video modes in menu now also set vid_pixelheight and vid_conwidth/vid_conheight
[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 "r_shadow.h"
24 #include "polygon.h"
25
26 // used for dlight push checking and other things
27 int r_framecount;
28
29 mplane_t frustum[5];
30
31 matrix4x4_t r_identitymatrix;
32
33 renderstats_t renderstats;
34
35 // true during envmap command capture
36 qboolean envmap;
37
38 // maximum visible distance (recalculated from world box each frame)
39 float r_farclip;
40 // brightness of world lightmaps and related lighting
41 // (often reduced when world rtlights are enabled)
42 float r_lightmapintensity;
43 // whether to draw world lights realtime, dlights realtime, and their shadows
44 qboolean r_rtworld;
45 qboolean r_rtworldshadows;
46 qboolean r_rtdlight;
47 qboolean r_rtdlightshadows;
48
49
50 // forces all rendering to draw triangle outlines
51 int r_showtrispass;
52
53 // view origin
54 vec3_t r_vieworigin;
55 vec3_t r_viewforward;
56 vec3_t r_viewleft;
57 vec3_t r_viewright;
58 vec3_t r_viewup;
59 int r_view_x;
60 int r_view_y;
61 int r_view_z;
62 int r_view_width;
63 int r_view_height;
64 int r_view_depth;
65 matrix4x4_t r_view_matrix;
66
67 //
68 // screen size info
69 //
70 refdef_t r_refdef;
71
72 cvar_t r_showtris = {0, "r_showtris", "0"};
73 cvar_t r_shownormals = {0, "r_shownormals", "0"};
74 cvar_t r_drawentities = {0, "r_drawentities","1"};
75 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
76 cvar_t r_speeds = {0, "r_speeds","0"};
77 cvar_t r_fullbright = {0, "r_fullbright","0"};
78 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
79 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
80 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
81 cvar_t r_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "0"};
82
83 cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
84 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
85 cvar_t gl_fogred = {0, "gl_fogred","0.3"};
86 cvar_t gl_foggreen = {0, "gl_foggreen","0.3"};
87 cvar_t gl_fogblue = {0, "gl_fogblue","0.3"};
88 cvar_t gl_fogstart = {0, "gl_fogstart", "0"};
89 cvar_t gl_fogend = {0, "gl_fogend","0"};
90
91 cvar_t r_textureunits = {0, "r_textureunits", "32"};
92
93 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1"};
94 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1"};
95 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1"};
96
97 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0"};
98 cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "1.5"};
99 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4"};
100 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320"};
101 cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "2"};
102
103 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1"};
104
105 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0"};
106
107 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
108
109 cvar_t r_test = {0, "r_test", "0"}; // used for testing renderer code changes, otherwise does nothing
110
111 rtexturepool_t *r_main_texturepool;
112 rtexture_t *r_bloom_texture_screen;
113 rtexture_t *r_bloom_texture_bloom;
114 rtexture_t *r_texture_blanknormalmap;
115 rtexture_t *r_texture_white;
116 rtexture_t *r_texture_black;
117 rtexture_t *r_texture_notexture;
118 rtexture_t *r_texture_whitecube;
119 rtexture_t *r_texture_normalizationcube;
120 rtexture_t *r_texture_fogattenuation;
121 rtexture_t *r_texture_fogintensity;
122
123 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
124 {
125         int i;
126         for (i = 0;i < verts;i++)
127         {
128                 out[0] = in[0] * r;
129                 out[1] = in[1] * g;
130                 out[2] = in[2] * b;
131                 out[3] = in[3];
132                 in += 4;
133                 out += 4;
134         }
135 }
136
137 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
138 {
139         int i;
140         for (i = 0;i < verts;i++)
141         {
142                 out[0] = r;
143                 out[1] = g;
144                 out[2] = b;
145                 out[3] = a;
146                 out += 4;
147         }
148 }
149
150 vec3_t fogcolor;
151 vec_t fogdensity;
152 vec_t fogrange;
153 vec_t fograngerecip;
154 int fogtableindex;
155 vec_t fogtabledistmultiplier;
156 float fogtable[FOGTABLEWIDTH];
157 float fog_density, fog_red, fog_green, fog_blue;
158 qboolean fogenabled;
159 qboolean oldgl_fogenable;
160 void R_UpdateFog(void)
161 {
162         if (gamemode == GAME_NEHAHRA)
163         {
164                 if (gl_fogenable.integer)
165                 {
166                         oldgl_fogenable = true;
167                         fog_density = gl_fogdensity.value;
168                         fog_red = gl_fogred.value;
169                         fog_green = gl_foggreen.value;
170                         fog_blue = gl_fogblue.value;
171                 }
172                 else if (oldgl_fogenable)
173                 {
174                         oldgl_fogenable = false;
175                         fog_density = 0;
176                         fog_red = 0;
177                         fog_green = 0;
178                         fog_blue = 0;
179                 }
180         }
181         if (fog_density)
182         {
183                 fogcolor[0] = fog_red   = bound(0.0f, fog_red  , 1.0f);
184                 fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
185                 fogcolor[2] = fog_blue  = bound(0.0f, fog_blue , 1.0f);
186         }
187         if (fog_density)
188         {
189                 fogenabled = true;
190                 fogdensity = -4000.0f / (fog_density * fog_density);
191                 // this is the point where the fog reaches 0.9986 alpha, which we
192                 // consider a good enough cutoff point for the texture
193                 // (0.9986 * 256 == 255.6)
194                 fogrange = 400 / fog_density;
195                 fograngerecip = 1.0f / fogrange;
196                 fogtabledistmultiplier = FOGTABLEWIDTH * fograngerecip;
197                 // fog color was already set
198         }
199         else
200                 fogenabled = false;
201 }
202
203 // FIXME: move this to client?
204 void FOG_clear(void)
205 {
206         if (gamemode == GAME_NEHAHRA)
207         {
208                 Cvar_Set("gl_fogenable", "0");
209                 Cvar_Set("gl_fogdensity", "0.2");
210                 Cvar_Set("gl_fogred", "0.3");
211                 Cvar_Set("gl_foggreen", "0.3");
212                 Cvar_Set("gl_fogblue", "0.3");
213         }
214         fog_density = fog_red = fog_green = fog_blue = 0.0f;
215 }
216
217 // FIXME: move this to client?
218 void FOG_registercvars(void)
219 {
220         int x;
221         double r, alpha;
222
223         if (gamemode == GAME_NEHAHRA)
224         {
225                 Cvar_RegisterVariable (&gl_fogenable);
226                 Cvar_RegisterVariable (&gl_fogdensity);
227                 Cvar_RegisterVariable (&gl_fogred);
228                 Cvar_RegisterVariable (&gl_foggreen);
229                 Cvar_RegisterVariable (&gl_fogblue);
230                 Cvar_RegisterVariable (&gl_fogstart);
231                 Cvar_RegisterVariable (&gl_fogend);
232         }
233
234         r = (-1.0/256.0) * (FOGTABLEWIDTH * FOGTABLEWIDTH);
235         for (x = 0;x < FOGTABLEWIDTH;x++)
236         {
237                 alpha = exp(r / ((double)x*(double)x));
238                 if (x == FOGTABLEWIDTH - 1)
239                         alpha = 1;
240                 fogtable[x] = bound(0, alpha, 1);
241         }
242 }
243
244 static void R_BuildBlankTextures(void)
245 {
246         unsigned char data[4];
247         data[0] = 128; // normal X
248         data[1] = 128; // normal Y
249         data[2] = 255; // normal Z
250         data[3] = 128; // height
251         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
252         data[0] = 255;
253         data[1] = 255;
254         data[2] = 255;
255         data[3] = 255;
256         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
257         data[0] = 0;
258         data[1] = 0;
259         data[2] = 0;
260         data[3] = 255;
261         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
262 }
263
264 static void R_BuildNoTexture(void)
265 {
266         int x, y;
267         unsigned char pix[16][16][4];
268         // this makes a light grey/dark grey checkerboard texture
269         for (y = 0;y < 16;y++)
270         {
271                 for (x = 0;x < 16;x++)
272                 {
273                         if ((y < 8) ^ (x < 8))
274                         {
275                                 pix[y][x][0] = 128;
276                                 pix[y][x][1] = 128;
277                                 pix[y][x][2] = 128;
278                                 pix[y][x][3] = 255;
279                         }
280                         else
281                         {
282                                 pix[y][x][0] = 64;
283                                 pix[y][x][1] = 64;
284                                 pix[y][x][2] = 64;
285                                 pix[y][x][3] = 255;
286                         }
287                 }
288         }
289         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
290 }
291
292 static void R_BuildWhiteCube(void)
293 {
294         unsigned char data[6*1*1*4];
295         data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
296         data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
297         data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
298         data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
299         data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
300         data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
301         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
302 }
303
304 static void R_BuildNormalizationCube(void)
305 {
306         int x, y, side;
307         vec3_t v;
308         vec_t s, t, intensity;
309 #define NORMSIZE 64
310         unsigned char data[6][NORMSIZE][NORMSIZE][4];
311         for (side = 0;side < 6;side++)
312         {
313                 for (y = 0;y < NORMSIZE;y++)
314                 {
315                         for (x = 0;x < NORMSIZE;x++)
316                         {
317                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
318                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
319                                 switch(side)
320                                 {
321                                 default:
322                                 case 0:
323                                         v[0] = 1;
324                                         v[1] = -t;
325                                         v[2] = -s;
326                                         break;
327                                 case 1:
328                                         v[0] = -1;
329                                         v[1] = -t;
330                                         v[2] = s;
331                                         break;
332                                 case 2:
333                                         v[0] = s;
334                                         v[1] = 1;
335                                         v[2] = t;
336                                         break;
337                                 case 3:
338                                         v[0] = s;
339                                         v[1] = -1;
340                                         v[2] = -t;
341                                         break;
342                                 case 4:
343                                         v[0] = s;
344                                         v[1] = -t;
345                                         v[2] = 1;
346                                         break;
347                                 case 5:
348                                         v[0] = -s;
349                                         v[1] = -t;
350                                         v[2] = -1;
351                                         break;
352                                 }
353                                 intensity = 127.0f / sqrt(DotProduct(v, v));
354                                 data[side][y][x][0] = 128.0f + intensity * v[0];
355                                 data[side][y][x][1] = 128.0f + intensity * v[1];
356                                 data[side][y][x][2] = 128.0f + intensity * v[2];
357                                 data[side][y][x][3] = 255;
358                         }
359                 }
360         }
361         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
362 }
363
364 static void R_BuildFogTexture(void)
365 {
366         int x, b;
367         double r, alpha;
368 #define FOGWIDTH 64
369         unsigned char data1[FOGWIDTH][4];
370         unsigned char data2[FOGWIDTH][4];
371         r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH);
372         for (x = 0;x < FOGWIDTH;x++)
373         {
374                 alpha = exp(r / ((double)x*(double)x));
375                 if (x == FOGWIDTH - 1)
376                         alpha = 1;
377                 b = (int)(256.0 * alpha);
378                 b = bound(0, b, 255);
379                 data1[x][0] = 255 - b;
380                 data1[x][1] = 255 - b;
381                 data1[x][2] = 255 - b;
382                 data1[x][3] = 255;
383                 data2[x][0] = b;
384                 data2[x][1] = b;
385                 data2[x][2] = b;
386                 data2[x][3] = 255;
387         }
388         r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
389         r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
390 }
391
392 void gl_main_start(void)
393 {
394         r_main_texturepool = R_AllocTexturePool();
395         r_bloom_texture_screen = NULL;
396         r_bloom_texture_bloom = NULL;
397         R_BuildBlankTextures();
398         R_BuildNoTexture();
399         if (gl_texturecubemap)
400         {
401                 R_BuildWhiteCube();
402                 R_BuildNormalizationCube();
403         }
404         R_BuildFogTexture();
405 }
406
407 void gl_main_shutdown(void)
408 {
409         R_FreeTexturePool(&r_main_texturepool);
410         r_bloom_texture_screen = NULL;
411         r_bloom_texture_bloom = NULL;
412         r_texture_blanknormalmap = NULL;
413         r_texture_white = NULL;
414         r_texture_black = NULL;
415         r_texture_whitecube = NULL;
416         r_texture_normalizationcube = NULL;
417 }
418
419 extern void CL_ParseEntityLump(char *entitystring);
420 void gl_main_newmap(void)
421 {
422         // FIXME: move this code to client
423         int l;
424         char *entities, entname[MAX_QPATH];
425         r_framecount = 1;
426         if (cl.worldmodel)
427         {
428                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
429                 l = (int)strlen(entname) - 4;
430                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
431                 {
432                         strcpy(entname + l, ".ent");
433                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
434                         {
435                                 CL_ParseEntityLump(entities);
436                                 Mem_Free(entities);
437                                 return;
438                         }
439                 }
440                 if (cl.worldmodel->brush.entities)
441                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
442         }
443 }
444
445 void GL_Main_Init(void)
446 {
447         Matrix4x4_CreateIdentity(&r_identitymatrix);
448 // FIXME: move this to client?
