceneBrightness;
3588                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3589                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3590                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3591                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3592                 }
3593         }
3594 }
3595
3596 void R_UpdateVariables(void)
3597 {
3598         R_Textures_Frame();
3599
3600         r_refdef.scene.ambient = r_ambient.value;
3601
3602         r_refdef.farclip = 4096;
3603         if (r_refdef.scene.worldmodel)
3604                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3605         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3606
3607         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3608                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3609         r_refdef.polygonfactor = 0;
3610         r_refdef.polygonoffset = 0;
3611         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3612         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3613
3614         r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3615         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3616         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3617         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3618         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3619         if (r_showsurfaces.integer)
3620         {
3621                 r_refdef.scene.rtworld = false;
3622                 r_refdef.scene.rtworldshadows = false;
3623                 r_refdef.scene.rtdlight = false;
3624                 r_refdef.scene.rtdlightshadows = false;
3625                 r_refdef.lightmapintensity = 0;
3626         }
3627
3628         if (gamemode == GAME_NEHAHRA)
3629         {
3630                 if (gl_fogenable.integer)
3631                 {
3632                         r_refdef.oldgl_fogenable = true;
3633                         r_refdef.fog_density = gl_fogdensity.value;
3634                         r_refdef.fog_red = gl_fogred.value;
3635                         r_refdef.fog_green = gl_foggreen.value;
3636                         r_refdef.fog_blue = gl_fogblue.value;
3637                         r_refdef.fog_alpha = 1;
3638                         r_refdef.fog_start = 0;
3639                         r_refdef.fog_end = gl_skyclip.value;
3640                 }
3641                 else if (r_refdef.oldgl_fogenable)
3642                 {
3643                         r_refdef.oldgl_fogenable = false;
3644                         r_refdef.fog_density = 0;
3645                         r_refdef.fog_red = 0;
3646                         r_refdef.fog_green = 0;
3647                         r_refdef.fog_blue = 0;
3648                         r_refdef.fog_alpha = 0;
3649                         r_refdef.fog_start = 0;
3650                         r_refdef.fog_end = 0;
3651                 }
3652         }
3653
3654         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3655         r_refdef.fog_start = max(0, r_refdef.fog_start);
3656         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3657
3658         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3659
3660         if (r_refdef.fog_density && r_drawfog.integer)
3661         {
3662                 r_refdef.fogenabled = true;
3663                 // this is the point where the fog reaches 0.9986 alpha, which we
3664                 // consider a good enough cutoff point for the texture
3665                 // (0.9986 * 256 == 255.6)
3666                 if (r_fog_exp2.integer)
3667                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3668                 else
3669                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3670                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3671                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3672                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3673                 // fog color was already set
3674                 // update the fog texture
3675                 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)
3676                         R_BuildFogTexture();
3677         }
3678         else
3679                 r_refdef.fogenabled = false;
3680
3681         if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3682         {
3683                 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3684                 {
3685                         // build GLSL gamma texture
3686 #define RAMPWIDTH 256
3687                         unsigned short ramp[RAMPWIDTH * 3];
3688                         unsigned char ramprgb[RAMPWIDTH][4];
3689                         int i;
3690
3691                         r_texture_gammaramps_serial = vid_gammatables_serial;
3692
3693                         VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3694                         for(i = 0; i < RAMPWIDTH; ++i)
3695                         {
3696                                 ramprgb[i][0] = ramp[i] >> 8;
3697                                 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3698                                 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3699                                 ramprgb[i][3] = 0;
3700                         }
3701                         if (r_texture_gammaramps)
3702                         {
3703                                 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3704                         }
3705                         else
3706                         {
3707                                 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
3708                         }
3709                 }
3710         }
3711         else
3712         {
3713                 // remove GLSL gamma texture
3714         }
3715 }
3716
3717 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3718 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3719 /*
3720 ================
3721 R_SelectScene
3722 ================
3723 */
3724 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3725         if( scenetype != r_currentscenetype ) {
3726                 // store the old scenetype
3727                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3728                 r_currentscenetype = scenetype;
3729                 // move in the new scene
3730                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3731         }
3732 }
3733
3734 /*
3735 ================
3736 R_GetScenePointer
3737 ================
3738 */
3739 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3740 {
3741         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3742         if( scenetype == r_currentscenetype ) {
3743                 return &r_refdef.scene;
3744         } else {
3745                 return &r_scenes_store[ scenetype ];
3746         }
3747 }
3748
3749 /*
3750 ================
3751 R_RenderView
3752 ================
3753 */
3754 void R_RenderView(void)
3755 {
3756         if (r_refdef.view.isoverlay)
3757         {
3758                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
3759                 GL_Clear( GL_DEPTH_BUFFER_BIT );
3760                 R_TimeReport("depthclear");
3761
3762                 r_refdef.view.showdebug = false;
3763
3764                 r_waterstate.enabled = false;
3765                 r_waterstate.numwaterplanes = 0;
3766
3767                 R_RenderScene(false);
3768
3769                 CHECKGLERROR
3770                 return;
3771         }
3772
3773         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
3774                 return; //Host_Error ("R_RenderView: NULL worldmodel");
3775
3776         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3777
3778         // break apart the view matrix into vectors for various purposes
3779         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3780         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3781         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3782         VectorNegate(r_refdef.view.left, r_refdef.view.right);
3783         // make an inverted copy of the view matrix for tracking sprites
3784         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3785
3786         R_Shadow_UpdateWorldLightSelection();
3787
3788         R_Bloom_StartFrame();
3789         R_Water_StartFrame();
3790
3791         CHECKGLERROR
3792         if (r_timereport_active)
3793                 R_TimeReport("viewsetup");
3794
3795         R_ResetViewRendering3D();
3796
3797         if (r_refdef.view.clear || r_refdef.fogenabled)
3798         {
3799                 R_ClearScreen(r_refdef.fogenabled);
3800                 if (r_timereport_active)
3801                         R_TimeReport("viewclear");
3802         }
3803         r_refdef.view.clear = true;
3804
3805         r_refdef.view.showdebug = true;
3806
3807         // this produces a bloom texture to be used in R_BlendView() later
3808         if (r_hdr.integer)
3809                 R_HDR_RenderBloomTexture();
3810
3811         r_waterstate.numwaterplanes = 0;
3812         R_RenderScene(r_waterstate.enabled);
3813
3814         R_BlendView();
3815         if (r_timereport_active)
3816                 R_TimeReport("blendview");
3817
3818         GL_Scissor(0, 0, vid.width, vid.height);
3819         GL_ScissorTest(false);
3820         CHECKGLERROR
3821 }
3822
3823 extern void R_DrawLightningBeams (void);
3824 extern void VM_CL_AddPolygonsToMeshQueue (void);
3825 extern void R_DrawPortals (void);
3826 extern cvar_t cl_locs_show;
3827 static void R_DrawLocs(void);
3828 static void R_DrawEntityBBoxes(void);
3829 void R_RenderScene(qboolean addwaterplanes)
3830 {
3831         r_refdef.stats.renders++;
3832
3833         R_UpdateFogColor();
3834
3835         if (addwaterplanes)
3836         {
3837                 R_ResetViewRendering3D();
3838
3839                 R_View_Update();
3840                 if (r_timereport_active)
3841                         R_TimeReport("watervis");
3842
3843                 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3844                 {
3845                         r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3846                         if (r_timereport_active)
3847                                 R_TimeReport("waterworld");
3848                 }
3849
3850                 // don't let sound skip if going slow
3851                 if (r_refdef.scene.extraupdate)
3852                         S_ExtraUpdate ();
3853
3854                 R_DrawModelsAddWaterPlanes();
3855                 if (r_timereport_active)
3856                         R_TimeReport("watermodels");
3857
3858                 R_Water_ProcessPlanes();
3859                 if (r_timereport_active)
3860                         R_TimeReport("waterscenes");
3861         }
3862
3863         R_ResetViewRendering3D();
3864
3865         // don't let sound skip if going slow
3866         if (r_refdef.scene.extraupdate)
3867                 S_ExtraUpdate ();
3868
3869         R_MeshQueue_BeginScene();
3870
3871         R_SkyStartFrame();
3872
3873         R_View_Update();
3874         if (r_timereport_active)
3875                 R_TimeReport("visibility");
3876
3877         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);
3878
3879         if (cl.csqc_vidvars.drawworld)
3880         {
3881                 // don't let sound skip if going slow
3882                 if (r_refdef.scene.extraupdate)
3883                         S_ExtraUpdate ();
3884
3885                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3886                 {
3887                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3888                         if (r_timereport_active)
3889                                 R_TimeReport("worldsky");
3890                 }
3891
3892                 if (R_DrawBrushModelsSky() && r_timereport_active)
3893                         R_TimeReport("bmodelsky");
3894         }
3895
3896         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3897         {
3898                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3899                 if (r_timereport_active)
3900                         R_TimeReport("worlddepth");
3901         }
3902         if (r_depthfirst.integer >= 2)
3903         {
3904                 R_DrawModelsDepth();
3905                 if (r_timereport_active)
3906                         R_TimeReport("modeldepth");
3907         }
3908
3909         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3910         {
3911                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3912                 if (r_timereport_active)
3913                         R_TimeReport("world");
3914         }
3915
3916         // don't let sound skip if going slow
3917         if (r_refdef.scene.extraupdate)
3918                 S_ExtraUpdate ();
3919
3920         R_DrawModels();
3921         if (r_timereport_active)
3922                 R_TimeReport("models");
3923
3924         // don't let sound skip if going slow
3925         if (r_refdef.scene.extraupdate)
3926                 S_ExtraUpdate ();
3927
3928         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3929         {
3930                 R_DrawModelShadows();
3931
3932                 R_ResetViewRendering3D();
3933
3934                 // don't let sound skip if going slow
3935                 if (r_refdef.scene.extraupdate)
3936                         S_ExtraUpdate ();
3937         }
3938
3939         R_ShadowVolumeLighting(false);
3940         if (r_timereport_active)
3941                 R_TimeReport("rtlights");
3942
3943         // don't let sound skip if going slow
3944         if (r_refdef.scene.extraupdate)
3945                 S_ExtraUpdate ();
3946
3947         if (cl.csqc_vidvars.drawworld)
3948         {
3949                 R_DrawLightningBeams();
3950                 if (r_timereport_active)
3951                         R_TimeReport("lightning");
3952
3953                 R_DrawDecals();
3954                 if (r_timereport_active)
3955                         R_TimeReport("decals");
3956
3957                 R_DrawParticles();
3958                 if (r_timereport_active)
3959                         R_TimeReport("particles");
3960
3961                 R_DrawExplosions();
3962                 if (r_timereport_active)
3963                         R_TimeReport("explosions");
3964         }
3965
3966         R_SetupGenericShader(true);
3967         VM_CL_AddPolygonsToMeshQueue();
3968
3969         if (r_refdef.view.showdebug)
3970         {
3971                 if (cl_locs_show.integer)
3972                 {
3973                         R_DrawLocs();
3974                         if (r_timereport_active)
3975                                 R_TimeReport("showlocs");
3976                 }
3977
3978                 if (r_drawportals.integer)
3979                 {
3980                         R_DrawPortals();
3981                         if (r_timereport_active)
3982                                 R_TimeReport("portals");
3983                 }
3984
3985                 if (r_showbboxes.value > 0)
3986                 {
3987                         R_DrawEntityBBoxes();
3988                         if (r_timereport_active)
3989                                 R_TimeReport("bboxes");
3990                 }
3991         }
3992
3993         R_SetupGenericShader(true);
3994         R_MeshQueue_RenderTransparent();
3995         if (r_timereport_active)
3996                 R_TimeReport("drawtrans");
3997
3998         R_SetupGenericShader(true);
3999
4000         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))
4001         {
4002                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4003                 if (r_timereport_active)
4004                         R_TimeReport("worlddebug");
4005                 R_DrawModelsDebug();
4006                 if (r_timereport_active)
4007                         R_TimeReport("modeldebug");
4008         }
4009
4010         R_SetupGenericShader(true);
4011
4012         if (cl.csqc_vidvars.drawworld)
4013         {
4014                 R_DrawCoronas();
4015                 if (r_timereport_active)
4016                         R_TimeReport("coronas");
4017         }
4018
4019         // don't let sound skip if going slow
4020         if (r_refdef.scene.extraupdate)
4021                 S_ExtraUpdate ();
4022
4023         R_ResetViewRendering2D();
