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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "r_shadow.h"
24 #include "polygon.h"
25 #include "image.h"
26
27 mempool_t *r_main_mempool;
28 rtexturepool_t *r_main_texturepool;
29
30 //
31 // screen size info
32 //
33 r_refdef_t r_refdef;
34 r_view_t r_view;
35 r_viewcache_t r_viewcache;
36
37 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
40 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
47 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
48 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
66
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
74
75 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
76
77 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
78 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
79 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
80 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
81 cvar_t r_glsl_water = {CVAR_SAVE, "r_glsl_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
82 cvar_t r_glsl_water_clippingplanebias = {CVAR_SAVE, "r_glsl_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
83 cvar_t r_glsl_water_resolutionmultiplier = {CVAR_SAVE, "r_glsl_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
84 cvar_t r_glsl_water_refractdistort = {CVAR_SAVE, "r_glsl_water_refractdistort", "0.01", "how much water refractions shimmer"};
85 cvar_t r_glsl_water_reflectdistort = {CVAR_SAVE, "r_glsl_water_reflectdistort", "0.01", "how much water reflections shimmer"};
86 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
87 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
88
89 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
90 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
91 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
92
93 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
94 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
95 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
96 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
97 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
98 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
99 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
100
101 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
102 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
103 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
104 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
105
106 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
107
108 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
109
110 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
111
112 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
113 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
114
115 extern qboolean v_flipped_state;
116
117 typedef struct r_glsl_bloomshader_s
118 {
119         int program;
120         int loc_Texture_Bloom;
121 }
122 r_glsl_bloomshader_t;
123
124 static struct r_bloomstate_s
125 {
126         qboolean enabled;
127         qboolean hdr;
128
129         int bloomwidth, bloomheight;
130
131         int screentexturewidth, screentextureheight;
132         rtexture_t *texture_screen;
133
134         int bloomtexturewidth, bloomtextureheight;
135         rtexture_t *texture_bloom;
136
137         r_glsl_bloomshader_t *shader;
138
139         // arrays for rendering the screen passes
140         float screentexcoord2f[8];
141         float bloomtexcoord2f[8];
142         float offsettexcoord2f[8];
143 }
144 r_bloomstate;
145
146 typedef struct r_waterstate_waterplane_s
147 {
148         rtexture_t *texture_refraction;
149         rtexture_t *texture_reflection;
150         mplane_t plane;
151         int materialflags; // combined flags of all water surfaces on this plane
152         unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
153         qboolean pvsvalid;
154 }
155 r_waterstate_waterplane_t;
156
157 #define MAX_WATERPLANES 16
158
159 static struct r_waterstate_s
160 {
161         qboolean enabled;
162
163         qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
164
165         int waterwidth, waterheight;
166         int texturewidth, textureheight;
167
168         int maxwaterplanes; // same as MAX_WATERPLANES
169         int numwaterplanes;
170         r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
171
172         float screenscale[2];
173         float screencenter[2];
174 }
175 r_waterstate;
176
177 // shadow volume bsp struct with automatically growing nodes buffer
178 svbsp_t r_svbsp;
179
180 rtexture_t *r_texture_blanknormalmap;
181 rtexture_t *r_texture_white;
182 rtexture_t *r_texture_grey128;
183 rtexture_t *r_texture_black;
184 rtexture_t *r_texture_notexture;
185 rtexture_t *r_texture_whitecube;
186 rtexture_t *r_texture_normalizationcube;
187 rtexture_t *r_texture_fogattenuation;
188 //rtexture_t *r_texture_fogintensity;
189
190 // information about each possible shader permutation
191 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
192 // currently selected permutation
193 r_glsl_permutation_t *r_glsl_permutation;
194
195 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
196 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
197
198 // vertex coordinates for a quad that covers the screen exactly
199 const static float r_screenvertex3f[12] =
200 {
201         0, 0, 0,
202         1, 0, 0,
203         1, 1, 0,
204         0, 1, 0
205 };
206
207 extern void R_DrawModelShadows(void);
208
209 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
210 {
211         int i;
212         for (i = 0;i < verts;i++)
213         {
214                 out[0] = in[0] * r;
215                 out[1] = in[1] * g;
216                 out[2] = in[2] * b;
217                 out[3] = in[3];
218                 in += 4;
219                 out += 4;
220         }
221 }
222
223 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
224 {
225         int i;
226         for (i = 0;i < verts;i++)
227         {
228                 out[0] = r;
229                 out[1] = g;
230                 out[2] = b;
231                 out[3] = a;
232                 out += 4;
233         }
234 }
235
236 // FIXME: move this to client?
237 void FOG_clear(void)
238 {
239         if (gamemode == GAME_NEHAHRA)
240         {
241                 Cvar_Set("gl_fogenable", "0");
242                 Cvar_Set("gl_fogdensity", "0.2");
243                 Cvar_Set("gl_fogred", "0.3");
244                 Cvar_Set("gl_foggreen", "0.3");
245                 Cvar_Set("gl_fogblue", "0.3");
246         }
247         r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
248 }
249
250 float FogPoint_World(const vec3_t p)
251 {
252         int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
253         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
254 }
255
256 float FogPoint_Model(const vec3_t p)
257 {
258         int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
259         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
260 }
261
262 static void R_BuildBlankTextures(void)
263 {
264         unsigned char data[4];
265         data[0] = 128; // normal X
266         data[1] = 128; // normal Y
267         data[2] = 255; // normal Z
268         data[3] = 128; // height
269         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
270         data[0] = 255;
271         data[1] = 255;
272         data[2] = 255;
273         data[3] = 255;
274         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
275         data[0] = 128;
276         data[1] = 128;
277         data[2] = 128;
278         data[3] = 255;
279         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
280         data[0] = 0;
281         data[1] = 0;
282         data[2] = 0;
283         data[3] = 255;
284         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
285 }
286
287 static void R_BuildNoTexture(void)
288 {
289         int x, y;
290         unsigned char pix[16][16][4];
291         // this makes a light grey/dark grey checkerboard texture
292         for (y = 0;y < 16;y++)
293         {
294                 for (x = 0;x < 16;x++)
295                 {
296                         if ((y < 8) ^ (x < 8))
297                         {
298                                 pix[y][x][0] = 128;
299                                 pix[y][x][1] = 128;
300                                 pix[y][x][2] = 128;
301                                 pix[y][x][3] = 255;
302                         }
303                         else
304                         {
305                                 pix[y][x][0] = 64;
306                                 pix[y][x][1] = 64;
307                                 pix[y][x][2] = 64;
308                                 pix[y][x][3] = 255;
309                         }
310                 }
311         }
312         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
313 }
314
315 static void R_BuildWhiteCube(void)
316 {
317         unsigned char data[6*1*1*4];
318         data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
319         data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
320         data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
321         data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
322         data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
323         data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
324         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
325 }
326
327 static void R_BuildNormalizationCube(void)
328 {
329         int x, y, side;
330         vec3_t v;
331         vec_t s, t, intensity;
332 #define NORMSIZE 64
333         unsigned char data[6][NORMSIZE][NORMSIZE][4];
334         for (side = 0;side < 6;side++)
335         {
336                 for (y = 0;y < NORMSIZE;y++)
337                 {
338                         for (x = 0;x < NORMSIZE;x++)
339                         {
340                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
341                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
342                                 switch(side)
343                                 {
344                                 default:
345                                 case 0:
346                                         v[0] = 1;
347                                         v[1] = -t;
348                                         v[2] = -s;
349                                         break;
350                                 case 1:
351                                         v[0] = -1;
352                                         v[1] = -t;
353                                         v[2] = s;
354                                         break;
355                                 case 2:
356                                         v[0] = s;
357                                         v[1] = 1;
358                                         v[2] = t;
359                                         break;
360                                 case 3:
361                                         v[0] = s;
362                                         v[1] = -1;
363                                         v[2] = -t;
364                                         break;
365                                 case 4:
366                                         v[0] = s;
367                                         v[1] = -t;
368                                         v[2] = 1;
369                                         break;
370                                 case 5:
371                                         v[0] = -s;
372                                         v[1] = -t;
373                                         v[2] = -1;
374                                         break;
375                                 }
376                                 intensity = 127.0f / sqrt(DotProduct(v, v));
377                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
378                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
379                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
380                                 data[side][y][x][3] = 255;
381                         }
382                 }
383         }
384         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
385 }
386
387 static void R_BuildFogTexture(void)
388 {
389         int x, b;
390 #define FOGWIDTH 64
391         unsigned char data1[FOGWIDTH][4];
392         //unsigned char data2[FOGWIDTH][4];
393         for (x = 0;x < FOGWIDTH;x++)
394         {
395                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
396                 data1[x][0] = b;
397                 data1[x][1] = b;
398                 data1[x][2] = b;
399                 data1[x][3] = 255;
400                 //data2[x][0] = 255 - b;
401                 //data2[x][1] = 255 - b;
402                 //data2[x][2] = 255 - b;
403                 //data2[x][3] = 255;
404         }
405         r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
406         //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
407 }
408
409 static const char *builtinshaderstring =
410 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
411 "// written by Forest 'LordHavoc' Hale\n"
412 "\n"
413 "// common definitions between vertex shader and fragment shader:\n"
414 "\n"
415 "#ifdef __GLSL_CG_DATA_TYPES\n"
416 "# define myhalf half\n"
417 "# define myhvec2 hvec2\n"
418 "# define myhvec3 hvec3\n"
419 "# define myhvec4 hvec4\n"
420 "#else\n"
421 "# define myhalf float\n"
422 "# define myhvec2 vec2\n"
423 "# define myhvec3 vec3\n"
424 "# define myhvec4 vec4\n"
425 "#endif\n"
426 "\n"
427 "varying vec2 TexCoord;\n"
428 "varying vec2 TexCoordLightmap;\n"
429 "\n"
430 "//#ifdef MODE_LIGHTSOURCE\n"
431 "varying vec3 CubeVector;\n"