449         FOG_registercvars();
450         Cvar_RegisterVariable(&r_showtris);
451         Cvar_RegisterVariable(&r_shownormals);
452         Cvar_RegisterVariable(&r_drawentities);
453         Cvar_RegisterVariable(&r_drawviewmodel);
454         Cvar_RegisterVariable(&r_speeds);
455         Cvar_RegisterVariable(&r_fullbrights);
456         Cvar_RegisterVariable(&r_wateralpha);
457         Cvar_RegisterVariable(&r_dynamic);
458         Cvar_RegisterVariable(&r_fullbright);
459         Cvar_RegisterVariable(&r_textureunits);
460         Cvar_RegisterVariable(&r_lerpsprites);
461         Cvar_RegisterVariable(&r_lerpmodels);
462         Cvar_RegisterVariable(&r_waterscroll);
463         Cvar_RegisterVariable(&r_drawcollisionbrushes);
464         Cvar_RegisterVariable(&r_bloom);
465         Cvar_RegisterVariable(&r_bloom_intensity);
466         Cvar_RegisterVariable(&r_bloom_blur);
467         Cvar_RegisterVariable(&r_bloom_resolution);
468         Cvar_RegisterVariable(&r_bloom_power);
469         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
470         Cvar_RegisterVariable(&developer_texturelogging);
471         Cvar_RegisterVariable(&gl_lightmaps);
472         Cvar_RegisterVariable(&r_test);
473         if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE)
474                 Cvar_SetValue("r_fullbrights", 0);
475         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
476 }
477
478 static vec3_t r_farclip_origin;
479 static vec3_t r_farclip_direction;
480 static vec_t r_farclip_directiondist;
481 static vec_t r_farclip_meshfarclip;
482 static int r_farclip_directionbit0;
483 static int r_farclip_directionbit1;
484 static int r_farclip_directionbit2;
485
486 // enlarge farclip to accomodate box
487 static void R_FarClip_Box(vec3_t mins, vec3_t maxs)
488 {
489         float d;
490         d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0]
491           + (r_farclip_directionbit1 ? mins[1] : maxs[1]) * r_farclip_direction[1]
492           + (r_farclip_directionbit2 ? mins[2] : maxs[2]) * r_farclip_direction[2];
493         if (r_farclip_meshfarclip < d)
494                 r_farclip_meshfarclip = d;
495 }
496
497 // return farclip value
498 static float R_FarClip(vec3_t origin, vec3_t direction, vec_t startfarclip)
499 {
500         int i;
501
502         VectorCopy(origin, r_farclip_origin);
503         VectorCopy(direction, r_farclip_direction);
504         r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction);
505         r_farclip_directionbit0 = r_farclip_direction[0] < 0;
506         r_farclip_directionbit1 = r_farclip_direction[1] < 0;
507         r_farclip_directionbit2 = r_farclip_direction[2] < 0;
508         r_farclip_meshfarclip = r_farclip_directiondist + startfarclip;
509
510         if (r_refdef.worldmodel)
511                 R_FarClip_Box(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
512         for (i = 0;i < r_refdef.numentities;i++)
513                 R_FarClip_Box(r_refdef.entities[i]->mins, r_refdef.entities[i]->maxs);
514
515         return r_farclip_meshfarclip - r_farclip_directiondist;
516 }
517
518 extern void R_Textures_Init(void);
519 extern void GL_Draw_Init(void);
520 extern void GL_Main_Init(void);
521 extern void R_Shadow_Init(void);
522 extern void R_Sky_Init(void);
523 extern void GL_Surf_Init(void);
524 extern void R_Crosshairs_Init(void);
525 extern void R_Light_Init(void);
526 extern void R_Particles_Init(void);
527 extern void R_Explosion_Init(void);
528 extern void gl_backend_init(void);
529 extern void Sbar_Init(void);
530 extern void R_LightningBeams_Init(void);
531 extern void Mod_RenderInit(void);
532
533 void Render_Init(void)
534 {
535         gl_backend_init();
536         R_Textures_Init();
537         R_MeshQueue_Init();
538         GL_Main_Init();
539         GL_Draw_Init();
540         R_Shadow_Init();
541         R_Sky_Init();
542         GL_Surf_Init();
543         R_Crosshairs_Init();
544         R_Light_Init();
545         R_Particles_Init();
546         R_Explosion_Init();
547         UI_Init();
548         Sbar_Init();
549         R_LightningBeams_Init();
550         Mod_RenderInit();
551 }
552
553 /*
554 ===============
555 GL_Init
556 ===============
557 */
558 extern char *ENGINE_EXTENSIONS;
559 void GL_Init (void)
560 {
561         VID_CheckExtensions();
562
563         // LordHavoc: report supported extensions
564         Con_DPrintf("\nengine extensions: %s\n", vm_sv_extensions );
565
566         // clear to black (loading plaque will be seen over this)
567         qglClearColor(0,0,0,1);
568         qglClear(GL_COLOR_BUFFER_BIT);
569 }
570
571 int R_CullBox(const vec3_t mins, const vec3_t maxs)
572 {
573         int i;
574         mplane_t *p;
575         for (i = 0;i < 4;i++)
576         {
577                 p = frustum + i;
578                 switch(p->signbits)
579                 {
580                 default:
581                 case 0:
582                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
583                                 return true;
584                         break;
585                 case 1:
586                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
587                                 return true;
588                         break;
589                 case 2:
590                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
591                                 return true;
592                         break;
593                 case 3:
594                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
595                                 return true;
596                         break;
597                 case 4:
598                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
599                                 return true;
600                         break;
601                 case 5:
602                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
603                                 return true;
604                         break;
605                 case 6:
606                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
607                                 return true;
608                         break;
609                 case 7:
610                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
611                                 return true;
612                         break;
613                 }
614         }
615         return false;
616 }
617
618 //==================================================================================
619
620 static void R_MarkEntities (void)
621 {
622         int i, renderimask;
623         entity_render_t *ent;
624
625         if (!r_drawentities.integer)
626                 return;
627
628         r_refdef.worldentity->visframe = r_framecount;
629         renderimask = envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
630         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
631         {
632                 // worldmodel can check visibility
633                 for (i = 0;i < r_refdef.numentities;i++)
634                 {
635                         ent = r_refdef.entities[i];
636                         // some of the renderer still relies on origin...
637                         Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
638                         // some of the renderer still relies on scale...
639                         ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
640                         if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_worldleafvisible, ent->mins, ent->maxs)))
641                         {
642                                 R_UpdateEntLights(ent);
643                                 ent->visframe = r_framecount;
644                         }
645                 }
646         }
647         else
648         {
649                 // no worldmodel or it can't check visibility
650                 for (i = 0;i < r_refdef.numentities;i++)
651                 {
652                         ent = r_refdef.entities[i];
653                         // some of the renderer still relies on origin...
654                         Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
655                         // some of the renderer still relies on scale...