4024 }
4025
4026 static const unsigned short bboxelements[36] =
4027 {
4028         5, 1, 3, 5, 3, 7,
4029         6, 2, 0, 6, 0, 4,
4030         7, 3, 2, 7, 2, 6,
4031         4, 0, 1, 4, 1, 5,
4032         4, 5, 7, 4, 7, 6,
4033         1, 0, 2, 1, 2, 3,
4034 };
4035
4036 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4037 {
4038         int i;
4039         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4040         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4041         GL_DepthMask(false);
4042         GL_DepthRange(0, 1);
4043         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4044         R_Mesh_Matrix(&identitymatrix);
4045         R_Mesh_ResetTextureState();
4046
4047         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4048         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4049         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4050         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4051         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4052         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4053         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4054         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4055         R_FillColors(color4f, 8, cr, cg, cb, ca);
4056         if (r_refdef.fogenabled)
4057         {
4058                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4059                 {
4060                         f1 = FogPoint_World(v);
4061                         f2 = 1 - f1;
4062                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4063                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4064                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4065                 }
4066         }
4067         R_Mesh_VertexPointer(vertex3f, 0, 0);
4068         R_Mesh_ColorPointer(color4f, 0, 0);
4069         R_Mesh_ResetTextureState();
4070         R_SetupGenericShader(false);
4071         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4072 }
4073
4074 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4075 {
4076         int i;
4077         float color[4];
4078         prvm_edict_t *edict;
4079         prvm_prog_t *prog_save = prog;
4080
4081         // this function draws bounding boxes of server entities
4082         if (!sv.active)
4083                 return;
4084
4085         GL_CullFace(GL_NONE);
4086         R_SetupGenericShader(false);
4087
4088         prog = 0;
4089         SV_VM_Begin();
4090         for (i = 0;i < numsurfaces;i++)
4091         {
4092                 edict = PRVM_EDICT_NUM(surfacelist[i]);
4093                 switch ((int)edict->fields.server->solid)
4094                 {
4095                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
4096                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
4097                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
4098                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4099                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
4100                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
4101                 }
4102                 color[3] *= r_showbboxes.value;
4103                 color[3] = bound(0, color[3], 1);
4104                 GL_DepthTest(!r_showdisabledepthtest.integer);
4105                 GL_CullFace(r_refdef.view.cullface_front);
4106                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4107         }
4108         SV_VM_End();
4109         prog = prog_save;
4110 }
4111
4112 static void R_DrawEntityBBoxes(void)
4113 {
4114         int i;
4115         prvm_edict_t *edict;
4116         vec3_t center;
4117         prvm_prog_t *prog_save = prog;
4118
4119         // this function draws bounding boxes of server entities
4120         if (!sv.active)
4121                 return;
4122
4123         prog = 0;
4124         SV_VM_Begin();
4125         for (i = 0;i < prog->num_edicts;i++)
4126         {
4127                 edict = PRVM_EDICT_NUM(i);
4128                 if (edict->priv.server->free)
4129                         continue;
4130                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4131                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4132                         continue;
4133                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4134                         continue;
4135                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4136                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4137         }
4138         SV_VM_End();
4139         prog = prog_save;
4140 }
4141
4142 unsigned short nomodelelements[24] =
4143 {
4144         5, 2, 0,
4145         5, 1, 2,
4146         5, 0, 3,
4147         5, 3, 1,
4148         0, 2, 4,
4149         2, 1, 4,
4150         3, 0, 4,
4151         1, 3, 4
4152 };
4153
4154 float nomodelvertex3f[6*3] =
4155 {
4156         -16,   0,   0,
4157          16,   0,   0,
4158           0, -16,   0,
4159           0,  16,   0,
4160           0,   0, -16,
4161           0,   0,  16
4162 };
4163
4164 float nomodelcolor4f[6*4] =
4165 {
4166         0.0f, 0.0f, 0.5f, 1.0f,
4167         0.0f, 0.0f, 0.5f, 1.0f,
4168         0.0f, 0.5f, 0.0f, 1.0f,
4169         0.0f, 0.5f, 0.0f, 1.0f,
4170         0.5f, 0.0f, 0.0f, 1.0f,
4171         0.5f, 0.0f, 0.0f, 1.0f
4172 };
4173
4174 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4175 {
4176         int i;
4177         float f1, f2, *c;
4178         float color4f[6*4];
4179         // this is only called once per entity so numsurfaces is always 1, and
4180         // surfacelist is always {0}, so this code does not handle batches
4181         R_Mesh_Matrix(&ent->matrix);
4182
4183         if (ent->flags & EF_ADDITIVE)
4184         {
4185                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4186                 GL_DepthMask(false);
4187         }
4188         else if (ent->alpha < 1)
4189         {
4190                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4191                 GL_DepthMask(false);
4192         }
4193         else
4194         {
4195                 GL_BlendFunc(GL_ONE, GL_ZERO);
4196                 GL_DepthMask(true);
4197         }
4198         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4199         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4200         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4201         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4202         R_SetupGenericShader(false);
4203         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4204         if (r_refdef.fogenabled)
4205         {
4206                 vec3_t org;
4207                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4208                 R_Mesh_ColorPointer(color4f, 0, 0);
4209                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4210                 f1 = FogPoint_World(org);
4211                 f2 = 1 - f1;
4212                 for (i = 0, c = color4f;i < 6;i++, c += 4)
4213                 {
4214                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4215                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4216                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4217                         c[3] *= ent->alpha;
4218                 }
4219         }
4220         else if (ent->alpha != 1)
4221         {
4222                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4223                 R_Mesh_ColorPointer(color4f, 0, 0);
4224                 for (i = 0, c = color4f;i < 6;i++, c += 4)
4225                         c[3] *= ent->alpha;
4226         }
4227         else
4228                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4229         R_Mesh_ResetTextureState();
4230         R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4231 }
4232
4233 void R_DrawNoModel(entity_render_t *ent)
4234 {
4235         vec3_t org;
4236         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4237         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4238                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4239         //else
4240         //      R_DrawNoModelCallback(ent, 0);
4241 }
4242
4243 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4244 {
4245         vec3_t right1, right2, diff, normal;
4246
4247         VectorSubtract (org2, org1, normal);
4248
4249         // calculate 'right' vector for start
4250         VectorSubtract (r_refdef.view.origin, org1, diff);
4251         CrossProduct (normal, diff, right1);
4252         VectorNormalize (right1);
4253
4254         // calculate 'right' vector for end
4255         VectorSubtract (r_refdef.view.origin, org2, diff);
4256         CrossProduct (normal, diff, right2);
4257         VectorNormalize (right2);
4258
4259         vert[ 0] = org1[0] + width * right1[0];
4260         vert[ 1] = org1[1] + width * right1[1];
4261         vert[ 2] = org1[2] + width * right1[2];
4262         vert[ 3] = org1[0] - width * right1[0];
4263         vert[ 4] = org1[1] - width * right1[1];
4264         vert[ 5] = org1[2] - width * right1[2];
4265         vert[ 6] = org2[0] - width * right2[0];
4266         vert[ 7] = org2[1] - width * right2[1];
4267         vert[ 8] = org2[2] - width * right2[2];
4268         vert[ 9] = org2[0] + width * right2[0];
4269         vert[10] = org2[1] + width * right2[1];
4270         vert[11] = org2[2] + width * right2[2];
4271 }
4272
4273 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4274
4275 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)
4276 {
4277         float fog = 1.0f;
4278         float vertex3f[12];
4279
4280         if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4281                 fog = FogPoint_World(origin);
4282
4283         R_Mesh_Matrix(&identitymatrix);
4284         GL_BlendFunc(blendfunc1, blendfunc2);
4285
4286         if(v_flipped_state)
4287         {
4288                 scalex1 = -scalex1;
4289                 scalex2 = -scalex2;
4290                 GL_CullFace(r_refdef.view.cullface_front);
4291         }
4292         else
4293                 GL_CullFace(r_refdef.view.cullface_back);
4294         GL_CullFace(GL_NONE);
4295
4296         GL_DepthMask(false);
4297         GL_DepthRange(0, depthshort ? 0.0625 : 1);
4298         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4299         GL_DepthTest(!depthdisable);
4300
4301         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4302         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4303         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4304         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4305         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4306         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4307         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4308         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4309         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4310         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4311         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4312         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4313
4314         R_Mesh_VertexPointer(vertex3f, 0, 0);
4315         R_Mesh_ColorPointer(NULL, 0, 0);
4316         R_Mesh_ResetTextureState();
4317         R_SetupGenericShader(true);
4318         R_Mesh_TexBind(0, R_GetTexture(texture));
4319         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4320         // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4321         GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4322         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4323
4324         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4325         {
4326                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4327                 GL_BlendFunc(blendfunc1, GL_ONE);
4328                 fog = 1 - fog;
4329                 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4330                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4331         }
4332 }
4333
4334 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4335 {
4336         int i;
4337         float *vertex3f;
4338         float v[3];
4339         VectorSet(v, x, y, z);
4340         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4341                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4342                         break;
4343         if (i == mesh->numvertices)
4344         {
4345                 if (mesh->numvertices < mesh->maxvertices)
4346                 {
4347                         VectorCopy(v, vertex3f);
4348                         mesh->numvertices++;
4349                 }
4350                 return mesh->numvertices;
4351         }
4352         else
4353                 return i;
4354 }
4355
4356 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4357 {
4358         int i;
4359         int *e, element[3];
4360         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4361         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4362         e = mesh->element3i + mesh->numtriangles * 3;
4363         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4364         {
4365                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4366                 if (mesh->numtriangles < mesh->maxtriangles)
4367                 {
4368                         *e++ = element[0];
4369                         *e++ = element[1];
4370                         *e++ = element[2];
4371                         mesh->numtriangles++;
4372                 }
4373                 element[1] = element[2];
4374         }
4375 }
4376
4377 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4378 {
4379         int i;
4380         int *e, element[3];
4381         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4382         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4383         e = mesh->element3i + mesh->numtriangles * 3;
4384         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4385         {
4386                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4387                 if (mesh->numtriangles < mesh->maxtriangles)
4388                 {
4389                         *e++ = element[0];
4390                         *e++ = element[1];
4391                         *e++ = element[2];
4392                         mesh->numtriangles++;
4393                 }
4394                 element[1] = element[2];
4395         }
4396 }
4397
4398 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4399 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4400 {
4401         int planenum, planenum2;
4402         int w;
4403         int tempnumpoints;
4404         mplane_t *plane, *plane2;
4405         double maxdist;
4406         double temppoints[2][256*3];
4407         // figure out how large a bounding box we need to properly compute this brush
4408         maxdist = 0;
4409         for (w = 0;w < numplanes;w++)
4410                 maxdist = max(maxdist, planes[w].dist);
4411         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4412         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4413         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4414         {
4415                 w = 0;
4416                 tempnumpoints = 4;
4417                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4418                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4419                 {
4420                         if (planenum2 == planenum)
4421                                 continue;
4422                         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);
4423                         w = !w;
4424                 }
4425                 if (tempnumpoints < 3)
4426                         continue;
4427                 // generate elements forming a triangle fan for this polygon
4428                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4429         }
4430 }
4431
4432 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)
4433 {
4434         texturelayer_t *layer;
4435         layer = t->currentlayers + t->currentnumlayers++;
4436         layer->type = type;
4437         layer->depthmask = depthmask;
4438         layer->blendfunc1 = blendfunc1;
4439         layer->blendfunc2 = blendfunc2;
4440         layer->texture = texture;