432 "//#endif\n"
433 "\n"
434 "//#ifdef MODE_LIGHTSOURCE\n"
435 "varying vec3 LightVector;\n"
436 "//#else\n"
437 "//# ifdef MODE_LIGHTDIRECTION\n"
438 "//varying vec3 LightVector;\n"
439 "//# endif\n"
440 "//#endif\n"
441 "\n"
442 "varying vec3 EyeVector;\n"
443 "//#ifdef USEFOG\n"
444 "varying vec3 EyeVectorModelSpace;\n"
445 "//#endif\n"
446 "\n"
447 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
448 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
449 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
450 "\n"
451 "//#ifdef USEWATER\n"
452 "varying vec4 ModelViewProjectionPosition;\n"
453 "//#else\n"
454 "//# ifdef USEREFLECTION\n"
455 "//varying vec4 ModelViewProjectionPosition;\n"
456 "//# endif\n"
457 "//#endif\n"
458 "\n"
459 "\n"
460 "\n"
461 "\n"
462 "\n"
463 "// vertex shader specific:\n"
464 "#ifdef VERTEX_SHADER\n"
465 "\n"
466 "uniform vec3 LightPosition;\n"
467 "uniform vec3 EyePosition;\n"
468 "uniform vec3 LightDir;\n"
469 "\n"
470 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
471 "\n"
472 "void main(void)\n"
473 "{\n"
474 "       gl_FrontColor = gl_Color;\n"
475 "       // copy the surface texcoord\n"
476 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
477 "#ifndef MODE_LIGHTSOURCE\n"
478 "# ifndef MODE_LIGHTDIRECTION\n"
479 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
480 "# endif\n"
481 "#endif\n"
482 "\n"
483 "#ifdef MODE_LIGHTSOURCE\n"
484 "       // transform vertex position into light attenuation/cubemap space\n"
485 "       // (-1 to +1 across the light box)\n"
486 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
487 "\n"
488 "       // transform unnormalized light direction into tangent space\n"
489 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
490 "       //  normalize it per pixel)\n"
491 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
492 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
493 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
494 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
495 "#endif\n"
496 "\n"
497 "#ifdef MODE_LIGHTDIRECTION\n"
498 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
499 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
500 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
501 "#endif\n"
502 "\n"
503 "       // transform unnormalized eye direction into tangent space\n"
504 "#ifndef USEFOG\n"
505 "       vec3 EyeVectorModelSpace;\n"
506 "#endif\n"
507 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
508 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
509 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
510 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
511 "\n"
512 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
513 "       VectorS = gl_MultiTexCoord1.xyz;\n"
514 "       VectorT = gl_MultiTexCoord2.xyz;\n"
515 "       VectorR = gl_MultiTexCoord3.xyz;\n"
516 "#endif\n"
517 "\n"
518 "//#if defined(USEWATER) || defined(USEREFLECTION)\n"
519 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
520 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
521 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
522 "//#endif\n"
523 "\n"
524 "// transform vertex to camera space, using ftransform to match non-VS\n"
525 "       // rendering\n"
526 "       gl_Position = ftransform();\n"
527 "\n"
528 "#ifdef USEWATER\n"
529 "       ModelViewProjectionPosition = gl_Position;\n"
530 "#else\n"
531 "# ifdef USEREFLECTION\n"
532 "       ModelViewProjectionPosition = gl_Position;\n"
533 "# endif\n"
534 "#endif\n"
535 "}\n"
536 "\n"
537 "#endif // VERTEX_SHADER\n"
538 "\n"
539 "\n"
540 "\n"
541 "\n"
542 "// fragment shader specific:\n"
543 "#ifdef FRAGMENT_SHADER\n"
544 "\n"
545 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
546 "uniform sampler2D Texture_Normal;\n"
547 "uniform sampler2D Texture_Color;\n"
548 "uniform sampler2D Texture_Gloss;\n"
549 "uniform samplerCube Texture_Cube;\n"
550 "uniform sampler2D Texture_Attenuation;\n"
551 "uniform sampler2D Texture_FogMask;\n"
552 "uniform sampler2D Texture_Pants;\n"
553 "uniform sampler2D Texture_Shirt;\n"
554 "uniform sampler2D Texture_Lightmap;\n"
555 "uniform sampler2D Texture_Deluxemap;\n"
556 "uniform sampler2D Texture_Glow;\n"
557 "uniform sampler2D Texture_Reflection;\n"
558 "uniform sampler2D Texture_Refraction;\n"
559 "\n"
560 "uniform myhvec3 LightColor;\n"
561 "uniform myhvec3 AmbientColor;\n"
562 "uniform myhvec3 DiffuseColor;\n"
563 "uniform myhvec3 SpecularColor;\n"
564 "uniform myhvec3 Color_Pants;\n"
565 "uniform myhvec3 Color_Shirt;\n"
566 "uniform myhvec3 FogColor;\n"
567 "\n"
568 "//#ifdef USEWATER\n"
569 "uniform vec4 DistortScaleRefractReflect;\n"
570 "uniform vec4 ScreenScaleRefractReflect;\n"
571 "uniform vec4 ScreenCenterRefractReflect;\n"
572 "uniform myhvec3 RefractColor;\n"
573 "uniform myhvec3 ReflectColor;\n"
574 "uniform myhalf ReflectFactor;\n"
575 "uniform myhalf ReflectOffset;\n"
576 "//#else\n"
577 "//# ifdef USEREFLECTION\n"
578 "//uniform vec4 DistortScaleRefractReflect;\n"
579 "//uniform vec4 ScreenScaleRefractReflect;\n"
580 "//uniform vec4 ScreenCenterRefractReflect;\n"
581 "//uniform myhvec3 ReflectColor;\n"
582 "//# endif\n"
583 "//#endif\n"
584 "\n"
585 "uniform myhalf GlowScale;\n"
586 "uniform myhalf SceneBrightness;\n"
587 "#ifdef USECONTRASTBOOST\n"
588 "uniform myhalf ContrastBoostCoeff;\n"
589 "#endif\n"
590 "\n"
591 "uniform float OffsetMapping_Scale;\n"
592 "uniform float OffsetMapping_Bias;\n"
593 "uniform float FogRangeRecip;\n"
594 "\n"
595 "uniform myhalf AmbientScale;\n"
596 "uniform myhalf DiffuseScale;\n"
597 "uniform myhalf SpecularScale;\n"
598 "uniform myhalf SpecularPower;\n"
599 "\n"
600 "#ifdef USEOFFSETMAPPING\n"
601 "vec2 OffsetMapping(vec2 TexCoord)\n"
602 "{\n"
603 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
604 "       // 14 sample relief mapping: linear search and then binary search\n"
605 "       // this basically steps forward a small amount repeatedly until it finds\n"
606 "       // itself inside solid, then jitters forward and back using decreasing\n"
607 "       // amounts to find the impact\n"
608 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
609 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
610 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
611 "       vec3 RT = vec3(TexCoord, 1);\n"
612 "       OffsetVector *= 0.1;\n"
613 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
614 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
615 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
616 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
617 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
618 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
619 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
620 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
621 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
622 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
623 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
624 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
625 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
626 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
627 "       return RT.xy;\n"
628 "#else\n"
629 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
630 "       // this basically moves forward the full distance, and then backs up based\n"
631 "       // on height of samples\n"
632 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
633 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
634 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
635 "       TexCoord += OffsetVector;\n"
636 "       OffsetVector *= 0.333;\n"
637 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
638 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
639 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
640 "       return TexCoord;\n"
641 "#endif\n"
642 "}\n"
643 "#endif\n"
644 "\n"
645 "void main(void)\n"
646 "{\n"
647 "#ifdef USEOFFSETMAPPING\n"
648 "       // apply offsetmapping\n"
649 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
650 "#define TexCoord TexCoordOffset\n"
651 "#endif\n"
652 "\n"
653 "       // combine the diffuse textures (base, pants, shirt)\n"
654 "       myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
655 "#ifdef USECOLORMAPPING\n"
656 "       color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
657 "#endif\n"
658 "\n"
659 "\n"
660 "\n"
661 "\n"
662 "#ifdef MODE_LIGHTSOURCE\n"
663 "       // light source\n"
664 "\n"
665 "       // calculate surface normal, light normal, and specular normal\n"
666 "       // compute color intensity for the two textures (colormap and glossmap)\n"
667 "       // scale by light color and attenuation as efficiently as possible\n"
668 "       // (do as much scalar math as possible rather than vector math)\n"
669 "# ifdef USESPECULAR\n"
670 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
671 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
672 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
673 "\n"
674 "       // calculate directional shading\n"
675 "       color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
676 "# else\n"
677 "#  ifdef USEDIFFUSE\n"
678 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
679 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
680 "\n"
681 "       // calculate directional shading\n"
682 "       color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
683 "#  else\n"
684 "       // calculate directionless shading\n"
685 "       color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
686 "#  endif\n"
687 "# endif\n"
688 "\n"
689 "# ifdef USECUBEFILTER\n"
690 "       // apply light cubemap filter\n"
691 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
692 "       color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
693 "# endif\n"
694 "       color *= myhvec4(gl_Color);\n"
695 "#endif // MODE_LIGHTSOURCE\n"
696 "\n"
697 "\n"
698 "\n"
699 "\n"
700 "#ifdef MODE_LIGHTDIRECTION\n"
701 "       // directional model lighting\n"
702 "\n"
703 "       // get the surface normal and light normal\n"
704 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
705 "       myhvec3 diffusenormal = myhvec3(LightVector);\n"
706 "\n"
707 "       // calculate directional shading\n"
708 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
709 "# ifdef USESPECULAR\n"
710 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
711 "       color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
712 "# endif\n"
713 "       color *= myhvec4(gl_Color);\n"
714 "#endif // MODE_LIGHTDIRECTION\n"
715 "\n"
716 "\n"
717 "\n"
718 "\n"
719 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
720 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
721 "\n"
722 "       // get the surface normal and light normal\n"
723 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
724 "\n"
725 "       myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
726 "       myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
727 "       // calculate directional shading\n"
728 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
729 "# ifdef USESPECULAR\n"
730 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
731 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
732 "# endif\n"
733 "\n"
734 "       // apply lightmap color\n"
735 "       color.rgb = myhvec4(tempcolor,1) * myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) + myhvec4(color.rgb * AmbientScale, 0);\n"
736 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
737 "\n"
738 "\n"
739 "\n"
740 "\n"
741 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
742 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
743 "\n"
744 "       // get the surface normal and light normal\n"
745 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
746 "\n"
747 "       myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
748 "       // calculate directional shading\n"
749 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
750 "# ifdef USESPECULAR\n"
751 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
752 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
753 "# endif\n"
754 "\n"
755 "       // apply lightmap color\n"
756 "       color = myhvec4(tempcolor, 1) * myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) + myhvec4(color.rgb * AmbientScale, 0);\n"
757 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
758 "\n"
759 "\n"
760 "\n"
761 "\n"
762 "#ifdef MODE_LIGHTMAP\n"
763 "       // apply lightmap color\n"
764 "       color *= myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) * myhvec4(myhvec3(DiffuseScale), 1) + myhvec4(myhvec3(AmbientScale), 0);\n"
765 "#endif // MODE_LIGHTMAP\n"
766 "\n"
767 "\n"
768 "\n"
769 "\n"
770 "\n"
771 "\n"
772 "\n"
773 "\n"
774 "#ifdef MODE_LIGHTSOURCE\n"
775 "# ifdef USEWATER\n"
776 "       color.rgb *= color.a;\n"
777 "# endif\n"
778 "#else\n"
779 "# ifdef USEWATER\n"
780 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
781 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
782 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
783 "       myhalf Fresnel = myhalf(pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0)) * ReflectFactor + ReflectOffset;\n"
784 "       color.rgb = mix(mix(myhvec3(texture2D(Texture_Refraction, ScreenTexCoord.xy)) * RefractColor, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor, Fresnel), color.rgb, color.a);\n"
785 "# else\n"
786 "#  ifdef USEREFLECTION\n"
787 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
788 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
789 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
790 "       color.rgb += myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor;\n"
791 "#  endif\n"
792 "# endif\n"
793 "#endif\n"
794 "\n"
795 "#ifdef USEGLOW\n"