656                         ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
657                         if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && (ent->effects & EF_NODEPTHTEST))
658                         {
659                                 R_UpdateEntLights(ent);
660                                 ent->visframe = r_framecount;
661                         }
662                 }
663         }
664 }
665
666 // only used if skyrendermasked, and normally returns false
667 int R_DrawBrushModelsSky (void)
668 {
669         int i, sky;
670         entity_render_t *ent;
671
672         if (!r_drawentities.integer)
673                 return false;
674
675         sky = false;
676         for (i = 0;i < r_refdef.numentities;i++)
677         {
678                 ent = r_refdef.entities[i];
679                 if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky)
680                 {
681                         ent->model->DrawSky(ent);
682                         sky = true;
683                 }
684         }
685         return sky;
686 }
687
688 void R_DrawNoModel(entity_render_t *ent);
689 void R_DrawModels(void)
690 {
691         int i;
692         entity_render_t *ent;
693
694         if (!r_drawentities.integer)
695                 return;
696
697         for (i = 0;i < r_refdef.numentities;i++)
698         {
699                 ent = r_refdef.entities[i];
700                 if (ent->visframe == r_framecount)
701                 {
702                         renderstats.entities++;
703                         if (ent->model && ent->model->Draw != NULL)
704                                 ent->model->Draw(ent);
705                         else
706                                 R_DrawNoModel(ent);
707                 }
708         }
709 }
710
711 static void R_SetFrustum(void)
712 {
713         // break apart the view matrix into vectors for various purposes
714         Matrix4x4_ToVectors(&r_view_matrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin);
715         VectorNegate(r_viewleft, r_viewright);
716
717 #if 0
718         frustum[0].normal[0] = 0 - 1.0 / r_refdef.frustum_x;
719         frustum[0].normal[1] = 0 - 0;
720         frustum[0].normal[2] = -1 - 0;
721         frustum[1].normal[0] = 0 + 1.0 / r_refdef.frustum_x;
722         frustum[1].normal[1] = 0 + 0;
723         frustum[1].normal[2] = -1 + 0;
724         frustum[2].normal[0] = 0 - 0;
725         frustum[2].normal[1] = 0 - 1.0 / r_refdef.frustum_y;
726         frustum[2].normal[2] = -1 - 0;
727         frustum[3].normal[0] = 0 + 0;
728         frustum[3].normal[1] = 0 + 1.0 / r_refdef.frustum_y;
729         frustum[3].normal[2] = -1 + 0;
730 #endif
731
732 #if 0
733         zNear = 1.0;
734         nudge = 1.0 - 1.0 / (1<<23);
735         frustum[4].normal[0] = 0 - 0;
736         frustum[4].normal[1] = 0 - 0;
737         frustum[4].normal[2] = -1 - -nudge;
738         frustum[4].dist = 0 - -2 * zNear * nudge;
739         frustum[5].normal[0] = 0 + 0;
740         frustum[5].normal[1] = 0 + 0;
741         frustum[5].normal[2] = -1 + -nudge;
742         frustum[5].dist = 0 + -2 * zNear * nudge;
743 #endif
744
745
746
747 #if 0
748         frustum[0].normal[0] = m[3] - m[0];
749         frustum[0].normal[1] = m[7] - m[4];
750         frustum[0].normal[2] = m[11] - m[8];
751         frustum[0].dist = m[15] - m[12];
752
753         frustum[1].normal[0] = m[3] + m[0];
754         frustum[1].normal[1] = m[7] + m[4];
755         frustum[1].normal[2] = m[11] + m[8];
756         frustum[1].dist = m[15] + m[12];
757
758         frustum[2].normal[0] = m[3] - m[1];
759         frustum[2].normal[1] = m[7] - m[5];
760         frustum[2].normal[2] = m[11] - m[9];
761         frustum[2].dist = m[15] - m[13];
762
763         frustum[3].normal[0] = m[3] + m[1];
764         frustum[3].normal[1] = m[7] + m[5];
765         frustum[3].normal[2] = m[11] + m[9];
766         frustum[3].dist = m[15] + m[13];
767
768         frustum[4].normal[0] = m[3] - m[2];
769         frustum[4].normal[1] = m[7] - m[6];
770         frustum[4].normal[2] = m[11] - m[10];
771         frustum[4].dist = m[15] - m[14];
772
773         frustum[5].normal[0] = m[3] + m[2];
774         frustum[5].normal[1] = m[7] + m[6];
775         frustum[5].normal[2] = m[11] + m[10];
776         frustum[5].dist = m[15] + m[14];
777 #endif
778
779
780
781         VectorMAM(1, r_viewforward, 1.0 / -r_refdef.frustum_x, r_viewleft, frustum[0].normal);
782         VectorMAM(1, r_viewforward, 1.0 /  r_refdef.frustum_x, r_viewleft, frustum[1].normal);
783         VectorMAM(1, r_viewforward, 1.0 / -r_refdef.frustum_y, r_viewup, frustum[2].normal);
784         VectorMAM(1, r_viewforward, 1.0 /  r_refdef.frustum_y, r_viewup, frustum[3].normal);
785         VectorCopy(r_viewforward, frustum[4].normal);
786         VectorNormalize(frustum[0].normal);
787         VectorNormalize(frustum[1].normal);
788         VectorNormalize(frustum[2].normal);
789         VectorNormalize(frustum[3].normal);
790         frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal);
791         frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
792         frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
793         frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
794         frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f;
795         PlaneClassify(&frustum[0]);
796         PlaneClassify(&frustum[1]);
797         PlaneClassify(&frustum[2]);
798         PlaneClassify(&frustum[3]);
799         PlaneClassify(&frustum[4]);
800
801         // LordHavoc: note to all quake engine coders, Quake had a special case
802         // for 90 degrees which assumed a square view (wrong), so I removed it,
803         // Quake2 has it disabled as well.
804
805         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
806         //RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_refdef.fov_x / 2));
807         //frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal);
808         //PlaneClassify(&frustum[0]);
809
810         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
811         //RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_refdef.fov_x / 2));
812         //frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
813         //PlaneClassify(&frustum[1]);
814
815         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
816         //RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_refdef.fov_y / 2));
817         //frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
818         //PlaneClassify(&frustum[2]);
819
820         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
821         //RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_refdef.fov_y / 2));
822         //frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
823         //PlaneClassify(&frustum[3]);
824
825         // nearclip plane
826         //VectorCopy(r_viewforward, frustum[4].normal);
827         //frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f;
828         //PlaneClassify(&frustum[4]);
829 }
830
831 static void R_BlendView(void)
832 {
833         int screenwidth, screenheight;
834         qboolean dobloom;
835         qboolean doblend;
836         rmeshstate_t m;
837
838         // set the (poorly named) screenwidth and screenheight variables to
839         // a power of 2 at least as large as the screen, these will define the
840         // size of the texture to allocate
841         for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
842         for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
843
844         doblend = r_refdef.viewblend[3] >= 0.01f;
845         dobloom = r_bloom.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512;
846
847         if (!dobloom && !doblend)
848                 return;
849
850         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
851         GL_DepthMask(true);
852         GL_DepthTest(false);
853         R_Mesh_Matrix(&r_identitymatrix);
854         // vertex coordinates for a quad that covers the screen exactly
855         varray_vertex3f[0] = 0;varray_vertex3f[1] = 0;varray_vertex3f[2] = 0;
856         varray_vertex3f[3] = 1;varray_vertex3f[4] = 0;varray_vertex3f[5] = 0;
857         varray_vertex3f[6] = 1;varray_vertex3f[7] = 1;varray_vertex3f[8] = 0;
858         varray_vertex3f[9] = 0;varray_vertex3f[10] = 1;varray_vertex3f[11] = 0;
859         if (dobloom)
860         {
861                 int bloomwidth, bloomheight, x, dobloomblend, range;
862                 float xoffset, yoffset, r;
863                 renderstats.bloom++;
864                 // allocate textures as needed
865                 if (!r_bloom_texture_screen)
866                         r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
867                 if (!r_bloom_texture_bloom)
868                         r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
869                 // set bloomwidth and bloomheight to the bloom resolution that will be
870                 // used (often less than the screen resolution for faster rendering)
871                 bloomwidth = min(r_view_width, r_bloom_resolution.integer);
872                 bloomheight = min(r_view_height, bloomwidth * r_view_height / r_view_width);
873                 // set up a texcoord array for the full resolution screen image
874                 // (we have to keep this around to copy back during final render)
875                 varray_texcoord2f[0][0] = 0;
876                 varray_texcoord2f[0][1] = (float)r_view_height / (float)screenheight;
877                 varray_texcoord2f[0][2] = (float)r_view_width / (float)screenwidth;
878                 varray_texcoord2f[0][3] = (float)r_view_height / (float)screenheight;
879                 varray_texcoord2f[0][4] = (float)r_view_width / (float)screenwidth;
880                 varray_texcoord2f[0][5] = 0;
881                 varray_texcoord2f[0][6] = 0;
882                 varray_texcoord2f[0][7] = 0;
883                 // set up a texcoord array for the reduced resolution bloom image
884                 // (which will be additive blended over the screen image)
885                 varray_texcoord2f[1][0] = 0;
886                 varray_texcoord2f[1][1] = (float)bloomheight / (float)screenheight;
887                 varray_texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth;
888                 varray_texcoord2f[1][3] = (float)bloomheight / (float)screenheight;
889                 varray_texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth;
890                 varray_texcoord2f[1][5] = 0;
891                 varray_texcoord2f[1][6] = 0;
892                 varray_texcoord2f[1][7] = 0;
893                 memset(&m, 0, sizeof(m));
894                 m.pointer_vertex = varray_vertex3f;
895                 m.pointer_texcoord[0] = varray_texcoord2f[0];
896                 m.tex[0] = R_GetTexture(r_bloom_texture_screen);
897                 R_Mesh_State(&m);
898                 // copy view into the full resolution screen image texture
899                 GL_ActiveTexture(0);
900                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
901                 renderstats.bloom_copypixels += r_view_width * r_view_height;
902                 // now scale it down to the bloom size and raise to a power of itself
903                 // to darken it (this leaves the really bright stuff bright, and
904                 // everything else becomes very dark)
905                 // TODO: optimize with multitexture or GLSL
906                 qglViewport(r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
907                 GL_BlendFunc(GL_ONE, GL_ZERO);
908                 GL_Color(1, 1, 1, 1);
909                 R_Mesh_Draw(0, 4, 2, polygonelements);
910                 renderstats.bloom_drawpixels += bloomwidth * bloomheight;
911                 // render multiple times with a multiply blendfunc to raise to a power
912                 GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
913                 for (x = 1;x < r_bloom_power.integer;x++)
914                 {
915                         R_Mesh_Draw(0, 4, 2, polygonelements);
916                         renderstats.bloom_drawpixels += bloomwidth * bloomheight;
917                 }
918                 // we now have a darkened bloom image in the framebuffer, copy it into
919                 // the bloom image texture for more processing
920                 memset(&m, 0, sizeof(m));
921                 m.pointer_vertex = varray_vertex3f;
922                 m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
923                 m.pointer_texcoord[0] = varray_texcoord2f[2];
924                 R_Mesh_State(&m);
925                 GL_ActiveTexture(0);
926                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