4441         layer->texmatrix = *matrix;
4442         layer->color[0] = r * r_refdef.view.colorscale;
4443         layer->color[1] = g * r_refdef.view.colorscale;
4444         layer->color[2] = b * r_refdef.view.colorscale;
4445         layer->color[3] = a;
4446 }
4447
4448 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4449 {
4450         double index, f;
4451         index = parms[2] + r_refdef.scene.time * parms[3];
4452         index -= floor(index);
4453         switch (func)
4454         {
4455         default:
4456         case Q3WAVEFUNC_NONE:
4457         case Q3WAVEFUNC_NOISE:
4458         case Q3WAVEFUNC_COUNT:
4459                 f = 0;
4460                 break;
4461         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4462         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4463         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4464         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4465         case Q3WAVEFUNC_TRIANGLE:
4466                 index *= 4;
4467                 f = index - floor(index);
4468                 if (index < 1)
4469                         f = f;
4470                 else if (index < 2)
4471                         f = 1 - f;
4472                 else if (index < 3)
4473                         f = -f;
4474                 else
4475                         f = -(1 - f);
4476                 break;
4477         }
4478         return (float)(parms[0] + parms[1] * f);
4479 }
4480
4481 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4482 {
4483         int i;
4484         dp_model_t *model = ent->model;
4485         float f;
4486         float tcmat[12];
4487         q3shaderinfo_layer_tcmod_t *tcmod;
4488
4489         if (t->basematerialflags & MATERIALFLAG_NODRAW)
4490         {
4491                 t->currentmaterialflags = MATERIALFLAG_NODRAW;
4492                 return;
4493         }
4494
4495         // switch to an alternate material if this is a q1bsp animated material
4496         {
4497                 texture_t *texture = t;
4498                 int s = ent->skinnum;
4499                 if ((unsigned int)s >= (unsigned int)model->numskins)
4500                         s = 0;
4501                 if (model->skinscenes)
4502                 {
4503                         if (model->skinscenes[s].framecount > 1)
4504                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4505                         else
4506                                 s = model->skinscenes[s].firstframe;
4507                 }
4508                 if (s > 0)
4509                         t = t + s * model->num_surfaces;
4510                 if (t->animated)
4511                 {
4512                         // use an alternate animation if the entity's frame is not 0,
4513                         // and only if the texture has an alternate animation
4514                         if (ent->frame2 != 0 && t->anim_total[1])
4515                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4516                         else
4517                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4518                 }
4519                 texture->currentframe = t;
4520         }
4521
4522         // update currentskinframe to be a qw skin or animation frame
4523         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
4524         {
4525                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4526                 {
4527                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4528                         if (developer_loading.integer)
4529                                 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4530                         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);
4531                 }
4532                 t->currentskinframe = r_qwskincache_skinframe[i];
4533                 if (t->currentskinframe == NULL)
4534                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4535         }
4536         else if (t->numskinframes >= 2)
4537                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4538         if (t->backgroundnumskinframes >= 2)
4539                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4540
4541         t->currentmaterialflags = t->basematerialflags;
4542         t->currentalpha = ent->alpha;
4543         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4544                 t->currentalpha *= r_wateralpha.value;
4545         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4546                 t->currentalpha *= t->r_water_wateralpha;
4547         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4548                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4549         if (!(ent->flags & RENDER_LIGHT))
4550                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4551         else if (rsurface.modeltexcoordlightmap2f == NULL)
4552         {
4553                 // pick a model lighting mode
4554                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4555                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4556                 else
4557                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4558         }
4559         if (ent->effects & EF_ADDITIVE)
4560                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4561         else if (t->currentalpha < 1)
4562                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4563         if (ent->effects & EF_DOUBLESIDED)
4564                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4565         if (ent->effects & EF_NODEPTHTEST)
4566                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4567         if (ent->flags & RENDER_VIEWMODEL)
4568                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4569         if (t->backgroundnumskinframes)
4570                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4571         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4572         {
4573                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4574                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4575         }
4576         else
4577                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4578
4579         // there is no tcmod
4580         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4581                 t->currenttexmatrix = r_waterscrollmatrix;
4582
4583         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4584         {
4585                 matrix4x4_t matrix;
4586                 switch(tcmod->tcmod)
4587                 {
4588                 case Q3TCMOD_COUNT:
4589                 case Q3TCMOD_NONE:
4590                         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4591                                 matrix = r_waterscrollmatrix;
4592                         else
4593                                 matrix = identitymatrix;
4594                         break;
4595                 case Q3TCMOD_ENTITYTRANSLATE:
4596                         // this is used in Q3 to allow the gamecode to control texcoord
4597                         // scrolling on the entity, which is not supported in darkplaces yet.
4598                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4599                         break;
4600                 case Q3TCMOD_ROTATE:
4601                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4602                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4603                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4604                         break;
4605                 case Q3TCMOD_SCALE:
4606                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4607                         break;
4608                 case Q3TCMOD_SCROLL:
4609                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4610                         break;
4611                 case Q3TCMOD_STRETCH:
4612                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4613                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4614                         break;
4615                 case Q3TCMOD_TRANSFORM:
4616                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
4617                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
4618                         VectorSet(tcmat +  6, 0                   , 0                , 1);
4619                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
4620                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4621                         break;
4622                 case Q3TCMOD_TURBULENT:
4623                         // this is handled in the RSurf_PrepareVertices function
4624                         matrix = identitymatrix;
4625                         break;
4626                 }
4627                 // either replace or concatenate the transformation
4628                 if (i < 1)
4629                         t->currenttexmatrix = matrix;
4630                 else
4631                 {
4632                         matrix4x4_t temp = t->currenttexmatrix;
4633                         Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4634                 }
4635         }
4636
4637         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4638         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4639         t->glosstexture = r_texture_black;
4640         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4641         t->backgroundglosstexture = r_texture_black;
4642         t->specularpower = r_shadow_glossexponent.value;
4643         // TODO: store reference values for these in the texture?
4644         t->specularscale = 0;
4645         if (r_shadow_gloss.integer > 0)
4646         {
4647                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4648                 {
4649                         if (r_shadow_glossintensity.value > 0)
4650                         {
4651                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4652                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4653                                 t->specularscale = r_shadow_glossintensity.value;
4654                         }
4655                 }
4656                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4657                 {
4658                         t->glosstexture = r_texture_white;
4659                         t->backgroundglosstexture = r_texture_white;
4660                         t->specularscale = r_shadow_gloss2intensity.value;
4661                 }
4662         }
4663
4664         // lightmaps mode looks bad with dlights using actual texturing, so turn
4665         // off the colormap and glossmap, but leave the normalmap on as it still
4666         // accurately represents the shading involved
4667         if (gl_lightmaps.integer)
4668         {
4669                 t->basetexture = r_texture_grey128;
4670                 t->backgroundbasetexture = NULL;
4671                 t->specularscale = 0;
4672                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4673         }
4674
4675         Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4676         VectorClear(t->dlightcolor);
4677         t->currentnumlayers = 0;
4678         if (t->currentmaterialflags & MATERIALFLAG_WALL)
4679         {
4680                 int layerflags = 0;
4681                 int blendfunc1, blendfunc2, depthmask;
4682                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4683                 {
4684                         blendfunc1 = GL_SRC_ALPHA;
4685                         blendfunc2 = GL_ONE;
4686                 }
4687                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4688                 {
4689                         blendfunc1 = GL_SRC_ALPHA;
4690                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4691                 }
4692                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4693                 {
4694                         blendfunc1 = t->customblendfunc[0];
4695                         blendfunc2 = t->customblendfunc[1];
4696                 }
4697                 else
4698                 {
4699                         blendfunc1 = GL_ONE;
4700                         blendfunc2 = GL_ZERO;
4701                 }
4702                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4703                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4704                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4705                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4706                 {
4707                         // fullbright is not affected by r_refdef.lightmapintensity
4708                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4709                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4710                                 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]);
4711                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4712                                 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]);
4713                 }
4714                 else
4715                 {
4716                         vec3_t ambientcolor;
4717                         float colorscale;
4718                         // set the color tint used for lights affecting this surface
4719                         VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4720                         colorscale = 2;
4721                         // q3bsp has no lightmap updates, so the lightstylevalue that
4722                         // would normally be baked into the lightmap must be
4723                         // applied to the color
4724                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4725                         if (ent->model->type == mod_brushq3)
4726                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4727                         colorscale *= r_refdef.lightmapintensity;
4728                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4729                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4730                         // basic lit geometry
4731                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4732                         // add pants/shirt if needed
4733                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4734                                 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]);
4735                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4736                                 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]);
4737                         // now add ambient passes if needed
4738                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4739                         {
4740                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
4741                                 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4742                                         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]);
4743                                 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4744                                         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]);
4745                         }
4746                 }
4747                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4748                         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]);
4749                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4750                 {
4751                         // if this is opaque use alpha blend which will darken the earlier
4752                         // passes cheaply.
4753                         //
4754                         // if this is an alpha blended material, all the earlier passes
4755                         // were darkened by fog already, so we only need to add the fog
4756                         // color ontop through the fog mask texture
4757                         //
4758                         // if this is an additive blended material, all the earlier passes
4759                         // were darkened by fog already, and we should not add fog color
4760                         // (because the background was not darkened, there is no fog color
4761                         // that was lost behind it).