796 "       color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
797 "#endif\n"
798 "\n"
799 "#ifdef USEFOG\n"
800 "       // apply fog\n"
801 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
802 "#endif\n"
803 "\n"
804 "#ifdef USECONTRASTBOOST\n"
805 "       color.rgb = color.rgb * SceneBrightness / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
806 "#else\n"
807 "       color.rgb *= SceneBrightness;\n"
808 "#endif\n"
809 "\n"
810 "       gl_FragColor = vec4(color);\n"
811 "}\n"
812 "\n"
813 "#endif // FRAGMENT_SHADER\n"
814 ;
815
816 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
817 const char *permutationinfo[][2] =
818 {
819         {"#define MODE_LIGHTMAP\n", " lightmap"},
820         {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
821         {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
822         {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
823         {"#define MODE_LIGHTSOURCE\n", " lightsource"},
824         {"#define USEWATER\n", " water"},
825         {"#define USEREFLECTION\n", " reflection"},
826         {"#define USEGLOW\n", " glow"},
827         {"#define USEFOG\n", " fog"},
828         {"#define USECOLORMAPPING\n", " colormapping"},
829         {"#define USEDIFFUSE\n", " diffuse"},
830         {"#define USECONTRASTBOOST\n", " contrastboost"},
831         {"#define USESPECULAR\n", " specular"},
832         {"#define USECUBEFILTER\n", " cubefilter"},
833         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
834         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
835         {NULL, NULL}
836 };
837
838 void R_GLSL_CompilePermutation(const char *filename, int permutation)
839 {
840         int i;
841         qboolean shaderfound;
842         r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
843         int vertstrings_count;
844         int geomstrings_count;
845         int fragstrings_count;
846         char *shaderstring;
847         const char *vertstrings_list[32+1];
848         const char *geomstrings_list[32+1];
849         const char *fragstrings_list[32+1];
850         char permutationname[256];
851         if (p->compiled)
852                 return;
853         p->compiled = true;
854         p->program = 0;
855         vertstrings_list[0] = "#define VERTEX_SHADER\n";
856         geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
857         fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
858         vertstrings_count = 1;
859         geomstrings_count = 1;
860         fragstrings_count = 1;
861         permutationname[0] = 0;
862         for (i = 0;permutationinfo[i][0];i++)
863         {
864                 if (permutation & (1<<i))
865                 {
866                         vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
867                         geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
868                         fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
869                         strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
870                 }
871                 else
872                 {
873                         // keep line numbers correct
874                         vertstrings_list[vertstrings_count++] = "\n";
875                         geomstrings_list[geomstrings_count++] = "\n";
876                         fragstrings_list[fragstrings_count++] = "\n";
877                 }
878         }
879         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
880         shaderfound = false;
881         if (shaderstring)
882         {
883                 Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
884                 vertstrings_list[vertstrings_count++] = shaderstring;
885                 geomstrings_list[geomstrings_count++] = shaderstring;
886                 fragstrings_list[fragstrings_count++] = shaderstring;
887                 shaderfound = true;
888         }
889         else if (!strcmp(filename, "glsl/default.glsl"))
890         {
891                 Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
892                 vertstrings_list[vertstrings_count++] = builtinshaderstring;
893                 geomstrings_list[geomstrings_count++] = builtinshaderstring;
894                 fragstrings_list[fragstrings_count++] = builtinshaderstring;
895                 shaderfound = true;
896         }
897         // clear any lists that are not needed by this shader
898         if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
899                 vertstrings_count = 0;
900         if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
901                 geomstrings_count = 0;
902         if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
903                 fragstrings_count = 0;
904         // compile the shader program
905         if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
906                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
907         if (p->program)
908         {
909                 CHECKGLERROR
910                 qglUseProgramObjectARB(p->program);CHECKGLERROR
911                 // look up all the uniform variable names we care about, so we don't
912                 // have to look them up every time we set them
913                 p->loc_Texture_Normal      = qglGetUniformLocationARB(p->program, "Texture_Normal");
914                 p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
915                 p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
916                 p->loc_Texture_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
917                 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
918                 p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
919                 p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
920                 p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
921                 p->loc_Texture_Lightmap    = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
922                 p->loc_Texture_Deluxemap   = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
923                 p->loc_Texture_Glow        = qglGetUniformLocationARB(p->program, "Texture_Glow");
924                 p->loc_Texture_Refraction  = qglGetUniformLocationARB(p->program, "Texture_Refraction");
925                 p->loc_Texture_Reflection  = qglGetUniformLocationARB(p->program, "Texture_Reflection");
926                 p->loc_FogColor            = qglGetUniformLocationARB(p->program, "FogColor");
927                 p->loc_LightPosition       = qglGetUniformLocationARB(p->program, "LightPosition");
928                 p->loc_EyePosition         = qglGetUniformLocationARB(p->program, "EyePosition");
929                 p->loc_LightColor          = qglGetUniformLocationARB(p->program, "LightColor");
930                 p->loc_Color_Pants         = qglGetUniformLocationARB(p->program, "Color_Pants");
931                 p->loc_Color_Shirt         = qglGetUniformLocationARB(p->program, "Color_Shirt");
932                 p->loc_FogRangeRecip       = qglGetUniformLocationARB(p->program, "FogRangeRecip");
933                 p->loc_AmbientScale        = qglGetUniformLocationARB(p->program, "AmbientScale");
934                 p->loc_DiffuseScale        = qglGetUniformLocationARB(p->program, "DiffuseScale");
935                 p->loc_SpecularPower       = qglGetUniformLocationARB(p->program, "SpecularPower");
936                 p->loc_SpecularScale       = qglGetUniformLocationARB(p->program, "SpecularScale");
937                 p->loc_GlowScale           = qglGetUniformLocationARB(p->program, "GlowScale");
938                 p->loc_SceneBrightness     = qglGetUniformLocationARB(p->program, "SceneBrightness");
939                 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
940                 p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
941                 p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
942                 p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
943                 p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
944                 p->loc_ContrastBoostCoeff  = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
945                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
946                 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
947                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
948                 p->loc_RefractColor        = qglGetUniformLocationARB(p->program, "RefractColor");
949                 p->loc_ReflectColor        = qglGetUniformLocationARB(p->program, "ReflectColor");
950                 p->loc_ReflectFactor       = qglGetUniformLocationARB(p->program, "ReflectFactor");
951                 p->loc_ReflectOffset       = qglGetUniformLocationARB(p->program, "ReflectOffset");
952                 // initialize the samplers to refer to the texture units we use
953                 if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
954                 if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
955                 if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
956                 if (p->loc_Texture_Cube >= 0)      qglUniform1iARB(p->loc_Texture_Cube, 3);
957                 if (p->loc_Texture_FogMask >= 0)   qglUniform1iARB(p->loc_Texture_FogMask, 4);
958                 if (p->loc_Texture_Pants >= 0)     qglUniform1iARB(p->loc_Texture_Pants, 5);
959                 if (p->loc_Texture_Shirt >= 0)     qglUniform1iARB(p->loc_Texture_Shirt, 6);
960                 if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
961                 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
962                 if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
963                 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
964                 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction, 11);
965                 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12);
966                 CHECKGLERROR
967                 qglUseProgramObjectARB(0);CHECKGLERROR
968         }
969         else
970                 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, filename);
971         if (shaderstring)
972                 Mem_Free(shaderstring);
973 }
974
975 void R_GLSL_Restart_f(void)
976 {
977         int i;
978         for (i = 0;i < SHADERPERMUTATION_MAX;i++)
979                 if (r_glsl_permutations[i].program)
980                         GL_Backend_FreeProgram(r_glsl_permutations[i].program);
981         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
982 }
983
984 void R_GLSL_DumpShader_f(void)
985 {
986         int i;
987
988         qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
989         if(!file)
990         {
991                 Con_Printf("failed to write to glsl/default.glsl\n");
992                 return;
993         }
994
995         FS_Print(file, "// The engine may define the following macros:\n");
996         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
997         for (i = 0;permutationinfo[i][0];i++)
998                 FS_Printf(file, "// %s", permutationinfo[i][0]);
999         FS_Print(file, "\n");
1000         FS_Print(file, builtinshaderstring);
1001         FS_Close(file);
1002
1003         Con_Printf("glsl/default.glsl written\n");
1004 }
1005
1006 extern rtexture_t *r_shadow_attenuationgradienttexture;
1007 extern rtexture_t *r_shadow_attenuation2dtexture;
1008 extern rtexture_t *r_shadow_attenuation3dtexture;
1009 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
1010 {
1011         // select a permutation of the lighting shader appropriate to this
1012         // combination of texture, entity, light source, and fogging, only use the
1013         // minimum features necessary to avoid wasting rendering time in the
1014         // fragment shader on features that are not being used
1015         const char *shaderfilename = NULL;
1016         unsigned int permutation = 0;
1017         rtexture_t *nmap;
1018         r_glsl_permutation = NULL;
1019         // TODO: implement geometry-shader based shadow volumes someday
1020         if (rsurface.rtlight)
1021         {
1022                 // light source
1023                 shaderfilename = "glsl/default.glsl";
1024                 permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
1025                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1026                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1027                 if (diffusescale > 0)
1028                         permutation |= SHADERPERMUTATION_DIFFUSE;
1029                 if (specularscale > 0)
1030                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1031                 if (r_refdef.fogenabled)
1032                         permutation |= SHADERPERMUTATION_FOG;
1033                 if (rsurface.texture->colormapping)
1034                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1035                 if (r_glsl_offsetmapping.integer)
1036                 {
1037                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1038                         if (r_glsl_offsetmapping_reliefmapping.integer)
1039                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1040                 }
1041                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1042                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1043                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1044                         permutation |= SHADERPERMUTATION_WATER;
1045                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1046                         permutation |= SHADERPERMUTATION_REFLECTION;
1047         }