927                 renderstats.bloom_copypixels += bloomwidth * bloomheight;
928                 // blend on at multiple vertical offsets to achieve a vertical blur
929                 // TODO: do offset blends using GLSL
930                 range = r_bloom_blur.integer * bloomwidth / 320;
931                 GL_BlendFunc(GL_ONE, GL_ZERO);
932                 for (x = -range;x <= range;x++)
933                 {
934                         xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
935                         yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight;
936                         // compute a texcoord array with the specified x and y offset
937                         varray_texcoord2f[2][0] = xoffset+0;
938                         varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
939                         varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
940                         varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
941                         varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
942                         varray_texcoord2f[2][5] = yoffset+0;
943                         varray_texcoord2f[2][6] = xoffset+0;
944                         varray_texcoord2f[2][7] = yoffset+0;
945                         // this r value looks like a 'dot' particle, fading sharply to
946                         // black at the edges
947                         // (probably not realistic but looks good enough)
948                         r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
949                         if (r < 0.01f)
950                                 continue;
951                         GL_Color(r, r, r, 1);
952                         R_Mesh_Draw(0, 4, 2, polygonelements);
953                         renderstats.bloom_drawpixels += bloomwidth * bloomheight;
954                         GL_BlendFunc(GL_ONE, GL_ONE);
955                 }
956                 // copy the vertically blurred bloom view to a texture
957                 GL_ActiveTexture(0);
958                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
959                 renderstats.bloom_copypixels += bloomwidth * bloomheight;
960                 // blend the vertically blurred image at multiple offsets horizontally
961                 // to finish the blur effect
962                 // TODO: do offset blends using GLSL
963                 range = r_bloom_blur.integer * bloomwidth / 320;
964                 GL_BlendFunc(GL_ONE, GL_ZERO);
965                 for (x = -range;x <= range;x++)
966                 {
967                         xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
968                         yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight;
969                         // compute a texcoord array with the specified x and y offset
970                         varray_texcoord2f[2][0] = xoffset+0;
971                         varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
972                         varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
973                         varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
974                         varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
975                         varray_texcoord2f[2][5] = yoffset+0;
976                         varray_texcoord2f[2][6] = xoffset+0;
977                         varray_texcoord2f[2][7] = yoffset+0;
978                         // this r value looks like a 'dot' particle, fading sharply to
979                         // black at the edges
980                         // (probably not realistic but looks good enough)
981                         r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
982                         if (r < 0.01f)
983                                 continue;
984                         GL_Color(r, r, r, 1);
985                         R_Mesh_Draw(0, 4, 2, polygonelements);
986                         renderstats.bloom_drawpixels += bloomwidth * bloomheight;
987                         GL_BlendFunc(GL_ONE, GL_ONE);
988                 }
989                 // copy the blurred bloom view to a texture
990                 GL_ActiveTexture(0);
991                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
992                 renderstats.bloom_copypixels += bloomwidth * bloomheight;
993                 // go back to full view area
994                 qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
995                 // put the original screen image back in place and blend the bloom
996                 // texture on it
997                 memset(&m, 0, sizeof(m));
998                 m.pointer_vertex = varray_vertex3f;
999                 m.tex[0] = R_GetTexture(r_bloom_texture_screen);
1000                 m.pointer_texcoord[0] = varray_texcoord2f[0];
1001 #if 0
1002                 dobloomblend = false;
1003 #else
1004                 // do both in one pass if possible
1005                 if (r_textureunits.integer >= 2 && gl_combine.integer)
1006                 {
1007                         dobloomblend = false;
1008                         m.texcombinergb[1] = GL_ADD;
1009                         m.tex[1] = R_GetTexture(r_bloom_texture_bloom);
1010                         m.pointer_texcoord[1] = varray_texcoord2f[1];
1011                 }
1012                 else
1013                         dobloomblend = true;
1014 #endif
1015                 R_Mesh_State(&m);
1016                 GL_BlendFunc(GL_ONE, GL_ZERO);
1017                 GL_Color(1,1,1,1);
1018                 R_Mesh_Draw(0, 4, 2, polygonelements);
1019                 renderstats.bloom_drawpixels += r_view_width * r_view_height;
1020                 // now blend on the bloom texture if multipass
1021                 if (dobloomblend)
1022                 {
1023                         memset(&m, 0, sizeof(m));
1024                         m.pointer_vertex = varray_vertex3f;
1025                         m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
1026                         m.pointer_texcoord[0] = varray_texcoord2f[1];
1027                         R_Mesh_State(&m);
1028                         GL_BlendFunc(GL_ONE, GL_ONE);
1029                         GL_Color(1,1,1,1);
1030                         R_Mesh_Draw(0, 4, 2, polygonelements);
1031                         renderstats.bloom_drawpixels += r_view_width * r_view_height;
1032                 }
1033         }
1034         if (doblend)
1035         {
1036                 // apply a color tint to the whole view
1037                 memset(&m, 0, sizeof(m));
1038                 m.pointer_vertex = varray_vertex3f;
1039                 R_Mesh_State(&m);
1040                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1041                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
1042                 R_Mesh_Draw(0, 4, 2, polygonelements);
1043         }
1044 }
1045
1046 void R_RenderScene(void);
1047
1048 matrix4x4_t r_waterscrollmatrix;
1049
1050 /*
1051 ================
1052 R_RenderView
1053 ================
1054 */
1055 void R_RenderView(void)
1056 {
1057         if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
1058                 return; //Host_Error ("R_RenderView: NULL worldmodel");
1059
1060         r_view_width = bound(0, r_refdef.width, vid.width);
1061         r_view_height = bound(0, r_refdef.height, vid.height);
1062         r_view_depth = 1;
1063         r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width);
1064         r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height);
1065         r_view_z = 0;
1066         r_view_matrix = r_refdef.viewentitymatrix;
1067         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1068         r_rtworld = r_shadow_realtime_world.integer;
1069         r_rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
1070         r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer;
1071         r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
1072         r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
1073
1074         // GL is weird because it's bottom to top, r_view_y is top to bottom
1075         qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
1076         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
1077         GL_ScissorTest(true);
1078         GL_DepthMask(true);
1079         R_ClearScreen();
1080         R_Textures_Frame();
1081         R_UpdateFog();
1082         R_TimeReport("setup");
1083
1084         qglDepthFunc(GL_LEQUAL);
1085         qglPolygonOffset(0, 0);
1086         qglEnable(GL_POLYGON_OFFSET_FILL);
1087
1088         R_RenderScene();
1089
1090         qglPolygonOffset(0, 0);
1091         qglDisable(GL_POLYGON_OFFSET_FILL);
1092
1093         R_BlendView();
1094         R_TimeReport("blendview");
1095
1096         GL_Scissor(0, 0, vid.width, vid.height);
1097         GL_ScissorTest(false);
1098 }
1099
1100 extern void R_DrawLightningBeams (void);
1101 void R_RenderScene(void)
1102 {
1103         // don't let sound skip if going slow
1104         if (r_refdef.extraupdate)
1105                 S_ExtraUpdate ();
1106
1107         r_framecount++;
1108
1109         R_MeshQueue_BeginScene();
1110
1111         GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
1112
1113         R_SetFrustum();
1114
1115         r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f;
1116         if (r_rtworldshadows || r_rtdlightshadows)
1117                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.frustum_x, r_refdef.frustum_y, 1.0f);
1118         else
1119                 GL_SetupView_Mode_Perspective(r_refdef.frustum_x, r_refdef.frustum_y, 1.0f, r_farclip);
1120
1121         GL_SetupView_Orientation_FromEntity(&r_view_matrix);
1122
1123         Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
1124
1125         R_SkyStartFrame();
1126
1127         R_WorldVisibility();
1128         R_TimeReport("worldvis");
1129
1130         R_MarkEntities();
1131         R_TimeReport("markentity");
1132
1133         R_Shadow_UpdateWorldLightSelection();
1134
1135         // don't let sound skip if going slow
1136         if (r_refdef.extraupdate)
1137                 S_ExtraUpdate ();
1138
1139         GL_ShowTrisColor(0.025, 0.025, 0, 1);
1140         if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
1141         {
1142                 r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
1143                 R_TimeReport("worldsky");
1144         }
1145
1146         if (R_DrawBrushModelsSky())
1147                 R_TimeReport("bmodelsky");
1148
1149         GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
1150         if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
1151         {
1152                 r_refdef.worldmodel->Draw(r_refdef.worldentity);
1153                 R_TimeReport("world");
1154         }
1155
1156         // don't let sound skip if going slow
1157         if (r_refdef.extraupdate)
1158                 S_ExtraUpdate ();
1159
1160         GL_ShowTrisColor(0, 0.015, 0, 1);
1161
1162         R_DrawModels();
1163         R_TimeReport("models");
1164
1165         // don't let sound skip if going slow
1166         if (r_refdef.extraupdate)
1167                 S_ExtraUpdate ();
1168
1169         GL_ShowTrisColor(0, 0, 0.033, 1);
1170         R_ShadowVolumeLighting(false);
1171         R_TimeReport("rtlights");
1172
1173         // don't let sound skip if going slow
1174         if (r_refdef.extraupdate)
1175                 S_ExtraUpdate ();
1176
1177         GL_ShowTrisColor(0.1, 0, 0, 1);
1178
1179         R_DrawLightningBeams();
1180         R_TimeReport("lightning");
1181
1182         R_DrawParticles();
1183         R_TimeReport("particles");
1184
1185         R_DrawExplosions();
1186         R_TimeReport("explosions");
1187
1188         R_MeshQueue_RenderTransparent();
1189         R_TimeReport("drawtrans");
1190
1191         R_DrawCoronas();
1192         R_TimeReport("coronas");
1193
1194         R_DrawWorldCrosshair();
1195         R_TimeReport("crosshair");
1196
1197         R_MeshQueue_Render();
1198         R_MeshQueue_EndScene();
1199
1200         if ((r_shadow_visiblelighting.integer || r_shadow_visiblevolumes.integer) && !r_showtrispass)
1201         {
1202                 R_ShadowVolumeLighting(true);
1203                 R_TimeReport("visiblevolume");
1204         }
1205
1206         GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
1207
1208         // don't let sound skip if going slow
1209         if (r_refdef.extraupdate)
1210                 S_ExtraUpdate ();
1211 }
1212
1213 /*
1214 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
1215 {
1216         int i;
1217         float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