4762                         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]);
4763                 }
4764         }
4765 }
4766
4767 void R_UpdateAllTextureInfo(entity_render_t *ent)
4768 {
4769         int i;
4770         if (ent->model)
4771                 for (i = 0;i < ent->model->num_texturesperskin;i++)
4772                         R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4773 }
4774
4775 rsurfacestate_t rsurface;
4776
4777 void R_Mesh_ResizeArrays(int newvertices)
4778 {
4779         float *base;
4780         if (rsurface.array_size >= newvertices)
4781                 return;
4782         if (rsurface.array_modelvertex3f)
4783                 Mem_Free(rsurface.array_modelvertex3f);
4784         rsurface.array_size = (newvertices + 1023) & ~1023;
4785         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4786         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
4787         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
4788         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
4789         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
4790         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
4791         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4792         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4793         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
4794         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
4795         rsurface.array_color4f           = base + rsurface.array_size * 27;
4796         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4797 }
4798
4799 void RSurf_ActiveWorldEntity(void)
4800 {
4801         dp_model_t *model = r_refdef.scene.worldmodel;
4802         if (rsurface.array_size < model->surfmesh.num_vertices)
4803                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4804         rsurface.matrix = identitymatrix;
4805         rsurface.inversematrix = identitymatrix;
4806         R_Mesh_Matrix(&identitymatrix);
4807         VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4808         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4809         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4810         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4811         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4812         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4813         rsurface.frameblend[0].frame = 0;
4814         rsurface.frameblend[0].lerp = 1;
4815         rsurface.frameblend[1].frame = 0;
4816         rsurface.frameblend[1].lerp = 0;
4817         rsurface.frameblend[2].frame = 0;
4818         rsurface.frameblend[2].lerp = 0;
4819         rsurface.frameblend[3].frame = 0;
4820         rsurface.frameblend[3].lerp = 0;
4821         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4822         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4823         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4824         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4825         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4826         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4827         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4828         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4829         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4830         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4831         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4832         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4833         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4834         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4835         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4836         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4837         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4838         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4839         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4840         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4841         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4842         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4843         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4844         rsurface.modelelement3i = model->surfmesh.data_element3i;
4845         rsurface.modelelement3s = model->surfmesh.data_element3s;
4846         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4847         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4848         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4849         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4850         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4851         rsurface.modelsurfaces = model->data_surfaces;
4852         rsurface.generatedvertex = false;
4853         rsurface.vertex3f  = rsurface.modelvertex3f;
4854         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4855         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4856         rsurface.svector3f = rsurface.modelsvector3f;
4857         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4858         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4859         rsurface.tvector3f = rsurface.modeltvector3f;
4860         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4861         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4862         rsurface.normal3f  = rsurface.modelnormal3f;
4863         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4864         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4865         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4866 }
4867
4868 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4869 {
4870         dp_model_t *model = ent->model;
4871         if (rsurface.array_size < model->surfmesh.num_vertices)
4872                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4873         rsurface.matrix = ent->matrix;
4874         rsurface.inversematrix = ent->inversematrix;
4875         R_Mesh_Matrix(&rsurface.matrix);
4876         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4877         rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4878         rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4879         rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4880         rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4881         rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4882         rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4883         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4884         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4885         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4886         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4887         rsurface.frameblend[0] = ent->frameblend[0];
4888         rsurface.frameblend[1] = ent->frameblend[1];
4889         rsurface.frameblend[2] = ent->frameblend[2];
4890         rsurface.frameblend[3] = ent->frameblend[3];
4891         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4892         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4893         if (ent->model->brush.submodel)
4894         {
4895                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4896                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4897         }
4898         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4899         {
4900                 if (wanttangents)
4901                 {
4902                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4903                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4904                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4905                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4906                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4907                 }
4908                 else if (wantnormals)
4909                 {
4910                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4911                         rsurface.modelsvector3f = NULL;
4912                         rsurface.modeltvector3f = NULL;
4913                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4914                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4915                 }
4916                 else
4917                 {
4918                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4919                         rsurface.modelsvector3f = NULL;
4920                         rsurface.modeltvector3f = NULL;
4921                         rsurface.modelnormal3f = NULL;
4922                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4923                 }
4924                 rsurface.modelvertex3f_bufferobject = 0;
4925                 rsurface.modelvertex3f_bufferoffset = 0;
4926                 rsurface.modelsvector3f_bufferobject = 0;
4927                 rsurface.modelsvector3f_bufferoffset = 0;
4928                 rsurface.modeltvector3f_bufferobject = 0;
4929                 rsurface.modeltvector3f_bufferoffset = 0;
4930                 rsurface.modelnormal3f_bufferobject = 0;
4931                 rsurface.modelnormal3f_bufferoffset = 0;
4932                 rsurface.generatedvertex = true;
4933         }
4934         else
4935         {
4936                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4937                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4938                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4939                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4940                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4941                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4942                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4943                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4944                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4945                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4946                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4947                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4948                 rsurface.generatedvertex = false;
4949         }
4950         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4951         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4952         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4953         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4954         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4955         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4956         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4957         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4958         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4959         rsurface.modelelement3i = model->surfmesh.data_element3i;
4960         rsurface.modelelement3s = model->surfmesh.data_element3s;
4961         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4962         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4963         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4964         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4965         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4966         rsurface.modelsurfaces = model->data_surfaces;
4967         rsurface.vertex3f  = rsurface.modelvertex3f;
4968         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4969         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4970         rsurface.svector3f = rsurface.modelsvector3f;
4971         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4972         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4973         rsurface.tvector3f = rsurface.modeltvector3f;
4974         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4975         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4976         rsurface.normal3f  = rsurface.modelnormal3f;
4977         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4978         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4979         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4980 }
4981
4982 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4983 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4984 {
4985         int deformindex;
4986         int texturesurfaceindex;
4987         int i, j;
4988         float amplitude;
4989         float animpos;
4990         float scale;
4991         const float *v1, *in_tc;
4992         float *out_tc;
4993         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4994         float waveparms[4];
4995         q3shaderinfo_deform_t *deform;
4996         // 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
4997         if (rsurface.generatedvertex)
4998         {
4999                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5000                         generatenormals = true;
5001                 for (i = 0;i < Q3MAXDEFORMS;i++)
5002                 {
5003                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5004                         {
5005                                 generatetangents = true;
5006                                 generatenormals = true;
5007                         }
5008                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5009                                 generatenormals = true;
5010                 }
5011                 if (generatenormals && !rsurface.modelnormal3f)
5012                 {
5013                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5014                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5015                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5016                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
5017                 }
5018                 if (generatetangents && !rsurface.modelsvector3f)
5019                 {
5020                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5021                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5022                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5023                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5024                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5025                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5026                         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);
5027                 }
5028         }
5029         rsurface.vertex3f  = rsurface.modelvertex3f;
5030         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5031         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5032         rsurface.svector3f = rsurface.modelsvector3f;
5033         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5034         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5035         rsurface.tvector3f = rsurface.modeltvector3f;
5036         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5037         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5038         rsurface.normal3f  = rsurface.modelnormal3f;
5039         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5040         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5041         // if vertices are deformed (sprite flares and things in maps, possibly
5042         // water waves, bulges and other deformations), generate them into
5043         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5044         // (may be static model data or generated data for an animated model, or
5045         //  the previous deform pass)
5046         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5047         {
5048                 switch (deform->deform)
5049                 {
5050                 default:
5051                 case Q3DEFORM_PROJECTIONSHADOW:
5052                 case Q3DEFORM_TEXT0:
5053                 case Q3DEFORM_TEXT1:
5054                 case Q3DEFORM_TEXT2:
5055                 case Q3DEFORM_TEXT3:
5056                 case Q3DEFORM_TEXT4:
5057                 case Q3DEFORM_TEXT5:
5058                 case Q3DEFORM_TEXT6:
5059                 case Q3DEFORM_TEXT7:
5060                 case Q3DEFORM_NONE:
5061                         break;
5062                 case Q3DEFORM_AUTOSPRITE:
5063                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5064                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5065                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5066                         VectorNormalize(newforward);
5067                         VectorNormalize(newright);
5068                         VectorNormalize(newup);
5069                         // make deformed versions of only the model vertices used by the specified surfaces
5070                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5071                         {
5072                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5073                                 // a single autosprite surface can contain multiple sprites...
5074                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5075                                 {
5076                                         VectorClear(center);
5077                                         for (i = 0;i < 4;i++)
5078                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5079                                         VectorScale(center, 0.25f, center);
5080                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
5081                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5082                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5083                                         for (i = 0;i < 4;i++)
5084                                         {
5085                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5086                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5087                                         }
5088                                 }
5089                                 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);
5090                                 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);
5091                         }
5092                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5093                         rsurface.vertex3f_bufferobject = 0;
5094                         rsurface.vertex3f_bufferoffset = 0;
5095                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5096                         rsurface.svector3f_bufferobject = 0;
5097                         rsurface.svector3f_bufferoffset = 0;
5098                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5099                         rsurface.tvector3f_bufferobject = 0;
5100                         rsurface.tvector3f_bufferoffset = 0;
5101                         rsurface.normal3f = rsurface.array_deformednormal3f;
5102                         rsurface.normal3f_bufferobject = 0;
5103                         rsurface.normal3f_bufferoffset = 0;
5104                         break;
5105                 case Q3DEFORM_AUTOSPRITE2:
5106                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5107                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5108                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5109                         VectorNormalize(newforward);
5110                         VectorNormalize(newright);
5111                         VectorNormalize(newup);
5112                         // make deformed versions of only the model vertices used by the specified surfaces
5113                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5114                         {
5115                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5116                                 const float *v1, *v2;
5117                                 vec3_t start, end;
5118                                 float f, l;
5119                                 struct
5120                                 {
5121                                         float length2;
5122                                         const float *v1;
5123                                         const float *v2;
5124                                 }
5125                                 shortest[2];
5126                                 memset(shortest, 0, sizeof(shortest));
5127                                 // a single autosprite surface can contain multiple sprites...