1048         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1049         {
1050                 // bright unshaded geometry
1051                 shaderfilename = "glsl/default.glsl";
1052                 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
1053                 permutation |= SHADERPERMUTATION_MODE_LIGHTMAP;
1054                 if (rsurface.texture->currentskinframe->glow)
1055                         permutation |= SHADERPERMUTATION_GLOW;
1056                 if (r_refdef.fogenabled)
1057                         permutation |= SHADERPERMUTATION_FOG;
1058                 if (rsurface.texture->colormapping)
1059                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1060                 if (r_glsl_offsetmapping.integer)
1061                 {
1062                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1063                         if (r_glsl_offsetmapping_reliefmapping.integer)
1064                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1065                 }
1066                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1067                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1068                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1069                         permutation |= SHADERPERMUTATION_WATER;
1070                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1071                         permutation |= SHADERPERMUTATION_REFLECTION;
1072         }
1073         else if (modellighting)
1074         {
1075                 // directional model lighting
1076                 shaderfilename = "glsl/default.glsl";
1077                 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
1078                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
1079                 if (rsurface.texture->currentskinframe->glow)
1080                         permutation |= SHADERPERMUTATION_GLOW;
1081                 if (specularscale > 0)
1082                         permutation |= SHADERPERMUTATION_SPECULAR;
1083                 if (r_refdef.fogenabled)
1084                         permutation |= SHADERPERMUTATION_FOG;
1085                 if (rsurface.texture->colormapping)
1086                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1087                 if (r_glsl_offsetmapping.integer)
1088                 {
1089                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1090                         if (r_glsl_offsetmapping_reliefmapping.integer)
1091                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1092                 }
1093                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1094                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1095                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1096                         permutation |= SHADERPERMUTATION_WATER;
1097                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1098                         permutation |= SHADERPERMUTATION_REFLECTION;
1099         }
1100         else
1101         {
1102                 // lightmapped wall
1103                 shaderfilename = "glsl/default.glsl";
1104                 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
1105                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
1106                 {
1107                         // deluxemapping (light direction texture)
1108                         if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
1109                                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
1110                         else
1111                                 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1112                         if (specularscale > 0)
1113                                 permutation |= SHADERPERMUTATION_SPECULAR;
1114                 }
1115                 else if (r_glsl_deluxemapping.integer >= 2)
1116                 {
1117                         // fake deluxemapping (uniform light direction in tangentspace)
1118                         permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1119                         if (specularscale > 0)
1120                                 permutation |= SHADERPERMUTATION_SPECULAR;
1121                 }
1122                 else
1123                 {
1124                         // ordinary lightmapping
1125                         permutation |= SHADERPERMUTATION_MODE_LIGHTMAP;
1126                 }
1127                 if (rsurface.texture->currentskinframe->glow)
1128                         permutation |= SHADERPERMUTATION_GLOW;
1129                 if (r_refdef.fogenabled)
1130                         permutation |= SHADERPERMUTATION_FOG;
1131                 if (rsurface.texture->colormapping)
1132                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1133                 if (r_glsl_offsetmapping.integer)
1134                 {
1135                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1136                         if (r_glsl_offsetmapping_reliefmapping.integer)
1137                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1138                 }
1139                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1140                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1141                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1142                         permutation |= SHADERPERMUTATION_WATER;
1143                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1144                         permutation |= SHADERPERMUTATION_REFLECTION;
1145         }
1146         if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
1147         {
1148                 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
1149                         R_GLSL_CompilePermutation(shaderfilename, permutation);
1150                 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
1151                 {
1152                         // remove features until we find a valid permutation
1153                         unsigned int i;
1154                         for (i = (SHADERPERMUTATION_MAX >> 1);;i>>=1)
1155                         {
1156                                 if (!i)
1157                                 {
1158                                         Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1159                                         Cvar_SetValueQuick(&r_glsl, 0);
1160                                         return 0; // no bit left to clear
1161                                 }
1162                                 // reduce i more quickly whenever it would not remove any bits
1163                                 if (!(permutation & i))
1164                                         continue;
1165                                 permutation &= ~i;
1166                                 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
1167                                         R_GLSL_CompilePermutation(shaderfilename, permutation);
1168                                 if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
1169                                         break;
1170                         }
1171                 }
1172         }
1173         r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
1174         CHECKGLERROR
1175         qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1176         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
1177         if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
1178         {
1179                 if (r_glsl_permutation->loc_Texture_Cube >= 0 && rsurface.rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
1180                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1181                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1182                 {
1183                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
1184                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1185                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1186                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1187                 }
1188                 else
1189                 {
1190                         // ambient only is simpler
1191                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
1192                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1193                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1194                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1195                 }
1196         }
1197         else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
1198         {
1199                 if (r_glsl_permutation->loc_AmbientColor >= 0)
1200                         qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
1201                 if (r_glsl_permutation->loc_DiffuseColor >= 0)
1202                         qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
1203                 if (r_glsl_permutation->loc_SpecularColor >= 0)
1204                         qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
1205                 if (r_glsl_permutation->loc_LightDir >= 0)
1206                         qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1207         }
1208         else
1209         {
1210                 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
1211                 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
1212                 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
1213         }
1214         nmap = rsurface.texture->currentskinframe->nmap;
1215         if (gl_lightmaps.integer)
1216                 nmap = r_texture_blanknormalmap;
1217         if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(nmap));
1218         if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
1219         if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
1220         //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
1221         if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
1222         if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
1223         if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
1224         if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
1225         //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
1226         //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
1227         if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
1228         if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
1229         if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
1230         if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1231         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1232         {
1233                 // The formula used is actually:
1234                 //   color.rgb *= SceneBrightness;
1235                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1236                 // I simplify that to
1237                 //   color.rgb *= [[SceneBrightness * ContrastBoost]];
1238                 //   color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
1239                 // and Black:
1240                 //   color.rgb = [[SceneBrightness * ContrastBoost]] / ([[(ContrastBoost - 1) * SceneBrightness]] + 1 / color.rgb);
1241                 // and do [[calculations]] here in the engine
1242                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
1243                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
1244         }
1245         else
1246                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1247         if (r_glsl_permutation->loc_FogColor >= 0)
1248         {
1249                 // additive passes are only darkened by fog, not tinted
1250                 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1251                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1252                 else
1253                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1254         }
1255         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1256         if (r_glsl_permutation->loc_Color_Pants >= 0)
1257         {
1258                 if (rsurface.texture->currentskinframe->pants)
1259                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1260                 else
1261                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1262         }
1263         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1264         {
1265                 if (rsurface.texture->currentskinframe->shirt)
1266                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1267                 else
1268                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1269         }
1270         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1271         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1272         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1273         if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_glsl_water_refractdistort.value * rsurface.texture->refractfactor, r_glsl_water_refractdistort.value * rsurface.texture->refractfactor, r_glsl_water_reflectdistort.value, r_glsl_water_reflectdistort.value);
1274         if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1275         if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1276         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform3fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor);
1277         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform3fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor);
1278         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1279         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1280         CHECKGLERROR