1218         rmeshstate_t m;
1219         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1220         GL_DepthMask(false);
1221         GL_DepthTest(true);
1222         R_Mesh_Matrix(&r_identitymatrix);
1223
1224         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
1225         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
1226         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
1227         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
1228         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
1229         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
1230         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
1231         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
1232         R_FillColors(color, 8, cr, cg, cb, ca);
1233         if (fogenabled)
1234         {
1235                 for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
1236                 {
1237                         f2 = VERTEXFOGTABLE(VectorDistance(v, r_vieworigin));
1238                         f1 = 1 - f2;
1239                         c[0] = c[0] * f1 + fogcolor[0] * f2;
1240                         c[1] = c[1] * f1 + fogcolor[1] * f2;
1241                         c[2] = c[2] * f1 + fogcolor[2] * f2;
1242                 }
1243         }
1244         memset(&m, 0, sizeof(m));
1245         m.pointer_vertex = vertex3f;
1246         m.pointer_color = color;
1247         R_Mesh_State(&m);
1248         R_Mesh_Draw(8, 12);
1249 }
1250 */
1251
1252 int nomodelelements[24] =
1253 {
1254         5, 2, 0,
1255         5, 1, 2,
1256         5, 0, 3,
1257         5, 3, 1,
1258         0, 2, 4,
1259         2, 1, 4,
1260         3, 0, 4,
1261         1, 3, 4
1262 };
1263
1264 float nomodelvertex3f[6*3] =
1265 {
1266         -16,   0,   0,
1267          16,   0,   0,
1268           0, -16,   0,
1269           0,  16,   0,
1270           0,   0, -16,
1271           0,   0,  16
1272 };
1273
1274 float nomodelcolor4f[6*4] =
1275 {
1276         0.0f, 0.0f, 0.5f, 1.0f,
1277         0.0f, 0.0f, 0.5f, 1.0f,
1278         0.0f, 0.5f, 0.0f, 1.0f,
1279         0.0f, 0.5f, 0.0f, 1.0f,
1280         0.5f, 0.0f, 0.0f, 1.0f,
1281         0.5f, 0.0f, 0.0f, 1.0f
1282 };
1283
1284 void R_DrawNoModelCallback(const void *calldata1, int calldata2)
1285 {
1286         const entity_render_t *ent = (entity_render_t *)calldata1;
1287         int i;
1288         float f1, f2, *c;
1289         float color4f[6*4];
1290         rmeshstate_t m;
1291         R_Mesh_Matrix(&ent->matrix);
1292
1293         memset(&m, 0, sizeof(m));
1294         m.pointer_vertex = nomodelvertex3f;
1295
1296         if (ent->flags & EF_ADDITIVE)
1297         {
1298                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1299                 GL_DepthMask(false);
1300         }
1301         else if (ent->alpha < 1)
1302         {
1303                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1304                 GL_DepthMask(false);
1305         }
1306         else
1307         {
1308                 GL_BlendFunc(GL_ONE, GL_ZERO);
1309                 GL_DepthMask(true);
1310         }
1311         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
1312         if (fogenabled)
1313         {
1314                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
1315                 m.pointer_color = color4f;
1316                 f2 = VERTEXFOGTABLE(VectorDistance(ent->origin, r_vieworigin));
1317                 f1 = 1 - f2;
1318                 for (i = 0, c = color4f;i < 6;i++, c += 4)
1319                 {
1320                         c[0] = (c[0] * f1 + fogcolor[0] * f2);
1321                         c[1] = (c[1] * f1 + fogcolor[1] * f2);
1322                         c[2] = (c[2] * f1 + fogcolor[2] * f2);
1323                         c[3] *= ent->alpha;
1324                 }
1325         }
1326         else if (ent->alpha != 1)
1327         {
1328                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
1329                 m.pointer_color = color4f;
1330                 for (i = 0, c = color4f;i < 6;i++, c += 4)
1331                         c[3] *= ent->alpha;
1332         }
1333         else
1334                 m.pointer_color = nomodelcolor4f;
1335         R_Mesh_State(&m);
1336         R_Mesh_Draw(0, 6, 8, nomodelelements);
1337 }
1338
1339 void R_DrawNoModel(entity_render_t *ent)
1340 {
1341         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
1342                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawNoModelCallback, ent, 0);
1343         //else
1344         //      R_DrawNoModelCallback(ent, 0);
1345 }
1346
1347 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
1348 {
1349         vec3_t right1, right2, diff, normal;
1350
1351         VectorSubtract (org2, org1, normal);
1352
1353         // calculate 'right' vector for start
1354         VectorSubtract (r_vieworigin, org1, diff);
1355         CrossProduct (normal, diff, right1);
1356         VectorNormalize (right1);
1357
1358         // calculate 'right' vector for end
1359         VectorSubtract (r_vieworigin, org2, diff);
1360         CrossProduct (normal, diff, right2);
1361         VectorNormalize (right2);
1362
1363         vert[ 0] = org1[0] + width * right1[0];
1364         vert[ 1] = org1[1] + width * right1[1];
1365         vert[ 2] = org1[2] + width * right1[2];
1366         vert[ 3] = org1[0] - width * right1[0];
1367         vert[ 4] = org1[1] - width * right1[1];
1368         vert[ 5] = org1[2] - width * right1[2];
1369         vert[ 6] = org2[0] - width * right2[0];
1370         vert[ 7] = org2[1] - width * right2[1];
1371         vert[ 8] = org2[2] - width * right2[2];
1372         vert[ 9] = org2[0] + width * right2[0];
1373         vert[10] = org2[1] + width * right2[1];
1374         vert[11] = org2[2] + width * right2[2];
1375 }
1376
1377 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
1378
1379 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, int depthdisable, 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)
1380 {
1381         float fog = 0.0f, ifog;
1382         rmeshstate_t m;
1383
1384         if (fogenabled)
1385                 fog = VERTEXFOGTABLE(VectorDistance(origin, r_vieworigin));
1386         ifog = 1 - fog;
1387
1388         R_Mesh_Matrix(&r_identitymatrix);
1389         GL_BlendFunc(blendfunc1, blendfunc2);
1390         GL_DepthMask(false);
1391         GL_DepthTest(!depthdisable);
1392
1393         varray_vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
1394         varray_vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
1395         varray_vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
1396         varray_vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
1397         varray_vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
1398         varray_vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
1399         varray_vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
1400         varray_vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
1401         varray_vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
1402         varray_vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
1403         varray_vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
1404         varray_vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
1405
1406         memset(&m, 0, sizeof(m));
1407         m.tex[0] = R_GetTexture(texture);
1408         m.pointer_texcoord[0] = spritetexcoord2f;
1409         m.pointer_vertex = varray_vertex3f;
1410         R_Mesh_State(&m);
1411         GL_Color(cr * ifog, cg * ifog, cb * ifog, ca);
1412         R_Mesh_Draw(0, 4, 2, polygonelements);
1413
1414         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
1415         {
1416                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
1417                 GL_BlendFunc(blendfunc1, GL_ONE);
1418                 GL_Color(fogcolor[0] * fog, fogcolor[1] * fog, fogcolor[2] * fog, ca);
1419                 R_Mesh_Draw(0, 4, 2, polygonelements);
1420         }
1421 }
1422
1423 int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v)
1424 {
1425         int i;
1426         float *vertex3f;
1427         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
1428                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
1429                         break;
1430         if (i == mesh->numvertices)
1431         {
1432                 if (mesh->numvertices < mesh->maxvertices)
1433                 {
1434                         VectorCopy(v, vertex3f);
1435                         mesh->numvertices++;
1436                 }
1437                 return mesh->numvertices;
1438         }
1439         else
1440                 return i;
1441 }
1442
1443 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
1444 {
1445         int i;
1446         int *e, element[3];
1447         element[0] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3;
1448         element[1] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3;
1449         e = mesh->element3i + mesh->numtriangles * 3;
1450         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
1451         {
1452                 element[2] = R_Mesh_AddVertex3f(mesh, vertex3f);
1453                 if (mesh->numtriangles < mesh->maxtriangles)
1454                 {
1455                         *e++ = element[0];
1456                         *e++ = element[1];
1457                         *e++ = element[2];
1458                         mesh->numtriangles++;
1459                 }
1460                 element[1] = element[2];
1461         }
1462 }
1463
1464 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
1465 {
1466         int planenum, planenum2;
1467         int w;
1468         int tempnumpoints;
1469         mplane_t *plane, *plane2;
1470         float temppoints[2][256*3];
1471         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
1472         {
1473                 w = 0;
1474                 tempnumpoints = 4;
1475                 PolygonF_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->normal[3], 1024.0*1024.0*1024.0);
1476                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
1477                 {
1478                         if (planenum2 == planenum)
1479                                 continue;
1480                         PolygonF_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, 1.0/32.0, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints);
1481                         w = !w;
1482                 }
1483                 if (tempnumpoints < 3)
1484                         continue;
1485                 // generate elements forming a triangle fan for this polygon
1486                 R_Mesh_AddPolygon3f(mesh, tempnumpoints, temppoints[w]);
1487         }
1488 }
1489
1490 void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, matrix4x4_t *matrix, float r, float g, float b, float a)
1491 {
1492         texturelayer_t *layer;
1493         layer = t->currentlayers + t->currentnumlayers++;
1494         layer->type = type;
1495         layer->depthmask = depthmask;
1496         layer->blendfunc1 = blendfunc1;
1497         layer->blendfunc2 = blendfunc2;
1498         layer->texture = texture;
1499         layer->texmatrix = *matrix;
1500         layer->color[0] = r;
1501         layer->color[1] = g;
1502         layer->color[2] = b;
1503         layer->color[3] = a;
1504 }
1505
1506 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
1507 {
1508         // FIXME: identify models using a better check than ent->model->brush.shadowmesh
1509         //int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
1510         float currentalpha;
1511
1512         {
1513                 texture_t *texture = t;
1514                 model_t *model = ent->model;
1515                 int s = ent->skinnum;
1516                 if ((unsigned int)s >= (unsigned int)model->numskins)
1517                         s = 0;
1518                 if (model->skinscenes)
1519                 {
1520                         if (model->skinscenes[s].framecount > 1)
1521                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
1522                         else
1523                                 s = model->skinscenes[s].firstframe;
1524                 }
1525                 if (s > 0)
1526                         t = t + s * model->num_surfaces;
1527                 if (t->animated)
1528                         t = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0];
1529                 texture->currentframe = t;
1530         }
1531
1532         t->currentmaterialflags = t->basematerialflags;
1533         currentalpha = ent->alpha;
1534         if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