5128                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5129                                 {
5130                                         VectorClear(center);
5131                                         for (i = 0;i < 4;i++)
5132                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5133                                         VectorScale(center, 0.25f, center);
5134                                         // find the two shortest edges, then use them to define the
5135                                         // axis vectors for rotating around the central axis
5136                                         for (i = 0;i < 6;i++)
5137                                         {
5138                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5139                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5140 #if 0
5141                                                 Debug_PolygonBegin(NULL, 0);
5142                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5143                                                 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);
5144                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5145                                                 Debug_PolygonEnd();
5146 #endif
5147                                                 l = VectorDistance2(v1, v2);
5148                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5149                                                 if (v1[2] != v2[2])
5150                                                         l += (1.0f / 1024.0f);
5151                                                 if (shortest[0].length2 > l || i == 0)
5152                                                 {
5153                                                         shortest[1] = shortest[0];
5154                                                         shortest[0].length2 = l;
5155                                                         shortest[0].v1 = v1;
5156                                                         shortest[0].v2 = v2;
5157                                                 }
5158                                                 else if (shortest[1].length2 > l || i == 1)
5159                                                 {
5160                                                         shortest[1].length2 = l;
5161                                                         shortest[1].v1 = v1;
5162                                                         shortest[1].v2 = v2;
5163                                                 }
5164                                         }
5165                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5166                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5167 #if 0
5168                                         Debug_PolygonBegin(NULL, 0);
5169                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5170                                         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);
5171                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5172                                         Debug_PolygonEnd();
5173 #endif
5174                                         // this calculates the right vector from the shortest edge
5175                                         // and the up vector from the edge midpoints
5176                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5177                                         VectorNormalize(right);
5178                                         VectorSubtract(end, start, up);
5179                                         VectorNormalize(up);
5180                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5181                                         //VectorSubtract(rsurface.modelorg, center, forward);
5182                                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5183                                         VectorNegate(forward, forward);
5184                                         VectorReflect(forward, 0, up, forward);
5185                                         VectorNormalize(forward);
5186                                         CrossProduct(up, forward, newright);
5187                                         VectorNormalize(newright);
5188 #if 0
5189                                         Debug_PolygonBegin(NULL, 0);
5190                                         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);
5191                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5192                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
5193                                         Debug_PolygonEnd();
5194 #endif
5195 #if 0
5196                                         Debug_PolygonBegin(NULL, 0);
5197                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5198                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5199                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
5200                                         Debug_PolygonEnd();
5201 #endif
5202                                         // rotate the quad around the up axis vector, this is made
5203                                         // especially easy by the fact we know the quad is flat,
5204                                         // so we only have to subtract the center position and
5205                                         // measure distance along the right vector, and then
5206                                         // multiply that by the newright vector and add back the
5207                                         // center position
5208                                         // we also need to subtract the old position to undo the
5209                                         // displacement from the center, which we do with a
5210                                         // DotProduct, the subtraction/addition of center is also
5211                                         // optimized into DotProducts here
5212                                         l = DotProduct(right, center);
5213                                         for (i = 0;i < 4;i++)
5214                                         {
5215                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5216                                                 f = DotProduct(right, v1) - l;
5217                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5218                                         }
5219                                 }
5220                                 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);
5221                                 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);
5222                         }
5223                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5224                         rsurface.vertex3f_bufferobject = 0;
5225                         rsurface.vertex3f_bufferoffset = 0;
5226                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5227                         rsurface.svector3f_bufferobject = 0;
5228                         rsurface.svector3f_bufferoffset = 0;
5229                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5230                         rsurface.tvector3f_bufferobject = 0;
5231                         rsurface.tvector3f_bufferoffset = 0;
5232                         rsurface.normal3f = rsurface.array_deformednormal3f;
5233                         rsurface.normal3f_bufferobject = 0;
5234                         rsurface.normal3f_bufferoffset = 0;
5235                         break;
5236                 case Q3DEFORM_NORMAL:
5237                         // deform the normals to make reflections wavey
5238                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5239                         {
5240                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5241                                 for (j = 0;j < surface->num_vertices;j++)
5242                                 {
5243                                         float vertex[3];
5244                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
5245                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5246                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
5247                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5248                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5249                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5250                                         VectorNormalize(normal);
5251                                 }
5252                                 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);
5253                         }
5254                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5255                         rsurface.svector3f_bufferobject = 0;
5256                         rsurface.svector3f_bufferoffset = 0;
5257                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5258                         rsurface.tvector3f_bufferobject = 0;
5259                         rsurface.tvector3f_bufferoffset = 0;
5260                         rsurface.normal3f = rsurface.array_deformednormal3f;
5261                         rsurface.normal3f_bufferobject = 0;
5262                         rsurface.normal3f_bufferoffset = 0;
5263                         break;
5264                 case Q3DEFORM_WAVE:
5265                         // deform vertex array to make wavey water and flags and such
5266                         waveparms[0] = deform->waveparms[0];
5267                         waveparms[1] = deform->waveparms[1];
5268                         waveparms[2] = deform->waveparms[2];
5269                         waveparms[3] = deform->waveparms[3];
5270                         // this is how a divisor of vertex influence on deformation
5271                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5272                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5273                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5274                         {
5275                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5276                                 for (j = 0;j < surface->num_vertices;j++)
5277                                 {
5278                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
5279                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
5280                                         // if the wavefunc depends on time, evaluate it per-vertex
5281                                         if (waveparms[3])
5282                                         {
5283                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5284                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5285                                         }
5286                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
5287                                 }
5288                         }
5289                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5290                         rsurface.vertex3f_bufferobject = 0;
5291                         rsurface.vertex3f_bufferoffset = 0;
5292                         break;
5293                 case Q3DEFORM_BULGE:
5294                         // deform vertex array to make the surface have moving bulges
5295                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5296                         {
5297                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5298                                 for (j = 0;j < surface->num_vertices;j++)
5299                                 {
5300                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5301                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5302                                 }
5303                         }
5304                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5305                         rsurface.vertex3f_bufferobject = 0;
5306                         rsurface.vertex3f_bufferoffset = 0;
5307                         break;
5308                 case Q3DEFORM_MOVE:
5309                         // deform vertex array
5310                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5311                         VectorScale(deform->parms, scale, waveparms);
5312                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5313                         {
5314                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5315                                 for (j = 0;j < surface->num_vertices;j++)
5316                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5317                         }
5318                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5319                         rsurface.vertex3f_bufferobject = 0;
5320                         rsurface.vertex3f_bufferoffset = 0;
5321                         break;
5322                 }
5323         }
5324         // generate texcoords based on the chosen texcoord source
5325         switch(rsurface.texture->tcgen.tcgen)
5326         {
5327         default:
5328         case Q3TCGEN_TEXTURE:
5329                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
5330                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
5331                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
5332                 break;
5333         case Q3TCGEN_LIGHTMAP:
5334                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
5335                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
5336                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
5337                 break;
5338         case Q3TCGEN_VECTOR:
5339                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5340                 {
5341                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5342                         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)
5343                         {
5344                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5345                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5346                         }
5347                 }
5348                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5349                 rsurface.texcoordtexture2f_bufferobject  = 0;
5350                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5351                 break;
5352         case Q3TCGEN_ENVIRONMENT:
5353                 // make environment reflections using a spheremap
5354                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5355                 {
5356                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5357                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5358                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5359                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5360                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5361                         {
5362                                 float l, d, eyedir[3];
5363                                 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5364                                 l = 0.5f / VectorLength(eyedir);
5365                                 d = DotProduct(normal, eyedir)*2;
5366                                 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5367                                 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5368                         }
5369                 }
5370                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5371                 rsurface.texcoordtexture2f_bufferobject  = 0;
5372                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5373                 break;
5374         }
5375         // the only tcmod that needs software vertex processing is turbulent, so
5376         // check for it here and apply the changes if needed
5377         // and we only support that as the first one
5378         // (handling a mixture of turbulent and other tcmods would be problematic
5379         //  without punting it entirely to a software path)
5380         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5381         {
5382                 amplitude = rsurface.texture->tcmods[0].parms[1];
5383                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5384                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5385                 {
5386                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5387                         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)
5388                         {
5389                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5390                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5391                         }
5392                 }
5393                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5394                 rsurface.texcoordtexture2f_bufferobject  = 0;
5395                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5396         }
5397         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
5398         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5399         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5400         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5401 }
5402
5403 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5404 {
5405         int i, j;
5406         const msurface_t *surface = texturesurfacelist[0];
5407         const msurface_t *surface2;
5408         int firstvertex;
5409         int endvertex;
5410         int numvertices;
5411         int numtriangles;
5412         // TODO: lock all array ranges before render, rather than on each surface
5413         if (texturenumsurfaces == 1)
5414         {
5415                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5416                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5417         }
5418         else if (r_batchmode.integer == 2)
5419         {
5420                 #define MAXBATCHTRIANGLES 4096
5421                 int batchtriangles = 0;
5422                 int batchelements[MAXBATCHTRIANGLES*3];
5423                 for (i = 0;i < texturenumsurfaces;i = j)
5424                 {
5425                         surface = texturesurfacelist[i];
5426                         j = i + 1;
5427                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5428                         {
5429                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5430                                 continue;
5431                         }
5432                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5433                         batchtriangles = surface->num_triangles;
5434                         firstvertex = surface->num_firstvertex;
5435                         endvertex = surface->num_firstvertex + surface->num_vertices;
5436                         for (;j < texturenumsurfaces;j++)
5437                         {
5438                                 surface2 = texturesurfacelist[j];
5439                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5440                                         break;
5441                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5442                                 batchtriangles += surface2->num_triangles;
5443                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5444                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5445                         }
5446                         surface2 = texturesurfacelist[j-1];
5447                         numvertices = endvertex - firstvertex;
5448                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5449                 }
5450         }
5451         else if (r_batchmode.integer == 1)
5452         {
5453                 for (i = 0;i < texturenumsurfaces;i = j)
5454                 {
5455                         surface = texturesurfacelist[i];
5456                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5457                                 if (texturesurfacelist[j] != surface2)
5458                                         break;
5459                         surface2 = texturesurfacelist[j-1];
5460                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5461                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5462                         GL_LockArrays(surface->num_firstvertex, numvertices);
5463                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5464                 }
5465         }
5466         else
5467         {
5468                 for (i = 0;i < texturenumsurfaces;i++)
5469                 {
5470                         surface = texturesurfacelist[i];
5471                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5472                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5473                 }
5474         }
5475 }
5476
5477 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5478 {
5479         int i, planeindex, vertexindex;
5480         float d, bestd;
5481         vec3_t vert;