1281         return permutation;
1282 }
1283
1284 void R_SwitchSurfaceShader(int permutation)
1285 {
1286         if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
1287         {
1288                 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
1289                 CHECKGLERROR
1290                 qglUseProgramObjectARB(r_glsl_permutation->program);
1291                 CHECKGLERROR
1292         }
1293 }
1294
1295 #define SKINFRAME_HASH 1024
1296
1297 struct
1298 {
1299         int loadsequence; // incremented each level change
1300         memexpandablearray_t array;
1301         skinframe_t *hash[SKINFRAME_HASH];
1302 }
1303 r_skinframe;
1304
1305 void R_SkinFrame_PrepareForPurge(void)
1306 {
1307         r_skinframe.loadsequence++;
1308         // wrap it without hitting zero
1309         if (r_skinframe.loadsequence >= 200)
1310                 r_skinframe.loadsequence = 1;
1311 }
1312
1313 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1314 {
1315         if (!skinframe)
1316                 return;
1317         // mark the skinframe as used for the purging code
1318         skinframe->loadsequence = r_skinframe.loadsequence;
1319 }
1320
1321 void R_SkinFrame_Purge(void)
1322 {
1323         int i;
1324         skinframe_t *s;
1325         for (i = 0;i < SKINFRAME_HASH;i++)
1326         {
1327                 for (s = r_skinframe.hash[i];s;s = s->next)
1328                 {
1329                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1330                         {
1331                                 if (s->base == r_texture_notexture)     s->base   = NULL;
1332                                 if (s->nmap == r_texture_blanknormalmap)s->nmap   = NULL;
1333                                 if (s->merged == s->base)               s->merged = NULL;
1334                                 if (s->stain ) R_FreeTexture(s->stain );s->stain  = NULL;
1335                                 if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
1336                                 if (s->base  ) R_FreeTexture(s->base  );s->base   = NULL;
1337                                 if (s->pants ) R_FreeTexture(s->pants );s->pants  = NULL;
1338                                 if (s->shirt ) R_FreeTexture(s->shirt );s->shirt  = NULL;
1339                                 if (s->nmap  ) R_FreeTexture(s->nmap  );s->nmap   = NULL;
1340                                 if (s->gloss ) R_FreeTexture(s->gloss );s->gloss  = NULL;
1341                                 if (s->glow  ) R_FreeTexture(s->glow  );s->glow   = NULL;
1342                                 if (s->fog   ) R_FreeTexture(s->fog   );s->fog    = NULL;
1343                                 s->loadsequence = 0;
1344                         }
1345                 }
1346         }
1347 }
1348
1349 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1350 {
1351         skinframe_t *item;
1352         int hashindex;
1353         char basename[MAX_QPATH];
1354
1355         Image_StripImageExtension(name, basename, sizeof(basename));
1356
1357         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1358         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1359                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1360                         break;
1361         if (!item)
1362         {
1363                 if (!add)
1364                         return NULL;
1365                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1366                 memset(item, 0, sizeof(*item));
1367                 strlcpy(item->basename, basename, sizeof(item->basename));
1368                 item->textureflags = textureflags;
1369                 item->comparewidth = comparewidth;
1370                 item->compareheight = compareheight;
1371                 item->comparecrc = comparecrc;
1372                 item->next = r_skinframe.hash[hashindex];
1373                 r_skinframe.hash[hashindex] = item;
1374         }
1375         R_SkinFrame_MarkUsed(item);
1376         return item;
1377 }
1378
1379 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1380 {
1381         // FIXME: it should be possible to disable loading various layers using
1382         // cvars, to prevent wasted loading time and memory usage if the user does
1383         // not want them
1384         qboolean loadnormalmap = true;
1385         qboolean loadgloss = true;
1386         qboolean loadpantsandshirt = true;
1387         qboolean loadglow = true;
1388         int j;
1389         unsigned char *pixels;
1390         unsigned char *bumppixels;
1391         unsigned char *basepixels = NULL;
1392         int basepixels_width;
1393         int basepixels_height;
1394         skinframe_t *skinframe;
1395
1396         if (cls.state == ca_dedicated)
1397                 return NULL;
1398
1399         // return an existing skinframe if already loaded
1400         // if loading of the first image fails, don't make a new skinframe as it
1401         // would cause all future lookups of this to be missing
1402         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1403         if (skinframe && skinframe->base)
1404                 return skinframe;
1405
1406         basepixels = loadimagepixels(name, complain, 0, 0);
1407         if (basepixels == NULL)
1408                 return NULL;
1409
1410         // we've got some pixels to store, so really allocate this new texture now
1411         if (!skinframe)
1412                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1413         skinframe->stain = NULL;
1414         skinframe->merged = NULL;
1415         skinframe->base = r_texture_notexture;
1416         skinframe->pants = NULL;
1417         skinframe->shirt = NULL;
1418         skinframe->nmap = r_texture_blanknormalmap;
1419         skinframe->gloss = NULL;
1420         skinframe->glow = NULL;
1421         skinframe->fog = NULL;
1422
1423         basepixels_width = image_width;
1424         basepixels_height = image_height;
1425         skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1426
1427         if (textureflags & TEXF_ALPHA)
1428         {
1429                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1430                         if (basepixels[j] < 255)
1431                                 break;
1432                 if (j < basepixels_width * basepixels_height * 4)
1433                 {
1434                         // has transparent pixels
1435                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1436                         for (j = 0;j < image_width * image_height * 4;j += 4)
1437                         {
1438                                 pixels[j+0] = 255;
1439                                 pixels[j+1] = 255;
1440                                 pixels[j+2] = 255;
1441                                 pixels[j+3] = basepixels[j+3];
1442                         }
1443                         skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1444                         Mem_Free(pixels);
1445                 }
1446         }
1447
1448         // _norm is the name used by tenebrae and has been adopted as standard
1449         if (loadnormalmap)
1450         {
1451                 if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
1452                 {
1453                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1454                         Mem_Free(pixels);
1455                         pixels = NULL;
1456                 }
1457                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
1458                 {
1459                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1460                         Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1461                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1462                         Mem_Free(pixels);
1463                         Mem_Free(bumppixels);
1464                 }
1465                 else if (r_shadow_bumpscale_basetexture.value > 0)
1466                 {
1467                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1468                         Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1469                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1470                         Mem_Free(pixels);
1471                 }
1472         }
1473         // _luma is supported for tenebrae compatibility
1474         // (I think it's a very stupid name, but oh well)
1475         // _glow is the preferred name
1476         if (loadglow          && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1477         if (loadgloss         && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1478         if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1479         if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1480
1481         if (basepixels)
1482                 Mem_Free(basepixels);
1483
1484         return skinframe;
1485 }
1486
1487 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
1488 {
1489         int i;
1490         if (!force)
1491         {
1492                 for (i = 0;i < width*height;i++)
1493                         if (((unsigned char *)&palette[in[i]])[3] > 0)
1494                                 break;
1495                 if (i == width*height)
1496                         return NULL;
1497         }
1498         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1499 }
1500
1501 skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
1502 {
1503         int i;
1504         unsigned char *temp1, *temp2;
1505         skinframe_t *skinframe;
1506
1507         if (cls.state == ca_dedicated)
1508                 return NULL;
1509
1510         // if already loaded just return it, otherwise make a new skinframe
1511         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
1512         if (skinframe && skinframe->base)
1513                 return skinframe;
1514
1515         skinframe->stain = NULL;
1516         skinframe->merged = NULL;
1517         skinframe->base = r_texture_notexture;
1518         skinframe->pants = NULL;
1519         skinframe->shirt = NULL;
1520         skinframe->nmap = r_texture_blanknormalmap;
1521         skinframe->gloss = NULL;
1522         skinframe->glow = NULL;
1523         skinframe->fog = NULL;
1524
1525         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1526         if (!skindata)
1527                 return NULL;
1528
1529         if (bitsperpixel == 32)
1530         {
1531                 if (r_shadow_bumpscale_basetexture.value > 0)
1532                 {
1533                         temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1534                         temp2 = temp1 + width * height * 4;
1535                         Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1536                         skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, skinframe->textureflags | TEXF_ALPHA, NULL);
1537                         Mem_Free(temp1);
1538                 }
1539                 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1540                 if (textureflags & TEXF_ALPHA)
1541                 {
1542                         for (i = 3;i < width * height * 4;i += 4)
1543                                 if (skindata[i] < 255)
1544                                         break;
1545                         if (i < width * height * 4)
1546                         {
1547                                 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1548                                 memcpy(fogpixels, skindata, width * height * 4);
1549                                 for (i = 0;i < width * height * 4;i += 4)
1550                                         fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1551                                 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1552                                 Mem_Free(fogpixels);
1553                         }
1554                 }
1555         }
1556         else if (bitsperpixel == 8)
1557         {
1558                 if (r_shadow_bumpscale_basetexture.value > 0)
1559                 {
1560                         temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1561                         temp2 = temp1 + width * height * 4;
1562                         if (bitsperpixel == 32)
1563                                 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1564                         else
1565                         {
1566                                 // use either a custom palette or the quake palette
1567                                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1568                                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1569                         }
1570                         skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, skinframe->textureflags | TEXF_ALPHA, NULL);
1571                         Mem_Free(temp1);
1572                 }
1573                 // use either a custom palette, or the quake palette
1574                 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), skinframe->textureflags, true); // all
1575                 if (!palette && loadglowtexture)
1576                         skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, skinframe->textureflags, false); // glow
1577                 if (!palette && loadpantsandshirt)
1578                 {
1579                         skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, skinframe->textureflags, false); // pants
1580                         skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, skinframe->textureflags, false); // shirt
1581                 }