1535                 currentalpha *= r_wateralpha.value;
1536         if (!(ent->flags & RENDER_LIGHT))
1537                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
1538         if (ent->effects & EF_ADDITIVE)
1539                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT;
1540         else if (currentalpha < 1)
1541                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT;
1542         if (ent->effects & EF_NODEPTHTEST)
1543                 t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST;
1544         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
1545                 t->currenttexmatrix = r_waterscrollmatrix;
1546         else
1547                 t->currenttexmatrix = r_identitymatrix;
1548         t->currentnumlayers = 0;
1549         if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
1550         {
1551                 if (gl_lightmaps.integer)
1552                         R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, r_texture_white, &r_identitymatrix, 1, 1, 1, 1);
1553                 else if (t->currentmaterialflags & MATERIALFLAG_SKY)
1554                 {
1555                         // transparent sky would be ridiculous
1556                         if (!(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
1557                                 R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_SKY, r_texture_white, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], 1);
1558                 }
1559                 else
1560                 {
1561                         int blendfunc1, blendfunc2, depthmask;
1562                         if (t->currentmaterialflags & MATERIALFLAG_ADD)
1563                         {
1564                                 blendfunc1 = GL_SRC_ALPHA;
1565                                 blendfunc2 = GL_ONE;
1566                                 depthmask = false;
1567                         }
1568                         else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
1569                         {
1570                                 blendfunc1 = GL_SRC_ALPHA;
1571                                 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1572                                 depthmask = false;
1573                         }
1574                         else
1575                         {
1576                                 blendfunc1 = GL_ONE;
1577                                 blendfunc2 = GL_ZERO;
1578                                 depthmask = true;
1579                         }
1580                         if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
1581                         {
1582                                 rtexture_t *currentbasetexture;
1583                                 int layerflags = 0;
1584                                 if (fogenabled && (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
1585                                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
1586                                 currentbasetexture = (ent->colormap < 0 && t->skin.merged) ? t->skin.merged : t->skin.base;
1587                                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1588                                 {
1589                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], currentalpha);
1590                                         if (ent->colormap >= 0 && t->skin.pants)
1591                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2], currentalpha);
1592                                         if (ent->colormap >= 0 && t->skin.shirt)
1593                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2], currentalpha);
1594                                 }
1595                                 else
1596                                 {
1597                                         float colorscale;
1598                                         colorscale = 2;
1599                                         // q3bsp has no lightmap updates, so the lightstylevalue that
1600                                         // would normally be baked into the lightmaptexture must be
1601                                         // applied to the color
1602                                         if (ent->model->type == mod_brushq3)
1603                                                 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
1604                                         // transparent and fullbright are not affected by r_lightmapintensity
1605                                         if (!(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
1606                                                 colorscale *= r_lightmapintensity;
1607                                         if (r_textureunits.integer >= 2 && gl_combine.integer)
1608                                                 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_COMBINE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, currentalpha);
1609                                         else if ((t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) == 0)
1610                                                 R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale * 0.5f, ent->colormod[1] * colorscale * 0.5f, ent->colormod[2] * colorscale * 0.5f, currentalpha);
1611                                         else
1612                                                 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, currentalpha);
1613                                         if (r_ambient.value >= (1.0f/64.0f))
1614                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), currentalpha);
1615                                         if (ent->colormap >= 0 && t->skin.pants)
1616                                         {
1617                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * colorscale, ent->colormap_pantscolor[1] * colorscale, ent->colormap_pantscolor[2] * colorscale, currentalpha);
1618                                                 if (r_ambient.value >= (1.0f/64.0f))
1619                                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * r_ambient.value * (1.0f / 64.0f), currentalpha);
1620                                         }
1621                                         if (ent->colormap >= 0 && t->skin.shirt)
1622                                         {
1623                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * colorscale, ent->colormap_shirtcolor[1] * colorscale, ent->colormap_shirtcolor[2] * colorscale, currentalpha);
1624                                                 if (r_ambient.value >= (1.0f/64.0f))
1625                                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * r_ambient.value * (1.0f / 64.0f), currentalpha);
1626                                         }
1627                                 }
1628                                 if (t->skin.glow != NULL)
1629                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.glow, &t->currenttexmatrix, 1, 1, 1, currentalpha);
1630                                 if (fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
1631                                 {
1632                                         // if this is opaque use alpha blend which will darken the earlier
1633                                         // passes cheaply.
1634                                         //
1635                                         // if this is an alpha blended material, all the earlier passes
1636                                         // were darkened by fog already, so we only need to add the fog
1637                                         // color ontop through the fog mask texture
1638                                         //
1639                                         // if this is an additive blended material, all the earlier passes
1640                                         // were darkened by fog already, and we should not add fog color
1641                                         // (because the background was not darkened, there is no fog color
1642                                         // that was lost behind it).
1643                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha);
1644                                 }
1645                         }
1646                 }
1647         }
1648 }
1649
1650 void R_UpdateAllTextureInfo(entity_render_t *ent)
1651 {
1652         int i;
1653         if (ent->model)
1654                 for (i = 0;i < ent->model->num_textures;i++)
1655                         R_UpdateTextureInfo(ent, ent->model->data_textures + i);
1656 }
1657
1658 float *rsurface_vertex3f;
1659 float *rsurface_svector3f;
1660 float *rsurface_tvector3f;
1661 float *rsurface_normal3f;
1662 float *rsurface_lightmapcolor4f;
1663
1664 void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg)
1665 {
1666         int i, j;
1667         float center[3], forward[3], right[3], up[3], v[4][3];
1668         matrix4x4_t matrix1, imatrix1;
1669         if ((ent->frameblend[0].lerp != 1 || ent->frameblend[0].frame != 0) && (surface->groupmesh->data_morphvertex3f || surface->groupmesh->data_vertexboneweights))
1670         {
1671                 rsurface_vertex3f = varray_vertex3f;
1672                 rsurface_svector3f = NULL;
1673                 rsurface_tvector3f = NULL;
1674                 rsurface_normal3f = NULL;
1675                 Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, surface->groupmesh, rsurface_vertex3f);
1676         }
1677         else
1678         {
1679                 rsurface_vertex3f = surface->groupmesh->data_vertex3f;
1680                 rsurface_svector3f = surface->groupmesh->data_svector3f;
1681                 rsurface_tvector3f = surface->groupmesh->data_tvector3f;
1682                 rsurface_normal3f = surface->groupmesh->data_normal3f;
1683         }
1684         if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
1685         {
1686                 if (!rsurface_svector3f)
1687                 {
1688                         rsurface_svector3f = varray_svector3f;
1689                         rsurface_tvector3f = varray_tvector3f;
1690                         rsurface_normal3f = varray_normal3f;
1691                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1692                 }
1693                 // a single autosprite surface can contain multiple sprites...
1694                 VectorClear(forward);
1695                 VectorClear(right);
1696                 VectorSet(up, 0, 0, 1);
1697                 for (j = 0;j < surface->num_vertices - 3;j += 4)
1698                 {
1699                         VectorClear(center);
1700                         for (i = 0;i < 4;i++)
1701                                 VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
1702                         VectorScale(center, 0.25f, center);
1703                         // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
1704                         Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
1705                         Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
1706                         for (i = 0;i < 4;i++)
1707                                 Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
1708                         forward[0] = modelorg[0] - center[0];
1709                         forward[1] = modelorg[1] - center[1];
1710                         VectorNormalize(forward);
1711                         right[0] = forward[1];
1712                         right[1] = -forward[0];
1713                         for (i = 0;i < 4;i++)
1714                                 VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3);
1715                 }
1716                 rsurface_vertex3f = varray_vertex3f;
1717                 rsurface_svector3f = NULL;
1718                 rsurface_tvector3f = NULL;
1719                 rsurface_normal3f = NULL;
1720         }
1721         else if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE)
1722         {
1723                 if (!rsurface_svector3f)
1724                 {
1725                         rsurface_svector3f = varray_svector3f;
1726                         rsurface_tvector3f = varray_tvector3f;
1727                         rsurface_normal3f = varray_normal3f;
1728                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1729                 }
1730                 Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward);
1731                 Matrix4x4_Transform(&ent->inversematrix, r_viewright, right);
1732                 Matrix4x4_Transform(&ent->inversematrix, r_viewup, up);
1733                 // a single autosprite surface can contain multiple sprites...