5482         const float *v;
5483         r_waterstate_waterplane_t *p, *bestp;
5484         msurface_t *surface;
5485         if (r_waterstate.renderingscene)
5486                 return;
5487         for (i = 0;i < texturenumsurfaces;i++)
5488         {
5489                 surface = texturesurfacelist[i];
5490                 if (lightmaptexunit >= 0)
5491                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5492                 if (deluxemaptexunit >= 0)
5493                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5494                 // pick the closest matching water plane
5495                 bestd = 0;
5496                 bestp = NULL;
5497                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5498                 {
5499                         d = 0;
5500                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5501                         {
5502                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5503                                 d += fabs(PlaneDiff(vert, &p->plane));
5504                         }
5505                         if (bestd > d || !bestp)
5506                         {
5507                                 bestd = d;
5508                                 bestp = p;
5509                         }
5510                 }
5511                 if (bestp)
5512                 {
5513                         if (refractiontexunit >= 0)
5514                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5515                         if (reflectiontexunit >= 0)
5516                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5517                 }
5518                 else
5519                 {
5520                         if (refractiontexunit >= 0)
5521                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5522                         if (reflectiontexunit >= 0)
5523                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5524                 }
5525                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5526                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5527         }
5528 }
5529
5530 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5531 {
5532         int i;
5533         int j;
5534         const msurface_t *surface = texturesurfacelist[0];
5535         const msurface_t *surface2;
5536         int firstvertex;
5537         int endvertex;
5538         int numvertices;
5539         int numtriangles;
5540         // TODO: lock all array ranges before render, rather than on each surface
5541         if (texturenumsurfaces == 1)
5542         {
5543                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5544                 if (deluxemaptexunit >= 0)
5545                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5546                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5547                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5548         }
5549         else if (r_batchmode.integer == 2)
5550         {
5551                 #define MAXBATCHTRIANGLES 4096
5552                 int batchtriangles = 0;
5553                 int batchelements[MAXBATCHTRIANGLES*3];
5554                 for (i = 0;i < texturenumsurfaces;i = j)
5555                 {
5556                         surface = texturesurfacelist[i];
5557                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5558                         if (deluxemaptexunit >= 0)
5559                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5560                         j = i + 1;
5561                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5562                         {
5563                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5564                                 continue;
5565                         }
5566                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5567                         batchtriangles = surface->num_triangles;
5568                         firstvertex = surface->num_firstvertex;
5569                         endvertex = surface->num_firstvertex + surface->num_vertices;
5570                         for (;j < texturenumsurfaces;j++)
5571                         {
5572                                 surface2 = texturesurfacelist[j];
5573                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5574                                         break;
5575                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5576                                 batchtriangles += surface2->num_triangles;
5577                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5578                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5579                         }
5580                         surface2 = texturesurfacelist[j-1];
5581                         numvertices = endvertex - firstvertex;
5582                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5583                 }
5584         }
5585         else if (r_batchmode.integer == 1)
5586         {
5587 #if 0
5588                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5589                 for (i = 0;i < texturenumsurfaces;i = j)
5590                 {
5591                         surface = texturesurfacelist[i];
5592                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5593                                 if (texturesurfacelist[j] != surface2)
5594                                         break;
5595                         Con_Printf(" %i", j - i);
5596                 }
5597                 Con_Printf("\n");
5598                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5599 #endif
5600                 for (i = 0;i < texturenumsurfaces;i = j)
5601                 {
5602                         surface = texturesurfacelist[i];
5603                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5604                         if (deluxemaptexunit >= 0)
5605                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5606                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5607                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5608                                         break;
5609 #if 0
5610                         Con_Printf(" %i", j - i);
5611 #endif
5612                         surface2 = texturesurfacelist[j-1];
5613                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5614                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5615                         GL_LockArrays(surface->num_firstvertex, numvertices);
5616                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5617                 }
5618 #if 0
5619                 Con_Printf("\n");
5620 #endif
5621         }
5622         else
5623         {
5624                 for (i = 0;i < texturenumsurfaces;i++)
5625                 {
5626                         surface = texturesurfacelist[i];
5627                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5628                         if (deluxemaptexunit >= 0)
5629                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5630                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5631                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5632                 }
5633         }
5634 }
5635
5636 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5637 {
5638         int j;
5639         int texturesurfaceindex;
5640         if (r_showsurfaces.integer == 2)
5641         {
5642                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5643                 {
5644                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5645                         for (j = 0;j < surface->num_triangles;j++)
5646                         {
5647                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5648                                 GL_Color(f, f, f, 1);
5649                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5650                         }
5651                 }
5652         }
5653         else
5654         {
5655                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5656                 {
5657                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5658                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
5659                         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);
5660                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5661                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5662                 }
5663         }
5664 }
5665
5666 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5667 {
5668         int texturesurfaceindex;
5669         int i;
5670         float f;
5671         float *v, *c, *c2;
5672         if (rsurface.lightmapcolor4f)
5673         {
5674                 // generate color arrays for the surfaces in this list
5675                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5676                 {
5677                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5678                         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)
5679                         {
5680                                 f = FogPoint_Model(v);
5681                                 c2[0] = c[0] * f;
5682                                 c2[1] = c[1] * f;
5683                                 c2[2] = c[2] * f;
5684                                 c2[3] = c[3];
5685                         }
5686                 }
5687         }
5688         else
5689         {
5690                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5691                 {
5692                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5693                         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)
5694                         {
5695                                 f = FogPoint_Model(v);
5696                                 c2[0] = f;
5697                                 c2[1] = f;
5698                                 c2[2] = f;
5699                                 c2[3] = 1;
5700                         }
5701                 }
5702         }
5703         rsurface.lightmapcolor4f = rsurface.array_color4f;
5704         rsurface.lightmapcolor4f_bufferobject = 0;
5705         rsurface.lightmapcolor4f_bufferoffset = 0;
5706 }
5707
5708 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5709 {
5710         int texturesurfaceindex;
5711         int i;
5712         float *c, *c2;
5713         if (!rsurface.lightmapcolor4f)
5714                 return;
5715         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5716         {
5717                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5718                 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)
5719                 {
5720                         c2[0] = c[0] * r;
5721                         c2[1] = c[1] * g;
5722                         c2[2] = c[2] * b;
5723                         c2[3] = c[3] * a;
5724                 }
5725         }
5726         rsurface.lightmapcolor4f = rsurface.array_color4f;
5727         rsurface.lightmapcolor4f_bufferobject = 0;
5728         rsurface.lightmapcolor4f_bufferoffset = 0;
5729 }
5730
5731 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5732 {
5733         // TODO: optimize
5734         rsurface.lightmapcolor4f = NULL;
5735         rsurface.lightmapcolor4f_bufferobject = 0;
5736         rsurface.lightmapcolor4f_bufferoffset = 0;
5737         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5738         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5739         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5740         GL_Color(r, g, b, a);
5741         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5742 }
5743
5744 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5745 {
5746         // TODO: optimize applyfog && applycolor case
5747         // just apply fog if necessary, and tint the fog color array if necessary
5748         rsurface.lightmapcolor4f = NULL;
5749         rsurface.lightmapcolor4f_bufferobject = 0;
5750         rsurface.lightmapcolor4f_bufferoffset = 0;
5751         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5752         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5753         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5754         GL_Color(r, g, b, a);
5755         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5756 }
5757
5758 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5759 {
5760         int texturesurfaceindex;
5761         int i;
5762         float *c;
5763         // TODO: optimize
5764         if (texturesurfacelist[0]->lightmapinfo)
5765         {
5766                 // generate color arrays for the surfaces in this list
5767                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5768                 {
5769                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5770                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5771                         {
5772                                 if (surface->lightmapinfo->samples)
5773                                 {
5774                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5775                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5776                                         VectorScale(lm, scale, c);
5777                                         if (surface->lightmapinfo->styles[1] != 255)
5778                                         {
5779                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5780                                                 lm += size3;
5781                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5782                                                 VectorMA(c, scale, lm, c);
5783                                                 if (surface->lightmapinfo->styles[2] != 255)
5784                                                 {
5785                                                         lm += size3;
5786                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5787                                                         VectorMA(c, scale, lm, c);
5788                                                         if (surface->lightmapinfo->styles[3] != 255)
5789                                                         {
5790                                                                 lm += size3;
5791                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5792                                                                 VectorMA(c, scale, lm, c);
5793                                                         }
5794                                                 }
5795                                         }
5796                                 }
5797                                 else
5798                                         VectorClear(c);
5799                                 c[3] = 1;
5800                         }
5801                 }
5802                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5803                 rsurface.lightmapcolor4f_bufferobject = 0;
5804                 rsurface.lightmapcolor4f_bufferoffset = 0;
5805         }
5806         else
5807         {
5808                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5809                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5810                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5811         }
5812         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5813         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5814         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5815         GL_Color(r, g, b, a);
5816         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5817 }
5818
5819 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5820 {
5821         int texturesurfaceindex;
5822         int i;
5823         float f;
5824         float *v, *c, *c2;
5825         vec3_t ambientcolor;
5826         vec3_t diffusecolor;
5827         vec3_t lightdir;
5828         // TODO: optimize
5829         // model lighting
5830         VectorCopy(rsurface.modellight_lightdir, lightdir);
5831         f = 0.5f * r_refdef.lightmapintensity;
5832         ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5833         ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5834         ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5835         diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5836         diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5837         diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5838         if (VectorLength2(diffusecolor) > 0)
5839         {
5840                 // generate color arrays for the surfaces in this list
5841                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5842                 {
5843                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5844                         int numverts = surface->num_vertices;
5845                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5846                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5847                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5848                         // q3-style directional shading
5849                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5850                         {
5851                                 if ((f = DotProduct(c2, lightdir)) > 0)
5852                                         VectorMA(ambientcolor, f, diffusecolor, c);
5853                                 else
5854                                         VectorCopy(ambientcolor, c);
5855                                 c[3] = a;
5856                         }
5857                 }
5858                 r = 1;
5859                 g = 1;
5860                 b = 1;
5861                 a = 1;
5862                 applycolor = false;
5863                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5864                 rsurface.lightmapcolor4f_bufferobject = 0;
5865                 rsurface.lightmapcolor4f_bufferoffset = 0;
5866         }
5867         else
5868         {
5869                 r = ambientcolor[0];
5870                 g = ambientcolor[1];
5871                 b = ambientcolor[2];
5872                 rsurface.lightmapcolor4f = NULL;
5873                 rsurface.lightmapcolor4f_bufferobject = 0;
5874                 rsurface.lightmapcolor4f_bufferoffset = 0;
5875         }
5876         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5877         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5878         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5879         GL_Color(r, g, b, a);
5880         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5881 }
5882
5883 void RSurf_SetupDepthAndCulling(void)
5884 {
5885         // submodels are biased to avoid z-fighting with world surfaces that they
5886         // may be exactly overlapping (avoids z-fighting artifacts on certain
5887         // doors and things in Quake maps)
5888         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5889         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5890         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5891         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5892 }
5893
5894 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5895 {
5896         // transparent sky would be ridiculous
5897         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5898                 return;
5899         R_SetupGenericShader(false);
5900         if (skyrendernow)
5901         {
5902                 skyrendernow = false;
5903                 // we have to force off the water clipping plane while rendering sky
5904                 R_SetupView(false);
5905                 R_Sky();
5906                 R_SetupView(true);
5907                 // restore entity matrix
5908                 R_Mesh_Matrix(&rsurface.matrix);
5909         }
5910         RSurf_SetupDepthAndCulling();
5911         GL_DepthMask(true);
5912         // LordHavoc: HalfLife maps have freaky skypolys so don't use
5913         // skymasking on them, and Quake3 never did sky masking (unlike
5914         // software Quake and software Quake2), so disable the sky masking
5915         // in Quake3 maps as it causes problems with q3map2 sky tricks,
5916         // and skymasking also looks very bad when noclipping outside the
5917         // level, so don't use it then either.
5918         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5919         {
5920                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5921                 R_Mesh_ColorPointer(NULL, 0, 0);
5922                 R_Mesh_ResetTextureState();
5923                 if (skyrendermasked)
5924                 {
5925                         R_SetupDepthOrShadowShader();
5926                         // depth-only (masking)
5927                         GL_ColorMask(0,0,0,0);
5928                         // just to make sure that braindead drivers don't draw
5929                         // anything despite that colormask...