1582                 if (skinframe->pants || skinframe->shirt)
1583                         skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, skinframe->textureflags, false); // no special colors
1584                 if (textureflags & TEXF_ALPHA)
1585                 {
1586                         // if not using a custom alphapalette, use the quake one
1587                         if (!alphapalette)
1588                                 alphapalette = palette_alpha;
1589                         for (i = 0;i < width * height;i++)
1590                                 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1591                                         break;
1592                         if (i < width * height)
1593                                 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, skinframe->textureflags, true); // fog mask
1594                 }
1595         }
1596
1597         return skinframe;
1598 }
1599
1600 skinframe_t *R_SkinFrame_LoadMissing(void)
1601 {
1602         skinframe_t *skinframe;
1603
1604         if (cls.state == ca_dedicated)
1605                 return NULL;
1606
1607         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1608         skinframe->stain = NULL;
1609         skinframe->merged = NULL;
1610         skinframe->base = r_texture_notexture;
1611         skinframe->pants = NULL;
1612         skinframe->shirt = NULL;
1613         skinframe->nmap = r_texture_blanknormalmap;
1614         skinframe->gloss = NULL;
1615         skinframe->glow = NULL;
1616         skinframe->fog = NULL;
1617
1618         return skinframe;
1619 }
1620
1621 void gl_main_start(void)
1622 {
1623         int x;
1624         double r, alpha;
1625
1626         r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1627         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1628         {
1629                 alpha = 1 - exp(r / ((double)x*(double)x));
1630                 if (x == FOGMASKTABLEWIDTH - 1)
1631                         alpha = 0;
1632                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1633         }
1634
1635         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1636         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1637
1638         // set up r_skinframe loading system for textures
1639         memset(&r_skinframe, 0, sizeof(r_skinframe));
1640         r_skinframe.loadsequence = 1;
1641         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1642
1643         r_main_texturepool = R_AllocTexturePool();
1644         R_BuildBlankTextures();
1645         R_BuildNoTexture();
1646         if (gl_texturecubemap)
1647         {
1648                 R_BuildWhiteCube();
1649                 R_BuildNormalizationCube();
1650         }
1651         R_BuildFogTexture();
1652         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1653         memset(&r_waterstate, 0, sizeof(r_waterstate));
1654         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1655         memset(&r_svbsp, 0, sizeof (r_svbsp));
1656 }
1657
1658 void gl_main_shutdown(void)
1659 {
1660         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1661         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1662
1663         // clear out the r_skinframe state
1664         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1665         memset(&r_skinframe, 0, sizeof(r_skinframe));
1666
1667         if (r_svbsp.nodes)
1668                 Mem_Free(r_svbsp.nodes);
1669         memset(&r_svbsp, 0, sizeof (r_svbsp));
1670         R_FreeTexturePool(&r_main_texturepool);
1671         r_texture_blanknormalmap = NULL;
1672         r_texture_white = NULL;
1673         r_texture_grey128 = NULL;
1674         r_texture_black = NULL;
1675         r_texture_whitecube = NULL;
1676         r_texture_normalizationcube = NULL;
1677         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1678         memset(&r_waterstate, 0, sizeof(r_waterstate));
1679         R_GLSL_Restart_f();
1680 }
1681
1682 extern void CL_ParseEntityLump(char *entitystring);
1683 void gl_main_newmap(void)
1684 {
1685         // FIXME: move this code to client
1686         int l;
1687         char *entities, entname[MAX_QPATH];
1688         if (cl.worldmodel)
1689         {
1690                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1691                 l = (int)strlen(entname) - 4;
1692                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1693                 {
1694                         memcpy(entname + l, ".ent", 5);
1695                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1696                         {
1697                                 CL_ParseEntityLump(entities);
1698                                 Mem_Free(entities);
1699                                 return;
1700                         }
1701                 }
1702                 if (cl.worldmodel->brush.entities)
1703                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
1704         }
1705 }
1706
1707 void GL_Main_Init(void)
1708 {
1709         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1710
1711         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1712         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
1713         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1714         if (gamemode == GAME_NEHAHRA)
1715         {
1716                 Cvar_RegisterVariable (&gl_fogenable);
1717                 Cvar_RegisterVariable (&gl_fogdensity);
1718                 Cvar_RegisterVariable (&gl_fogred);
1719                 Cvar_RegisterVariable (&gl_foggreen);
1720                 Cvar_RegisterVariable (&gl_fogblue);
1721                 Cvar_RegisterVariable (&gl_fogstart);
1722                 Cvar_RegisterVariable (&gl_fogend);
1723         }
1724         Cvar_RegisterVariable(&r_depthfirst);
1725         Cvar_RegisterVariable(&r_nearclip);
1726         Cvar_RegisterVariable(&r_showbboxes);
1727         Cvar_RegisterVariable(&r_showsurfaces);
1728         Cvar_RegisterVariable(&r_showtris);
1729         Cvar_RegisterVariable(&r_shownormals);
1730         Cvar_RegisterVariable(&r_showlighting);
1731         Cvar_RegisterVariable(&r_showshadowvolumes);
1732         Cvar_RegisterVariable(&r_showcollisionbrushes);
1733         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1734         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1735         Cvar_RegisterVariable(&r_showdisabledepthtest);
1736         Cvar_RegisterVariable(&r_drawportals);
1737         Cvar_RegisterVariable(&r_drawentities);
1738         Cvar_RegisterVariable(&r_cullentities_trace);
1739         Cvar_RegisterVariable(&r_cullentities_trace_samples);
1740         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1741         Cvar_RegisterVariable(&r_cullentities_trace_delay);
1742         Cvar_RegisterVariable(&r_drawviewmodel);
1743         Cvar_RegisterVariable(&r_speeds);
1744         Cvar_RegisterVariable(&r_fullbrights);
1745         Cvar_RegisterVariable(&r_wateralpha);
1746         Cvar_RegisterVariable(&r_dynamic);
1747         Cvar_RegisterVariable(&r_fullbright);
1748         Cvar_RegisterVariable(&r_shadows);
1749         Cvar_RegisterVariable(&r_shadows_throwdistance);
1750         Cvar_RegisterVariable(&r_q1bsp_skymasking);
1751         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
1752         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
1753         Cvar_RegisterVariable(&r_textureunits);
1754         Cvar_RegisterVariable(&r_glsl);
1755         Cvar_RegisterVariable(&r_glsl_offsetmapping);
1756         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1757         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1758         Cvar_RegisterVariable(&r_glsl_water);
1759         Cvar_RegisterVariable(&r_glsl_water_resolutionmultiplier);
1760         Cvar_RegisterVariable(&r_glsl_water_clippingplanebias);
1761         Cvar_RegisterVariable(&r_glsl_water_refractdistort);
1762         Cvar_RegisterVariable(&r_glsl_water_reflectdistort);
1763         Cvar_RegisterVariable(&r_glsl_deluxemapping);
1764         Cvar_RegisterVariable(&r_lerpsprites);
1765         Cvar_RegisterVariable(&r_lerpmodels);
1766         Cvar_RegisterVariable(&r_waterscroll);
1767         Cvar_RegisterVariable(&r_bloom);
1768         Cvar_RegisterVariable(&r_bloom_colorscale);
1769         Cvar_RegisterVariable(&r_bloom_brighten);
1770         Cvar_RegisterVariable(&r_bloom_blur);
1771         Cvar_RegisterVariable(&r_bloom_resolution);
1772         Cvar_RegisterVariable(&r_bloom_colorexponent);
1773         Cvar_RegisterVariable(&r_bloom_colorsubtract);
1774         Cvar_RegisterVariable(&r_hdr);
1775         Cvar_RegisterVariable(&r_hdr_scenebrightness);
1776         Cvar_RegisterVariable(&r_glsl_contrastboost);
1777         Cvar_RegisterVariable(&r_hdr_glowintensity);
1778         Cvar_RegisterVariable(&r_hdr_range);
1779         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1780         Cvar_RegisterVariable(&developer_texturelogging);
1781         Cvar_RegisterVariable(&gl_lightmaps);
1782         Cvar_RegisterVariable(&r_test);
1783         Cvar_RegisterVariable(&r_batchmode);
1784         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1785                 Cvar_SetValue("r_fullbrights", 0);
1786         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1787 }
1788
1789 extern void R_Textures_Init(void);
1790 extern void GL_Draw_Init(void);
1791 extern void GL_Main_Init(void);
1792 extern void R_Shadow_Init(void);
1793 extern void R_Sky_Init(void);
1794 extern void GL_Surf_Init(void);
1795 extern void R_Light_Init(void);
1796 extern void R_Particles_Init(void);
1797 extern void R_Explosion_Init(void);
1798 extern void gl_backend_init(void);
1799 extern void Sbar_Init(void);
1800 extern void R_LightningBeams_Init(void);
1801 extern void Mod_RenderInit(void);
1802
1803 void Render_Init(void)
1804 {
1805         gl_backend_init();
1806         R_Textures_Init();
1807         GL_Main_Init();
1808         GL_Draw_Init();
1809         R_Shadow_Init();
1810         R_Sky_Init();
1811         GL_Surf_Init();
1812         Sbar_Init();
1813         R_Light_Init();
1814         R_Particles_Init();
1815         R_Explosion_Init();
1816         R_LightningBeams_Init();
1817         Mod_RenderInit();
1818 }
1819
1820 /*
1821 ===============
1822 GL_Init
1823 ===============
1824 */
1825 extern char *ENGINE_EXTENSIONS;
1826 void GL_Init (void)
1827 {
1828         VID_CheckExtensions();
1829
1830         // LordHavoc: report supported extensions
1831         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
1832
1833         // clear to black (loading plaque will be seen over this)
1834         CHECKGLERROR
1835         qglClearColor(0,0,0,1);CHECKGLERROR
1836         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1837 }
1838
1839 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1840 {
1841         int i;
1842         mplane_t *p;
1843         for (i = 0;i < r_view.numfrustumplanes;i++)
1844         {
1845                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
1846                 if (i == 4)
1847                         continue;
1848                 p = r_view.frustum + i;
1849                 switch(p->signbits)
1850                 {
1851                 default:
1852                 case 0:
1853                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1854                                 return true;
1855                         break;
1856                 case 1:
1857                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1858                                 return true;
1859                         break;
1860                 case 2:
1861                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1862                                 return true;
1863                         break;
1864                 case 3:
1865                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1866                                 return true;
1867                         break;
1868                 case 4:
1869                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1870                                 return true;
1871                         break;
1872                 case 5:
1873                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1874                                 return true;
1875                         break;
1876                 case 6:
1877                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1878                                 return true;
1879                         break;
1880                 case 7:
1881                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1882                                 return true;
1883                         break;
1884                 }
1885         }
1886         return false;
1887 }
1888
1889 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
1890 {
1891         int i;
1892         const mplane_t *p;
1893         for (i = 0;i < numplanes;i++)
1894         {
1895                 p = planes + i;
1896                 switch(p->signbits)
1897                 {
1898                 default:
1899                 case 0:
1900                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1901                                 return true;
1902                         break;
1903                 case 1:
1904                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1905                                 return true;
1906                         break;
1907                 case 2:
1908                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1909                                 return true;