1734                 for (j = 0;j < surface->num_vertices - 3;j += 4)
1735                 {
1736                         VectorClear(center);
1737                         for (i = 0;i < 4;i++)
1738                                 VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
1739                         VectorScale(center, 0.25f, center);
1740                         // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
1741                         Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
1742                         Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
1743                         for (i = 0;i < 4;i++)
1744                                 Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
1745                         for (i = 0;i < 4;i++)
1746                                 VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3);
1747                 }
1748                 rsurface_vertex3f = varray_vertex3f;
1749                 rsurface_svector3f = NULL;
1750                 rsurface_tvector3f = NULL;
1751                 rsurface_normal3f = NULL;
1752         }
1753         R_Mesh_VertexPointer(rsurface_vertex3f);
1754 }
1755
1756 void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
1757 {
1758         int i;
1759         float f;
1760         float *v, *c, *c2;
1761         if (lightmode >= 2)
1762         {
1763                 // model lighting
1764                 vec4_t ambientcolor4f;
1765                 vec3_t diffusecolor;
1766                 vec3_t diffusenormal;
1767                 if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, r*0.5f, g*0.5f, b*0.5f, a, false))
1768                 {
1769                         rsurface_lightmapcolor4f = varray_color4f;
1770                         if (rsurface_normal3f == NULL)
1771                         {
1772                                 rsurface_normal3f = varray_normal3f;
1773                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
1774                         }
1775                         R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, surface->groupmesh->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, rsurface_lightmapcolor4f + 4 * surface->num_firstvertex);
1776                         r = 1;
1777                         g = 1;
1778                         b = 1;
1779                         a = 1;
1780                         applycolor = false;
1781                 }
1782                 else
1783                 {
1784                         r = ambientcolor4f[0];
1785                         g = ambientcolor4f[1];
1786                         b = ambientcolor4f[2];
1787                         a = ambientcolor4f[3];
1788                         rsurface_lightmapcolor4f = NULL;
1789                 }
1790         }
1791         else if (lightmode >= 1)
1792         {
1793                 if (surface->lightmapinfo)
1794                 {
1795                         for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
1796                         {
1797                                 const unsigned char *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i];
1798                                 if (lm)
1799                                 {
1800                                         float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
1801                                         VectorScale(lm, scale, c);
1802                                         if (surface->lightmapinfo->styles[1] != 255)
1803                                         {
1804                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
1805                                                 lm += size3;
1806                                                 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
1807                                                 VectorMA(c, scale, lm, c);
1808                                                 if (surface->lightmapinfo->styles[2] != 255)
1809                                                 {
1810                                                         lm += size3;
1811                                                         scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
1812                                                         VectorMA(c, scale, lm, c);
1813                                                         if (surface->lightmapinfo->styles[3] != 255)
1814                                                         {
1815                                                                 lm += size3;
1816                                                                 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
1817                                                                 VectorMA(c, scale, lm, c);
1818                                                         }
1819                                                 }
1820                                         }
1821                                 }
1822                                 else
1823                                         VectorClear(c);
1824                         }
1825                         rsurface_lightmapcolor4f = varray_color4f;
1826                 }
1827                 else
1828                         rsurface_lightmapcolor4f = surface->groupmesh->data_lightmapcolor4f;
1829         }
1830         else
1831                 rsurface_lightmapcolor4f = NULL;
1832         if (applyfog)
1833         {
1834                 if (rsurface_lightmapcolor4f)
1835                 {
1836                         for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
1837                         {
1838                                 f = 1 - VERTEXFOGTABLE(VectorDistance(v, modelorg));
1839                                 c2[0] = c[0] * f;
1840                                 c2[1] = c[1] * f;
1841                                 c2[2] = c[2] * f;
1842                                 c2[3] = c[3];
1843                         }
1844                 }
1845                 else
1846                 {
1847                         for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
1848                         {
1849                                 f = 1 - VERTEXFOGTABLE(VectorDistance(v, modelorg));
1850                                 c2[0] = f;
1851                                 c2[1] = f;
1852                                 c2[2] = f;
1853                                 c2[3] = 1;
1854                         }
1855                 }
1856                 rsurface_lightmapcolor4f = varray_color4f;
1857         }
1858         if (applycolor && rsurface_lightmapcolor4f)
1859         {
1860                 for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
1861                 {
1862                         c2[0] = c[0] * r;
1863                         c2[1] = c[1] * g;
1864                         c2[2] = c[2] * b;
1865                         c2[3] = c[3] * a;
1866                 }
1867                 rsurface_lightmapcolor4f = varray_color4f;
1868         }
1869         R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
1870         GL_Color(r, g, b, a);
1871 }
1872
1873 static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
1874 {
1875         int texturesurfaceindex;
1876         int lightmode;
1877         const msurface_t *surface;
1878         qboolean applycolor;
1879         rmeshstate_t m;
1880         if (texture->currentmaterialflags & MATERIALFLAG_NODRAW)
1881                 return;
1882         renderstats.entities_surfaces += texturenumsurfaces;
1883         // FIXME: identify models using a better check than ent->model->brush.shadowmesh
1884         lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
1885         GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
1886         if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
1887                 qglDisable(GL_CULL_FACE);
1888         if (texture->currentnumlayers)
1889         {
1890                 int layerindex;
1891                 texturelayer_t *layer;
1892                 for (layerindex = 0, layer = texture->currentlayers;layerindex < texture->currentnumlayers;layerindex++, layer++)
1893                 {
1894                         vec4_t layercolor;
1895                         int layertexrgbscale;
1896                         GL_DepthMask(layer->depthmask);
1897                         GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
1898                         if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
1899                         {
1900                                 layertexrgbscale = 4;
1901                                 VectorScale(layer->color, 0.25f, layercolor);
1902                         }
1903                         else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
1904                         {
1905                                 layertexrgbscale = 2;
1906                                 VectorScale(layer->color, 0.5f, layercolor);
1907                         }
1908                         else
1909                         {
1910                                 layertexrgbscale = 1;
1911                                 VectorScale(layer->color, 1.0f, layercolor);
1912                         }
1913                         layercolor[3] = layer->color[3];
1914                         GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
1915                         applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
1916                         switch (layer->type)
1917                         {
1918                         case TEXTURELAYERTYPE_SKY:
1919                                 if (skyrendernow)
1920                                 {
1921                                         skyrendernow = false;
1922                                         if (skyrendermasked)
1923                                         {
1924                                                 R_Sky();
1925                                                 // restore entity matrix and GL_Color
1926                                                 R_Mesh_Matrix(&ent->matrix);
1927                                                 GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
1928                                         }
1929                                 }
1930                                 // LordHavoc: HalfLife maps have freaky skypolys...
1931                                 //if (!ent->model->brush.ishlbsp)
1932                                 {
1933                                         if (skyrendermasked)
1934                                         {
1935                                                 // depth-only (masking)
1936                                                 GL_ColorMask(0,0,0,0);
1937                                                 // just to make sure that braindead drivers don't draw anything
1938                                                 // despite that colormask...
1939                                                 GL_BlendFunc(GL_ZERO, GL_ONE);
1940                                         }
1941                                         else
1942                                         {
1943                                                 // fog sky
1944                                                 GL_BlendFunc(GL_ONE, GL_ZERO);
1945                                         }
1946                                         memset(&m, 0, sizeof(m));
1947                                         R_Mesh_State(&m);
1948                                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
1949                                         {
1950                                                 surface = texturesurfacelist[texturesurfaceindex];
1951                                                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1952                                                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1953                                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
1954                                                 GL_LockArrays(0, 0);
1955                                         }
1956                                         if (skyrendermasked)
1957                                                 GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
1958                                 }
1959                                 break;
1960                         case TEXTURELAYERTYPE_LITTEXTURE_COMBINE:
1961                                 memset(&m, 0, sizeof(m));
1962                                 m.tex[1] = R_GetTexture(layer->texture);
1963                                 m.texmatrix[1] = layer->texmatrix;
1964                                 m.texrgbscale[1] = layertexrgbscale;
1965                                 m.pointer_color = varray_color4f;
1966                                 R_Mesh_State(&m);
1967                                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
1968                                 {
1969                                         surface = texturesurfacelist[texturesurfaceindex];
1970                                         RSurf_SetVertexPointer(ent, texture, surface, modelorg);
1971                                         R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
1972                                         R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
1973                                         if (lightmode == 2)
1974                                         {
1975                                                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
1976                                                 RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
1977                                         }
1978                                         else if (surface->lightmaptexture)
1979                                         {
1980                                                 R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
1981                                                 RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
1982                                         }
1983                                         else
1984                                         {
1985                                                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
1986                                                 RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
1987                                         }
1988                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
1989                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
1990                                         GL_LockArrays(0, 0);
1991                                 }
1992                                 break;
1993                         case TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS:
1994                                 memset(&m, 0, sizeof(m));
1995                                 m.tex[0] = R_GetTexture(layer->texture);
1996                                 m.texmatrix[0] = layer->texmatrix;
1997                                 m.pointer_color = varray_color4f;
1998                                 m.texrgbscale[0] = layertexrgbscale;
1999                                 R_Mesh_State(&m);
2000                                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2001                                 {
2002                                         surface = texturesurfacelist[texturesurfaceindex];
2003                                         RSurf_SetVertexPointer(ent, texture, surface, modelorg);
2004                                         R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
2005                                         if (lightmode == 2)
2006                                         {
2007                                                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
2008                                                 RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, 2, false, false);
2009                                         }
2010                                         else if (surface->lightmaptexture)
2011                                         {
2012                                                 R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
2013                                                 R_Mesh_ColorPointer(NULL);
2014                                         }
2015                                         else
2016                                         {
2017                                                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
2018                                                 RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, 1, false, false);
2019                                         }
2020                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2021                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
2022                                         GL_LockArrays(0, 0);
2023                                 }
2024                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2025                                 memset(&m, 0, sizeof(m));
2026                                 m.tex[0] = R_GetTexture(layer->texture);
2027                                 m.texmatrix[0] = layer->texmatrix;
2028                                 m.pointer_color = varray_color4f;
2029                                 m.texrgbscale[0] = layertexrgbscale;
2030                                 R_Mesh_State(&m);