5930                         GL_BlendFunc(GL_ZERO, GL_ONE);
5931                 }
5932                 else
5933                 {
5934                         R_SetupGenericShader(false);
5935                         // fog sky
5936                         GL_BlendFunc(GL_ONE, GL_ZERO);
5937                 }
5938                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5939                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5940                 if (skyrendermasked)
5941                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5942         }
5943         R_Mesh_ResetTextureState();
5944         GL_Color(1, 1, 1, 1);
5945 }
5946
5947 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5948 {
5949         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5950                 return;
5951
5952         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5953         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5954         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5955         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5956         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5957         if (rsurface.texture->backgroundcurrentskinframe)
5958         {
5959                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5960                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5961                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5962                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5963         }
5964         if(rsurface.texture->colormapping)
5965         {
5966                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5967                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5968         }
5969         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5970         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5971                 R_Mesh_ColorPointer(NULL, 0, 0);
5972         else
5973                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5974
5975         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5976         {
5977                 // render background
5978                 GL_BlendFunc(GL_ONE, GL_ZERO);
5979                 GL_DepthMask(true);
5980                 GL_AlphaTest(false);
5981
5982                 GL_Color(1, 1, 1, 1);
5983                 R_Mesh_ColorPointer(NULL, 0, 0);
5984
5985                 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5986                 if (r_glsl_permutation)
5987                 {
5988                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5989                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5990                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5991                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5992                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5993                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5994                         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);
5995                 }
5996                 GL_LockArrays(0, 0);
5997
5998                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5999                 GL_DepthMask(false);
6000                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6001                         R_Mesh_ColorPointer(NULL, 0, 0);
6002                 else
6003                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6004                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6005                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6006         }
6007
6008         R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6009         if (!r_glsl_permutation)
6010                 return;
6011
6012         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6013         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6014         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6015         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6016         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6017         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6018
6019         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6020         {
6021                 GL_BlendFunc(GL_ONE, GL_ZERO);
6022                 GL_DepthMask(true);
6023                 GL_AlphaTest(false);
6024         }
6025         else
6026         {
6027                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6028                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6029                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6030         }
6031
6032         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6033         {
6034                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6035                         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);
6036                 else
6037                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6038         }
6039         else
6040         {
6041                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6042                         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);
6043                 else
6044                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6045         }
6046         GL_LockArrays(0, 0);
6047 }
6048
6049 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6050 {
6051         // OpenGL 1.3 path - anything not completely ancient
6052         int texturesurfaceindex;
6053         qboolean applycolor;
6054         qboolean applyfog;
6055         rmeshstate_t m;
6056         int layerindex;
6057         const texturelayer_t *layer;
6058         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6059
6060         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6061         {
6062                 vec4_t layercolor;
6063                 int layertexrgbscale;
6064                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6065                 {
6066                         if (layerindex == 0)
6067                                 GL_AlphaTest(true);
6068                         else
6069                         {
6070                                 GL_AlphaTest(false);
6071                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6072                         }
6073                 }
6074                 GL_DepthMask(layer->depthmask && writedepth);
6075                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6076                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6077                 {
6078                         layertexrgbscale = 4;
6079                         VectorScale(layer->color, 0.25f, layercolor);
6080                 }
6081                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6082                 {
6083                         layertexrgbscale = 2;
6084                         VectorScale(layer->color, 0.5f, layercolor);
6085                 }
6086                 else
6087                 {
6088                         layertexrgbscale = 1;
6089                         VectorScale(layer->color, 1.0f, layercolor);
6090                 }
6091                 layercolor[3] = layer->color[3];
6092                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6093                 R_Mesh_ColorPointer(NULL, 0, 0);
6094                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6095                 switch (layer->type)
6096                 {
6097                 case TEXTURELAYERTYPE_LITTEXTURE:
6098                         memset(&m, 0, sizeof(m));
6099                         m.tex[0] = R_GetTexture(r_texture_white);
6100                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6101                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6102                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6103                         m.tex[1] = R_GetTexture(layer->texture);
6104                         m.texmatrix[1] = layer->texmatrix;
6105                         m.texrgbscale[1] = layertexrgbscale;
6106                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6107                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6108                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6109                         R_Mesh_TextureState(&m);
6110                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6111                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6112                         else if (rsurface.uselightmaptexture)
6113                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6114                         else
6115                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6116                         break;
6117                 case TEXTURELAYERTYPE_TEXTURE:
6118                         memset(&m, 0, sizeof(m));
6119                         m.tex[0] = R_GetTexture(layer->texture);
6120                         m.texmatrix[0] = layer->texmatrix;
6121                         m.texrgbscale[0] = layertexrgbscale;
6122                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6123                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6124                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6125                         R_Mesh_TextureState(&m);
6126                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6127                         break;
6128                 case TEXTURELAYERTYPE_FOG:
6129                         memset(&m, 0, sizeof(m));
6130                         m.texrgbscale[0] = layertexrgbscale;
6131                         if (layer->texture)
6132                         {
6133                                 m.tex[0] = R_GetTexture(layer->texture);
6134                                 m.texmatrix[0] = layer->texmatrix;
6135                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6136                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6137                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6138                         }
6139                         R_Mesh_TextureState(&m);
6140                         // generate a color array for the fog pass
6141                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6142                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6143                         {
6144                                 int i;
6145                                 float f, *v, *c;
6146                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6147                                 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)
6148                                 {
6149                                         f = 1 - FogPoint_Model(v);
6150                                         c[0] = layercolor[0];
6151                                         c[1] = layercolor[1];
6152                                         c[2] = layercolor[2];
6153                                         c[3] = f * layercolor[3];
6154                                 }
6155                         }
6156                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6157                         break;
6158                 default:
6159                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6160                 }
6161                 GL_LockArrays(0, 0);
6162         }
6163         CHECKGLERROR
6164         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6165         {
6166                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6167                 GL_AlphaTest(false);
6168         }
6169 }
6170
6171 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6172 {
6173         // OpenGL 1.1 - crusty old voodoo path
6174         int texturesurfaceindex;
6175         qboolean applyfog;
6176         rmeshstate_t m;
6177         int layerindex;
6178         const texturelayer_t *layer;
6179         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6180
6181         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6182         {
6183                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6184                 {
6185                         if (layerindex == 0)
6186                                 GL_AlphaTest(true);
6187                         else
6188                         {
6189                                 GL_AlphaTest(false);
6190                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6191                         }
6192                 }
6193                 GL_DepthMask(layer->depthmask && writedepth);
6194                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6195                 R_Mesh_ColorPointer(NULL, 0, 0);
6196                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6197                 switch (layer->type)
6198                 {
6199                 case TEXTURELAYERTYPE_LITTEXTURE:
6200                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6201                         {
6202                                 // two-pass lit texture with 2x rgbscale
6203                                 // first the lightmap pass
6204                                 memset(&m, 0, sizeof(m));
6205                                 m.tex[0] = R_GetTexture(r_texture_white);
6206                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6207                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6208                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6209                                 R_Mesh_TextureState(&m);
6210                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6211                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6212                                 else if (rsurface.uselightmaptexture)
6213                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6214                                 else
6215                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6216                                 GL_LockArrays(0, 0);
6217                                 // then apply the texture to it
6218                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6219                                 memset(&m, 0, sizeof(m));
6220                                 m.tex[0] = R_GetTexture(layer->texture);
6221                                 m.texmatrix[0] = layer->texmatrix;
6222                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6223                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6224                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6225                                 R_Mesh_TextureState(&m);
6226                                 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);
6227                         }
6228                         else
6229                         {
6230                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6231                                 memset(&m, 0, sizeof(m));
6232                                 m.tex[0] = R_GetTexture(layer->texture);
6233                                 m.texmatrix[0] = layer->texmatrix;
6234                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6235                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6236                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6237                                 R_Mesh_TextureState(&m);
6238                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6239                                         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);
6240                                 else
6241                                         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);
6242                         }
6243                         break;
6244                 case TEXTURELAYERTYPE_TEXTURE:
6245                         // singletexture unlit texture with transparency support
6246                         memset(&m, 0, sizeof(m));
6247                         m.tex[0] = R_GetTexture(layer->texture);
6248                         m.texmatrix[0] = layer->texmatrix;
6249                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6250                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6251                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6252                         R_Mesh_TextureState(&m);
6253                         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);
6254                         break;
6255                 case TEXTURELAYERTYPE_FOG:
6256                         // singletexture fogging
6257                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6258                         if (layer->texture)
6259                         {
6260                                 memset(&m, 0, sizeof(m));
6261                                 m.tex[0] = R_GetTexture(layer->texture);
6262                                 m.texmatrix[0] = layer->texmatrix;
6263                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6264                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6265                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6266                                 R_Mesh_TextureState(&m);
6267                         }
6268                         else
6269                                 R_Mesh_ResetTextureState();
6270                         // generate a color array for the fog pass
6271                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6272                         {
6273                                 int i;
6274                                 float f, *v, *c;
6275                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6276                                 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)
6277                                 {
6278                                         f = 1 - FogPoint_Model(v);
6279                                         c[0] = layer->color[0];
6280                                         c[1] = layer->color[1];
6281                                         c[2] = layer->color[2];
6282                                         c[3] = f * layer->color[3];
6283                                 }
6284                         }
6285                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6286                         break;
6287                 default:
6288                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6289                 }
6290                 GL_LockArrays(0, 0);
6291         }
6292         CHECKGLERROR
6293         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6294         {
6295                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6296                 GL_AlphaTest(false);
6297         }
6298 }
6299
6300 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6301 {
6302         CHECKGLERROR
6303         RSurf_SetupDepthAndCulling();
6304         if (r_glsl.integer && gl_support_fragment_shader)
6305                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6306         else if (gl_combine.integer && r_textureunits.integer >= 2)
6307                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6308         else
6309                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6310         CHECKGLERROR
6311 }
6312
6313 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6314 {
6315         int i, j;
6316         int texturenumsurfaces, endsurface;
6317         texture_t *texture;
6318         msurface_t *surface;
6319         msurface_t *texturesurfacelist[1024];
6320
6321         // if the model is static it doesn't matter what value we give for
6322         // wantnormals and wanttangents, so this logic uses only rules applicable
6323         // to a model, knowing that they are meaningless otherwise
6324         if (ent == r_refdef.scene.worldentity)
6325                 RSurf_ActiveWorldEntity();
6326         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6327                 RSurf_ActiveModelEntity(ent, false, false);
6328         else
6329                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6330
6331         for (i = 0;i < numsurfaces;i = j)
6332         {
6333                 j = i + 1;
6334                 surface = rsurface.modelsurfaces + surfacelist[i];
6335                 texture = surface->texture;
6336                 R_UpdateTextureInfo(ent, texture);
6337                 rsurface.texture = texture->currentframe;
6338                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6339                 // scan ahead until we find a different texture
6340                 endsurface = min(i + 1024, numsurfaces);
6341                 texturenumsurfaces = 0;
6342                 texturesurfacelist[texturenumsurfaces++] = surface;
6343                 for (;j < endsurface;j++)
6344                 {
6345                         surface = rsurface.modelsurfaces + surfacelist[j];
6346                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6347                                 break;
6348                         texturesurfacelist[texturenumsurfaces++] = surface;
6349                 }
6350                 // render the range of surfaces
6351                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6352         }
6353         GL_AlphaTest(false);
6354 }
6355
6356 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6357 {
6358         CHECKGLERROR