1910                         break;
1911                 case 3:
1912                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1913                                 return true;
1914                         break;
1915                 case 4:
1916                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1917                                 return true;
1918                         break;
1919                 case 5:
1920                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1921                                 return true;
1922                         break;
1923                 case 6:
1924                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1925                                 return true;
1926                         break;
1927                 case 7:
1928                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1929                                 return true;
1930                         break;
1931                 }
1932         }
1933         return false;
1934 }
1935
1936 //==================================================================================
1937
1938 static void R_UpdateEntityLighting(entity_render_t *ent)
1939 {
1940         vec3_t tempdiffusenormal;
1941
1942         // fetch the lighting from the worldmodel data
1943         VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
1944         VectorClear(ent->modellight_diffuse);
1945         VectorClear(tempdiffusenormal);
1946         if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1947         {
1948                 vec3_t org;
1949                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
1950                 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1951         }
1952         else // highly rare
1953                 VectorSet(ent->modellight_ambient, 1, 1, 1);
1954
1955         // move the light direction into modelspace coordinates for lighting code
1956         Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1957         if(VectorLength2(ent->modellight_lightdir) > 0)
1958         {
1959                 VectorNormalize(ent->modellight_lightdir);
1960         }
1961         else
1962         {
1963                 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
1964         }
1965
1966         // scale ambient and directional light contributions according to rendering variables
1967         ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1968         ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1969         ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1970         ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1971         ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1972         ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1973 }
1974
1975 static void R_View_UpdateEntityVisible (void)
1976 {
1977         int i, renderimask;
1978         entity_render_t *ent;
1979
1980         if (!r_drawentities.integer)
1981                 return;
1982
1983         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
1984         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1985         {
1986                 // worldmodel can check visibility
1987                 for (i = 0;i < r_refdef.numentities;i++)
1988                 {
1989                         ent = r_refdef.entities[i];
1990                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
1991                 }
1992                 if(r_cullentities_trace.integer)
1993                 {
1994                         for (i = 0;i < r_refdef.numentities;i++)
1995                         {
1996                                 ent = r_refdef.entities[i];
1997                                 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
1998                                 {
1999                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
2000                                                 ent->last_trace_visibility = realtime;
2001                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2002                                                 r_viewcache.entityvisible[i] = 0;
2003                                 }
2004                         }
2005                 }
2006         }
2007         else
2008         {
2009                 // no worldmodel or it can't check visibility
2010                 for (i = 0;i < r_refdef.numentities;i++)
2011                 {
2012                         ent = r_refdef.entities[i];
2013                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
2014                 }
2015         }
2016
2017         // update entity lighting (even on hidden entities for r_shadows)
2018         for (i = 0;i < r_refdef.numentities;i++)
2019                 R_UpdateEntityLighting(r_refdef.entities[i]);
2020 }
2021
2022 // only used if skyrendermasked, and normally returns false
2023 int R_DrawBrushModelsSky (void)
2024 {
2025         int i, sky;
2026         entity_render_t *ent;
2027
2028         if (!r_drawentities.integer)
2029                 return false;
2030
2031         sky = false;
2032         for (i = 0;i < r_refdef.numentities;i++)
2033         {
2034                 if (!r_viewcache.entityvisible[i])
2035                         continue;
2036                 ent = r_refdef.entities[i];
2037                 if (!ent->model || !ent->model->DrawSky)
2038                         continue;
2039                 ent->model->DrawSky(ent);
2040                 sky = true;
2041         }
2042         return sky;
2043 }
2044
2045 static void R_DrawNoModel(entity_render_t *ent);
2046 static void R_DrawModels(void)
2047 {
2048         int i;
2049         entity_render_t *ent;
2050
2051         if (!r_drawentities.integer)
2052                 return;
2053
2054         for (i = 0;i < r_refdef.numentities;i++)
2055         {
2056                 if (!r_viewcache.entityvisible[i])
2057                         continue;
2058                 ent = r_refdef.entities[i];
2059                 r_refdef.stats.entities++;
2060                 if (ent->model && ent->model->Draw != NULL)
2061                         ent->model->Draw(ent);
2062                 else
2063                         R_DrawNoModel(ent);
2064         }
2065 }
2066
2067 static void R_DrawModelsDepth(void)
2068 {
2069         int i;
2070         entity_render_t *ent;
2071
2072         if (!r_drawentities.integer)
2073                 return;
2074
2075         for (i = 0;i < r_refdef.numentities;i++)
2076         {
2077                 if (!r_viewcache.entityvisible[i])
2078                         continue;
2079                 ent = r_refdef.entities[i];
2080                 r_refdef.stats.entities++;
2081                 if (ent->model && ent->model->DrawDepth != NULL)
2082                         ent->model->DrawDepth(ent);
2083         }
2084 }
2085
2086 static void R_DrawModelsDebug(void)
2087 {
2088         int i;
2089         entity_render_t *ent;
2090
2091         if (!r_drawentities.integer)
2092                 return;
2093
2094         for (i = 0;i < r_refdef.numentities;i++)
2095         {
2096                 if (!r_viewcache.entityvisible[i])
2097                         continue;
2098                 ent = r_refdef.entities[i];
2099                 r_refdef.stats.entities++;
2100                 if (ent->model && ent->model->DrawDebug != NULL)
2101                         ent->model->DrawDebug(ent);
2102         }
2103 }
2104
2105 static void R_DrawModelsAddWaterPlanes(void)
2106 {
2107         int i;
2108         entity_render_t *ent;
2109
2110         if (!r_drawentities.integer)
2111                 return;
2112
2113         for (i = 0;i < r_refdef.numentities;i++)
2114         {
2115                 if (!r_viewcache.entityvisible[i])
2116                         continue;
2117                 ent = r_refdef.entities[i];
2118                 r_refdef.stats.entities++;
2119                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2120                         ent->model->DrawAddWaterPlanes(ent);
2121         }
2122 }
2123
2124 static void R_View_SetFrustum(void)
2125 {
2126         int i;
2127         double slopex, slopey;
2128
2129         // break apart the view matrix into vectors for various purposes
2130         Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
2131         VectorNegate(r_view.left, r_view.right);
2132
2133 #if 0
2134         r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
2135         r_view.frustum[0].normal[1] = 0 - 0;
2136         r_view.frustum[0].normal[2] = -1 - 0;
2137         r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
2138         r_view.frustum[1].normal[1] = 0 + 0;
2139         r_view.frustum[1].normal[2] = -1 + 0;
2140         r_view.frustum[2].normal[0] = 0 - 0;
2141         r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
2142         r_view.frustum[2].normal[2] = -1 - 0;
2143         r_view.frustum[3].normal[0] = 0 + 0;
2144         r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
2145         r_view.frustum[3].normal[2] = -1 + 0;
2146 #endif
2147
2148 #if 0
2149         zNear = r_refdef.nearclip;
2150         nudge = 1.0 - 1.0 / (1<<23);
2151         r_view.frustum[4].normal[0] = 0 - 0;
2152         r_view.frustum[4].normal[1] = 0 - 0;
2153         r_view.frustum[4].normal[2] = -1 - -nudge;
2154         r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
2155         r_view.frustum[5].normal[0] = 0 + 0;
2156         r_view.frustum[5].normal[1] = 0 + 0;
2157         r_view.frustum[5].normal[2] = -1 + -nudge;
2158         r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
2159 #endif
2160
2161
2162
2163 #if 0
2164         r_view.frustum[0].normal[0] = m[3] - m[0];
2165         r_view.frustum[0].normal[1] = m[7] - m[4];
2166         r_view.frustum[0].normal[2] = m[11] - m[8];
2167         r_view.frustum[0].dist = m[15] - m[12];
2168
2169         r_view.frustum[1].normal[0] = m[3] + m[0];
2170         r_view.frustum[1].normal[1] = m[7] + m[4];
2171         r_view.frustum[1].normal[2] = m[11] + m[8];
2172         r_view.frustum[1].dist = m[15] + m[12];
2173
2174         r_view.frustum[2].normal[0] = m[3] - m[1];
2175         r_view.frustum[2].normal[1] = m[7] - m[5];
2176         r_view.frustum[2].normal[2] = m[11] - m[9];
2177         r_view.frustum[2].dist = m[15] - m[13];
2178
2179         r_view.frustum[3].normal[0] = m[3] + m[1];
2180         r_view.frustum[3].normal[1] = m[7] + m[5];
2181         r_view.frustum[3].normal[2] = m[11] + m[9];
2182         r_view.frustum[3].dist = m[15] + m[13];
2183
2184         r_view.frustum[4].normal[0] = m[3] - m[2];
2185         r_view.frustum[4].normal[1] = m[7] - m[6];
2186         r_view.frustum[4].normal[2] = m[11] - m[10];
2187         r_view.frustum[4].dist = m[15] - m[14];
2188
2189         r_view.frustum[5].normal[0] = m[3] + m[2];
2190         r_view.frustum[5].normal[1] = m[7] + m[6];
2191         r_view.frustum[5].normal[2] = m[11] + m[10];
2192         r_view.frustum[5].dist = m[15] + m[14];
2193 #endif
2194
2195
2196
2197         if (r_view.useperspective)
2198         {
2199                 slopex = 1.0 / r_view.frustum_x;
2200                 slopey = 1.0 / r_view.frustum_y;
2201                 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
2202                 VectorMA(r_view.forward,  slopex, r_view.left, r_view.frustum[1].normal);
2203                 VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
2204                 VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
2205                 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2206
2207                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2208                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
2209                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
2210                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[2]);
2211                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[3]);
2212
2213                 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
2214                 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
2215                 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
2216                 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
2217                 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2218         }
2219         else
2220         {
2221                 VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal);
2222                 VectorScale(r_view.left,  r_view.ortho_x, r_view.frustum[1].normal);
2223                 VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal);
2224                 VectorScale(r_view.up,  r_view.ortho_y, r_view.frustum[3].normal);
2225                 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2226                 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x;
2227                 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x;
2228                 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y;
2229                 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y;
2230                 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2231         }
2232         r_view.numfrustumplanes = 5;
2233
2234         if (r_view.useclipplane)
2235         {
2236                 r_view.numfrustumplanes = 6;
2237                 r_view.frustum[5] = r_view.clipplane;
2238         }
2239
2240         for (i = 0;i < r_view.numfrustumplanes;i++)
2241                 PlaneClassify(r_view.frustum + i);
2242
2243         // LordHavoc: note to all quake engine coders, Quake had a special case
2244         // for 90 degrees which assumed a square view (wrong), so I removed it,
2245         // Quake2 has it disabled as well.