2031                                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2032                                 {
2033                                         surface = texturesurfacelist[texturesurfaceindex];
2034                                         RSurf_SetVertexPointer(ent, texture, surface, modelorg);
2035                                         R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2036                                         RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
2037                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2038                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
2039                                         GL_LockArrays(0, 0);
2040                                 }
2041                                 break;
2042                         case TEXTURELAYERTYPE_LITTEXTURE_VERTEX:
2043                                 memset(&m, 0, sizeof(m));
2044                                 m.tex[0] = R_GetTexture(layer->texture);
2045                                 m.texmatrix[0] = layer->texmatrix;
2046                                 m.texrgbscale[0] = layertexrgbscale;
2047                                 m.pointer_color = varray_color4f;
2048                                 R_Mesh_State(&m);
2049                                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2050                                 {
2051                                         surface = texturesurfacelist[texturesurfaceindex];
2052                                         RSurf_SetVertexPointer(ent, texture, surface, modelorg);
2053                                         R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2054                                         RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode ? lightmode : 1, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
2055                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2056                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
2057                                         GL_LockArrays(0, 0);
2058                                 }
2059                                 break;
2060                         case TEXTURELAYERTYPE_TEXTURE:
2061                                 memset(&m, 0, sizeof(m));
2062                                 m.tex[0] = R_GetTexture(layer->texture);
2063                                 m.texmatrix[0] = layer->texmatrix;
2064                                 m.pointer_color = varray_color4f;
2065                                 m.texrgbscale[0] = layertexrgbscale;
2066                                 R_Mesh_State(&m);
2067                                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2068                                 {
2069                                         surface = texturesurfacelist[texturesurfaceindex];
2070                                         RSurf_SetVertexPointer(ent, texture, surface, modelorg);
2071                                         R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2072                                         RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
2073                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2074                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
2075                                         GL_LockArrays(0, 0);
2076                                 }
2077                                 break;
2078                         case TEXTURELAYERTYPE_FOG:
2079                                 memset(&m, 0, sizeof(m));
2080                                 if (layer->texture)
2081                                 {
2082                                         m.tex[0] = R_GetTexture(layer->texture);
2083                                         m.texmatrix[0] = layer->texmatrix;
2084                                 }
2085                                 R_Mesh_State(&m);
2086                                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2087                                 {
2088                                         int i;
2089                                         float f, *v, *c;
2090                                         surface = texturesurfacelist[texturesurfaceindex];
2091                                         RSurf_SetVertexPointer(ent, texture, surface, modelorg);
2092                                         if (layer->texture)
2093                                                 R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
2094                                         R_Mesh_ColorPointer(varray_color4f);
2095                                         for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
2096                                         {
2097                                                 f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
2098                                                 c[0] = layercolor[0];
2099                                                 c[1] = layercolor[1];
2100                                                 c[2] = layercolor[2];
2101                                                 c[3] = f * layercolor[3];
2102                                         }
2103                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2104                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
2105                                         GL_LockArrays(0, 0);
2106                                 }
2107                                 break;
2108                         default:
2109                                 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
2110                         }
2111                         // if trying to do overbright on first pass of an opaque surface
2112                         // when combine is not supported, brighten as a post process
2113                         if (layertexrgbscale > 1 && !gl_combine.integer && layer->depthmask)
2114                         {
2115                                 int scale;
2116                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2117                                 GL_Color(1, 1, 1, 1);
2118                                 memset(&m, 0, sizeof(m));
2119                                 R_Mesh_State(&m);
2120                                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2121                                 {
2122                                         surface = texturesurfacelist[texturesurfaceindex];
2123                                         RSurf_SetVertexPointer(ent, texture, surface, modelorg);
2124                                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2125                                         for (scale = 1;scale < layertexrgbscale;scale <<= 1)
2126                                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
2127                                         GL_LockArrays(0, 0);
2128                                 }
2129                         }
2130                 }
2131                 if (r_shownormals.integer && !r_showtrispass)
2132                 {
2133                         int j, k;
2134                         float v[3];
2135                         GL_DepthTest(true);
2136                         GL_DepthMask(texture->currentlayers->depthmask);
2137                         GL_BlendFunc(texture->currentlayers->blendfunc1, texture->currentlayers->blendfunc2);
2138                         memset(&m, 0, sizeof(m));
2139                         R_Mesh_State(&m);
2140                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2141                         {
2142                                 surface = texturesurfacelist[texturesurfaceindex];
2143                                 RSurf_SetVertexPointer(ent, texture, surface, modelorg);
2144                                 if (!rsurface_svector3f)
2145                                 {
2146                                         rsurface_svector3f = varray_svector3f;
2147                                         rsurface_tvector3f = varray_tvector3f;
2148                                         rsurface_normal3f = varray_normal3f;
2149                                         Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
2150                                 }
2151                                 GL_Color(1, 0, 0, 1);
2152                                 qglBegin(GL_LINES);
2153                                 for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
2154                                 {
2155                                         VectorCopy(rsurface_vertex3f + k * 3, v);
2156                                         qglVertex3f(v[0], v[1], v[2]);
2157                                         VectorMA(v, 8, rsurface_svector3f + k * 3, v);
2158                                         qglVertex3f(v[0], v[1], v[2]);
2159                                 }
2160                                 GL_Color(0, 0, 1, 1);
2161                                 for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
2162                                 {
2163                                         VectorCopy(rsurface_vertex3f + k * 3, v);
2164                                         qglVertex3f(v[0], v[1], v[2]);
2165                                         VectorMA(v, 8, rsurface_tvector3f + k * 3, v);
2166                                         qglVertex3f(v[0], v[1], v[2]);
2167                                 }
2168                                 GL_Color(0, 1, 0, 1);
2169                                 for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
2170                                 {
2171                                         VectorCopy(rsurface_vertex3f + k * 3, v);
2172                                         qglVertex3f(v[0], v[1], v[2]);
2173                                         VectorMA(v, 8, rsurface_normal3f + k * 3, v);
2174                                         qglVertex3f(v[0], v[1], v[2]);
2175                                 }
2176                                 qglEnd();
2177                         }
2178                 }
2179         }
2180         if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2181                 qglEnable(GL_CULL_FACE);
2182 }
2183
2184 static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
2185 {
2186         const entity_render_t *ent = (entity_render_t *)calldata1;
2187         const msurface_t *surface = ent->model->data_surfaces + calldata2;
2188         vec3_t modelorg;
2189         texture_t *texture;
2190
2191         texture = surface->texture;
2192         if (texture->basematerialflags & MATERIALFLAG_SKY)
2193                 return; // transparent sky is too difficult
2194         R_UpdateTextureInfo(ent, texture);
2195
2196         R_Mesh_Matrix(&ent->matrix);
2197         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2198         R_DrawTextureSurfaceList(ent, texture->currentframe, 1, &surface, modelorg);
2199 }
2200
2201 void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
2202 {
2203         int texturesurfaceindex;
2204         const msurface_t *surface;
2205         vec3_t tempcenter, center;
2206         if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
2207         {
2208                 // drawing sky transparently would be too difficult
2209                 if (!(texture->currentmaterialflags & MATERIALFLAG_SKY))
2210                 {
2211                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2212                         {
2213                                 surface = texturesurfacelist[texturesurfaceindex];
2214                                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
2215                                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
2216                                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
2217                                 Matrix4x4_Transform(&ent->matrix, tempcenter, center);
2218                                 R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->data_surfaces);
2219                         }
2220                 }
2221         }
2222         else
2223                 R_DrawTextureSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg);
2224 }
2225
2226 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
2227 void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
2228 {
2229         int i, j, f, flagsmask;
2230         int counttriangles = 0;
2231         msurface_t *surface, **surfacechain;
2232         texture_t *t, *texture;
2233         model_t *model = ent->model;
2234         vec3_t modelorg;
2235         const int maxsurfacelist = 1024;
2236         int numsurfacelist = 0;
2237         const msurface_t *surfacelist[1024];
2238         if (model == NULL)
2239                 return;
2240         R_Mesh_Matrix(&ent->matrix);
2241         Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
2242
2243         // update light styles
2244         if (!skysurfaces && model->brushq1.light_styleupdatechains)
2245         {
2246                 for (i = 0;i < model->brushq1.light_styles;i++)
2247                 {
2248                         if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
2249                         {
2250                                 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
2251                                 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
2252                                         for (;(surface = *surfacechain);surfacechain++)
2253                                                 surface->cached_dlight = true;
2254                         }
2255                 }
2256         }
2257
2258         R_UpdateAllTextureInfo(ent);
2259         flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
2260         f = 0;
2261         t = NULL;
2262         texture = NULL;
2263         numsurfacelist = 0;
2264         if (ent == r_refdef.worldentity)
2265         {
2266                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
2267                 {
2268                         if (!r_worldsurfacevisible[j])
2269                                 continue;
2270                         if (t != surface->texture)
2271                         {
2272                                 if (numsurfacelist)
2273                                 {
2274                                         R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
2275                                         numsurfacelist = 0;
2276                                 }
2277                                 t = surface->texture;
2278                                 texture = t->currentframe;
2279                                 f = texture->currentmaterialflags & flagsmask;
2280                         }
2281                         if (f && surface->num_triangles)
2282                         {
2283                                 // if lightmap parameters changed, rebuild lightmap texture
2284                                 if (surface->cached_dlight && surface->lightmapinfo->samples)
2285                                         R_BuildLightMap(ent, surface);
2286                                 // add face to draw list
2287                                 surfacelist[numsurfacelist++] = surface;
2288                                 counttriangles += surface->num_triangles;
2289                                 if (numsurfacelist >= maxsurfacelist)
2290                                 {
2291                                         R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
2292                                         numsurfacelist = 0;
2293                                 }
2294                         }
2295                 }
2296         }
2297         else
2298         {
2299                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
2300                 {
2301                         if (t != surface->texture)
2302                         {
2303                                 if (numsurfacelist)
2304                                 {
2305                                         R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
2306                                         numsurfacelist = 0;
2307                                 }
2308                                 t = surface->texture;
2309                                 texture = t->currentframe;
2310                                 f = texture->currentmaterialflags & flagsmask;
2311                         }
2312                         if (f && surface->num_triangles)
2313                         {
2314                                 // if lightmap parameters changed, rebuild lightmap texture
2315                                 if (surface->cached_dlight && surface->lightmapinfo->samples)
2316                                         R_BuildLightMap(ent, surface);
2317                                 // add face to draw list
2318                                 surfacelist[numsurfacelist++] = surface;
2319                                 counttriangles += surface->num_triangles;
2320                                 if (numsurfacelist >= maxsurfacelist)
2321                                 {
2322                                         R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
2323                                         numsurfacelist = 0;
2324                                 }
2325                         }
2326                 }
2327         }
2328         if (numsurfacelist)
2329                 R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
2330         if (!r_showtrispass)
2331                 renderstats.entities_triangles += counttriangles;
2332 }
2333