6359         if (depthonly)
6360         {
6361                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6362                         return;
6363                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6364                         return;
6365                 RSurf_SetupDepthAndCulling();
6366                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6367                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6368         }
6369         else if (r_showsurfaces.integer)
6370         {
6371                 RSurf_SetupDepthAndCulling();
6372                 GL_DepthTest(true);
6373                 GL_BlendFunc(GL_ONE, GL_ZERO);
6374                 GL_DepthMask(true);
6375                 GL_AlphaTest(false);
6376                 R_Mesh_ColorPointer(NULL, 0, 0);
6377                 R_Mesh_ResetTextureState();
6378                 R_SetupGenericShader(false);
6379                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6380                 if (!r_refdef.view.showdebug)
6381                 {
6382                         GL_Color(0, 0, 0, 1);
6383                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6384                 }
6385                 else
6386                         RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6387         }
6388         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6389                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6390         else if (!rsurface.texture->currentnumlayers)
6391                 return;
6392         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
6393         {
6394                 // transparent surfaces get pushed off into the transparent queue
6395                 int surfacelistindex;
6396                 const msurface_t *surface;
6397                 vec3_t tempcenter, center;
6398                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6399                 {
6400                         surface = texturesurfacelist[surfacelistindex];
6401                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6402                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6403                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6404                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6405                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6406                 }
6407         }
6408         else
6409         {
6410                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6411                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6412         }
6413         CHECKGLERROR
6414 }
6415
6416 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6417 {
6418         int i, j;
6419         texture_t *texture;
6420         // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6421         if (addwaterplanes)
6422         {
6423                 for (i = 0;i < numsurfaces;i++)
6424                         if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6425                                 R_Water_AddWaterPlane(surfacelist[i]);
6426                 return;
6427         }
6428         // break the surface list down into batches by texture and use of lightmapping
6429         for (i = 0;i < numsurfaces;i = j)
6430         {
6431                 j = i + 1;
6432                 // texture is the base texture pointer, rsurface.texture is the
6433                 // current frame/skin the texture is directing us to use (for example
6434                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6435                 // use skin 1 instead)
6436                 texture = surfacelist[i]->texture;
6437                 rsurface.texture = texture->currentframe;
6438                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6439                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6440                 {
6441                         // if this texture is not the kind we want, skip ahead to the next one
6442                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6443                                 ;
6444                         continue;
6445                 }
6446                 // simply scan ahead until we find a different texture or lightmap state
6447                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6448                         ;
6449                 // render the range of surfaces
6450                 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6451         }
6452 }
6453
6454 float locboxvertex3f[6*4*3] =
6455 {
6456         1,0,1, 1,0,0, 1,1,0, 1,1,1,
6457         0,1,1, 0,1,0, 0,0,0, 0,0,1,
6458         1,1,1, 1,1,0, 0,1,0, 0,1,1,
6459         0,0,1, 0,0,0, 1,0,0, 1,0,1,
6460         0,0,1, 1,0,1, 1,1,1, 0,1,1,
6461         1,0,0, 0,0,0, 0,1,0, 1,1,0
6462 };
6463
6464 unsigned short locboxelements[6*2*3] =
6465 {
6466          0, 1, 2, 0, 2, 3,
6467          4, 5, 6, 4, 6, 7,
6468          8, 9,10, 8,10,11,
6469         12,13,14, 12,14,15,
6470         16,17,18, 16,18,19,
6471         20,21,22, 20,22,23
6472 };
6473
6474 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6475 {
6476         int i, j;
6477         cl_locnode_t *loc = (cl_locnode_t *)ent;
6478         vec3_t mins, size;
6479         float vertex3f[6*4*3];
6480         CHECKGLERROR
6481         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6482         GL_DepthMask(false);
6483         GL_DepthRange(0, 1);
6484         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6485         GL_DepthTest(true);
6486         GL_CullFace(GL_NONE);
6487         R_Mesh_Matrix(&identitymatrix);
6488
6489         R_Mesh_VertexPointer(vertex3f, 0, 0);
6490         R_Mesh_ColorPointer(NULL, 0, 0);
6491         R_Mesh_ResetTextureState();
6492         R_SetupGenericShader(false);
6493
6494         i = surfacelist[0];
6495         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6496                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6497                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6498                         surfacelist[0] < 0 ? 0.5f : 0.125f);
6499
6500         if (VectorCompare(loc->mins, loc->maxs))
6501         {
6502                 VectorSet(size, 2, 2, 2);
6503                 VectorMA(loc->mins, -0.5f, size, mins);
6504         }
6505         else
6506         {
6507                 VectorCopy(loc->mins, mins);
6508                 VectorSubtract(loc->maxs, loc->mins, size);
6509         }
6510
6511         for (i = 0;i < 6*4*3;)
6512                 for (j = 0;j < 3;j++, i++)
6513                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6514
6515         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
6516 }
6517
6518 void R_DrawLocs(void)
6519 {
6520         int index;
6521         cl_locnode_t *loc, *nearestloc;
6522         vec3_t center;
6523         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6524         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6525         {
6526                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6527                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6528         }
6529 }
6530
6531 void R_DrawDebugModel(entity_render_t *ent)
6532 {
6533         int i, j, k, l, flagsmask;
6534         const int *elements;
6535         q3mbrush_t *brush;
6536         msurface_t *surface;
6537         dp_model_t *model = ent->model;
6538         vec3_t v;
6539
6540         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6541
6542         R_Mesh_ColorPointer(NULL, 0, 0);
6543         R_Mesh_ResetTextureState();
6544         R_SetupGenericShader(false);
6545         GL_DepthRange(0, 1);
6546         GL_DepthTest(!r_showdisabledepthtest.integer);
6547         GL_DepthMask(false);
6548         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6549
6550         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6551         {
6552                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6553                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6554                 {
6555                         if (brush->colbrushf && brush->colbrushf->numtriangles)
6556                         {
6557                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6558                                 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);
6559                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
6560                         }
6561                 }
6562                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6563                 {
6564                         if (surface->num_collisiontriangles)
6565                         {
6566                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6567                                 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);
6568                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
6569                         }
6570                 }
6571         }
6572
6573         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6574
6575         if (r_showtris.integer || r_shownormals.integer)
6576         {
6577                 if (r_showdisabledepthtest.integer)
6578                 {
6579                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6580                         GL_DepthMask(false);
6581                 }
6582                 else
6583                 {
6584                         GL_BlendFunc(GL_ONE, GL_ZERO);
6585                         GL_DepthMask(true);
6586                 }
6587                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6588                 {
6589                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6590                                 continue;
6591                         rsurface.texture = surface->texture->currentframe;
6592                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6593                         {
6594                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6595                                 if (r_showtris.value > 0)
6596                                 {
6597                                         if (!rsurface.texture->currentlayers->depthmask)
6598                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6599                                         else if (ent == r_refdef.scene.worldentity)
6600                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6601                                         else
6602                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6603                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6604                                         CHECKGLERROR
6605                                         qglBegin(GL_LINES);
6606                                         for (k = 0;k < surface->num_triangles;k++, elements += 3)
6607                                         {
6608 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6609                                                 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6610                                                 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6611                                                 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6612                                         }
6613                                         qglEnd();
6614                                         CHECKGLERROR
6615                                 }
6616                                 if (r_shownormals.value > 0)
6617                                 {
6618                                         qglBegin(GL_LINES);
6619                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6620                                         {
6621                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6622                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6623                                                 qglVertex3f(v[0], v[1], v[2]);
6624                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6625                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6626                                                 qglVertex3f(v[0], v[1], v[2]);
6627                                         }
6628                                         qglEnd();
6629                                         CHECKGLERROR
6630                                         qglBegin(GL_LINES);
6631                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6632                                         {
6633                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6634                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6635                                                 qglVertex3f(v[0], v[1], v[2]);
6636                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6637                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6638                                                 qglVertex3f(v[0], v[1], v[2]);
6639                                         }
6640                                         qglEnd();
6641                                         CHECKGLERROR
6642                                         qglBegin(GL_LINES);
6643                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6644                                         {
6645                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6646                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6647                                                 qglVertex3f(v[0], v[1], v[2]);
6648                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6649                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6650                                                 qglVertex3f(v[0], v[1], v[2]);
6651                                         }
6652                                         qglEnd();
6653                                         CHECKGLERROR
6654                                 }
6655                         }
6656                 }
6657                 rsurface.texture = NULL;
6658         }
6659 }
6660
6661 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6662 int r_maxsurfacelist = 0;
6663 msurface_t **r_surfacelist = NULL;
6664 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6665 {
6666         int i, j, endj, f, flagsmask;
6667         texture_t *t;
6668         dp_model_t *model = r_refdef.scene.worldmodel;
6669         msurface_t *surfaces;
6670         unsigned char *update;
6671         int numsurfacelist = 0;
6672         if (model == NULL)
6673                 return;
6674
6675         if (r_maxsurfacelist < model->num_surfaces)
6676         {
6677                 r_maxsurfacelist = model->num_surfaces;
6678                 if (r_surfacelist)
6679                         Mem_Free(r_surfacelist);
6680                 r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
6681         }
6682
6683         RSurf_ActiveWorldEntity();
6684
6685         surfaces = model->data_surfaces;
6686         update = model->brushq1.lightmapupdateflags;
6687
6688         // update light styles on this submodel
6689         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6690         {
6691                 model_brush_lightstyleinfo_t *style;
6692                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6693                 {
6694                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
6695                         {
6696                                 int *list = style->surfacelist;
6697                                 style->value = r_refdef.scene.lightstylevalue[style->style];
6698                                 for (j = 0;j < style->numsurfaces;j++)
6699                                         update[list[j]] = true;
6700                         }
6701                 }
6702         }
6703
6704         R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6705         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6706
6707         if (debug)
6708         {
6709                 R_DrawDebugModel(r_refdef.scene.worldentity);
6710                 return;
6711         }
6712
6713         f = 0;
6714         t = NULL;
6715         rsurface.uselightmaptexture = false;
6716         rsurface.texture = NULL;
6717         rsurface.rtlight = NULL;
6718         numsurfacelist = 0;
6719         // add visible surfaces to draw list
6720         j = model->firstmodelsurface;
6721         endj = j + model->nummodelsurfaces;
6722         if (update)
6723         {
6724                 for (;j < endj;j++)
6725                 {
6726                         if (r_refdef.viewcache.world_surfacevisible[j])
6727                         {
6728                                 r_surfacelist[numsurfacelist++] = surfaces + j;
6729                                 // update lightmap if needed
6730                                 if (update[j])
6731                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
6732                         }
6733                 }
6734         }
6735         else
6736                 for (;j < endj;j++)
6737                         if (r_refdef.viewcache.world_surfacevisible[j])
6738                                 r_surfacelist[numsurfacelist++] = surfaces + j;
6739         // don't do anything if there were no surfaces
6740         if (!numsurfacelist)
6741                 return;
6742         R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6743         GL_AlphaTest(false);
6744
6745         // add to stats if desired
6746         if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
6747         {
6748                 r_refdef.stats.world_surfaces += numsurfacelist;
6749                 for (j = 0;j < numsurfacelist;j++)
6750                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
6751         }
6752 }
6753
6754 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6755 {
6756         int i, j, endj, f, flagsmask;
6757         texture_t *t;
6758         dp_model_t *model = ent->model;
6759         msurface_t *surfaces;
6760         unsigned char *update;
6761         int numsurfacelist = 0;
6762         if (model == NULL)
6763                 return;
6764
6765         if (r_maxsurfacelist < model->num_surfaces)
6766         {
6767                 r_maxsurfacelist = model->num_surfaces;
6768                 if (r_surfacelist)
6769                         Mem_Free(r_surfacelist);
6770                 r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
6771         }
6772
6773         // if the model is static it doesn't matter what value we give for
6774         // wantnormals and wanttangents, so this logic uses only rules applicable
6775         // to a model, knowing that they are meaningless otherwise
6776         if (ent == r_refdef.scene.worldentity)
6777                 RSurf_ActiveWorldEntity();
6778         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6779                 RSurf_ActiveModelEntity(ent, false, false);
6780         else
6781                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6782
6783         surfaces = model->data_surfaces;
6784         update = model->brushq1.lightmapupdateflags;
6785
6786         // update light styles
6787         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6788         {
6789                 model_brush_lightstyleinfo_t *style;
6790                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6791                 {
6792                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
6793                         {
6794                                 int *list = style->surfacelist;
6795                                 style->value = r_refdef.scene.lightstylevalue[style->style];
6796                                 for (j = 0;j < style->numsurfaces;j++)
6797                                         update[list[j]] = true;
6798                         }
6799                 }
6800         }
6801
6802         R_UpdateAllTextureInfo(ent);
6803         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6804
6805         if (debug)
6806         {
6807                 R_DrawDebugModel(ent);
6808                 return;
6809         }
6810
6811         f = 0;
6812         t = NULL;
6813         rsurface.uselightmaptexture = false;
6814         rsurface.texture = NULL;
6815         rsurface.rtlight = NULL;
6816         numsurfacelist = 0;
6817         // add visible surfaces to draw list
6818         j = model->firstmodelsurface;
6819         endj = j + model->nummodelsurfaces;
6820         for (;j < endj;j++)
6821                 r_surfacelist[numsurfacelist++] = surfaces + j;
6822         // don't do anything if there were no surfaces
6823         if (!numsurfacelist)
6824                 return;
6825         // update lightmaps if needed
6826         if (update)
6827                 for (j = model->firstmodelsurface;j < endj;j++)
6828                         if (update[j])
6829                                 R_BuildLightMap(ent, surfaces + j);
6830         R_QueueSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6831         GL_AlphaTest(false);
6832
6833         // add to stats if desired
6834         if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
6835         {
6836                 r_refdef.stats.entities++;
6837                 r_refdef.stats.entities_surfaces += numsurfacelist;
6838                 for (j = 0;j < numsurfacelist;j++)
6839                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
6840         }
6841 }