2246
2247         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2248         //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
2249         //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
2250         //PlaneClassify(&frustum[0]);
2251
2252         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2253         //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
2254         //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
2255         //PlaneClassify(&frustum[1]);
2256
2257         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2258         //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
2259         //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
2260         //PlaneClassify(&frustum[2]);
2261
2262         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2263         //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
2264         //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
2265         //PlaneClassify(&frustum[3]);
2266
2267         // nearclip plane
2268         //VectorCopy(r_view.forward, r_view.frustum[4].normal);
2269         //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
2270         //PlaneClassify(&frustum[4]);
2271 }
2272
2273 void R_View_Update(void)
2274 {
2275         R_View_SetFrustum();
2276         R_View_WorldVisibility(r_view.useclipplane);
2277         R_View_UpdateEntityVisible();
2278 }
2279
2280 void R_SetupView(void)
2281 {
2282         if (!r_view.useperspective)
2283                 GL_SetupView_Mode_Ortho(-r_view.ortho_x, -r_view.ortho_y, r_view.ortho_x, r_view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2284         else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2285                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
2286         else
2287                 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2288
2289         GL_SetupView_Orientation_FromEntity(&r_view.matrix);
2290
2291         if (r_view.useclipplane)
2292         {
2293                 // LordHavoc: couldn't figure out how to make this approach the
2294                 vec_t dist = r_view.clipplane.dist - r_glsl_water_clippingplanebias.value;
2295                 vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal);
2296                 if (viewdist < r_view.clipplane.dist + r_glsl_water_clippingplanebias.value)
2297                         dist = r_view.clipplane.dist;
2298                 GL_SetupView_ApplyCustomNearClipPlane(r_view.clipplane.normal[0], r_view.clipplane.normal[1], r_view.clipplane.normal[2], dist);
2299         }
2300 }
2301
2302 void R_ResetViewRendering2D(void)
2303 {
2304         if (gl_support_fragment_shader)
2305         {
2306                 qglUseProgramObjectARB(0);CHECKGLERROR
2307         }
2308
2309         DrawQ_Finish();
2310
2311         // GL is weird because it's bottom to top, r_view.y is top to bottom
2312         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2313         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2314         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2315         GL_Color(1, 1, 1, 1);
2316         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2317         GL_BlendFunc(GL_ONE, GL_ZERO);
2318         GL_AlphaTest(false);
2319         GL_ScissorTest(false);
2320         GL_DepthMask(false);
2321         GL_DepthRange(0, 1);
2322         GL_DepthTest(false);
2323         R_Mesh_Matrix(&identitymatrix);
2324         R_Mesh_ResetTextureState();
2325         GL_PolygonOffset(0, 0);
2326         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2327         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2328         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2329         qglStencilMask(~0);CHECKGLERROR
2330         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2331         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2332         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2333 }
2334
2335 void R_ResetViewRendering3D(void)
2336 {
2337         if (gl_support_fragment_shader)
2338         {
2339                 qglUseProgramObjectARB(0);CHECKGLERROR
2340         }
2341
2342         DrawQ_Finish();
2343
2344         // GL is weird because it's bottom to top, r_view.y is top to bottom
2345         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2346         R_SetupView();
2347         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2348         GL_Color(1, 1, 1, 1);
2349         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2350         GL_BlendFunc(GL_ONE, GL_ZERO);
2351         GL_AlphaTest(false);
2352         GL_ScissorTest(true);
2353         GL_DepthMask(true);
2354         GL_DepthRange(0, 1);
2355         GL_DepthTest(true);
2356         R_Mesh_Matrix(&identitymatrix);
2357         R_Mesh_ResetTextureState();
2358         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2359         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2360         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2361         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2362         qglStencilMask(~0);CHECKGLERROR
2363         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2364         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2365         GL_CullFace(r_view.cullface_back);
2366 }
2367
2368 /*
2369         R_Bloom_SetupShader(
2370 "// bloom shader\n"
2371 "// written by Forest 'LordHavoc' Hale\n"
2372 "\n"
2373 "// common definitions between vertex shader and fragment shader:\n"
2374 "\n"
2375 "#ifdef __GLSL_CG_DATA_TYPES\n"
2376 "#define myhalf half\n"
2377 "#define myhvec2 hvec2\n"
2378 "#define myhvec3 hvec3\n"
2379 "#define myhvec4 hvec4\n"
2380 "#else\n"
2381 "#define myhalf float\n"
2382 "#define myhvec2 vec2\n"
2383 "#define myhvec3 vec3\n"
2384 "#define myhvec4 vec4\n"
2385 "#endif\n"
2386 "\n"
2387 "varying vec2 ScreenTexCoord;\n"
2388 "varying vec2 BloomTexCoord;\n"
2389 "\n"
2390 "\n"
2391 "\n"
2392 "\n"
2393 "// vertex shader specific:\n"
2394 "#ifdef VERTEX_SHADER\n"
2395 "\n"
2396 "void main(void)\n"
2397 "{\n"
2398 "       ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2399 "       BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2400 "       // transform vertex to camera space, using ftransform to match non-VS\n"
2401 "       // rendering\n"
2402 "       gl_Position = ftransform();\n"
2403 "}\n"
2404 "\n"
2405 "#endif // VERTEX_SHADER\n"
2406 "\n"
2407 "\n"
2408 "\n"
2409 "\n"
2410 "// fragment shader specific:\n"
2411 "#ifdef FRAGMENT_SHADER\n"
2412 "\n"
2413 "void main(void)\n"
2414 "{\n"
2415 "       int x, y;
2416 "       myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2417 "       for (x = -BLUR_X;x <= BLUR_X;x++)
2418 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2419 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2420 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2421 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2422
2423 "       gl_FragColor = vec4(color);\n"
2424 "}\n"
2425 "\n"
2426 "#endif // FRAGMENT_SHADER\n"
2427 */
2428
2429 void R_RenderScene(qboolean addwaterplanes);
2430
2431 static void R_Water_StartFrame(void)
2432 {
2433         int i;
2434         int waterwidth, waterheight, texturewidth, textureheight;
2435         r_waterstate_waterplane_t *p;
2436
2437         // set waterwidth and waterheight to the water resolution that will be
2438         // used (often less than the screen resolution for faster rendering)
2439         waterwidth = (int)bound(1, r_view.width * r_glsl_water_resolutionmultiplier.value, r_view.width);
2440         waterheight = (int)bound(1, r_view.height * r_glsl_water_resolutionmultiplier.value, r_view.height);
2441
2442         // calculate desired texture sizes
2443         // can't use water if the card does not support the texture size
2444         if (!r_glsl_water.integer || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2445                 texturewidth = textureheight = waterwidth = waterheight = 0;
2446         else if (gl_support_arb_texture_non_power_of_two)
2447         {
2448                 texturewidth = waterwidth;
2449                 textureheight = waterheight;
2450         }
2451         else
2452         {
2453                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
2454                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
2455         }
2456
2457         // allocate textures as needed
2458         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2459         {
2460                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2461                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2462                 {
2463                         if (p->texture_refraction)
2464                                 R_FreeTexture(p->texture_refraction);
2465                         p->texture_refraction = NULL;
2466                         if (p->texture_reflection)
2467                                 R_FreeTexture(p->texture_reflection);
2468                         p->texture_reflection = NULL;
2469                 }
2470                 memset(&r_waterstate, 0, sizeof(r_waterstate));
2471                 r_waterstate.waterwidth = waterwidth;
2472                 r_waterstate.waterheight = waterheight;
2473                 r_waterstate.texturewidth = texturewidth;
2474                 r_waterstate.textureheight = textureheight;
2475         }
2476
2477         if (r_waterstate.waterwidth)
2478         {
2479                 r_waterstate.enabled = true;
2480
2481                 // set up variables that will be used in shader setup
2482                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2483                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2484                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2485                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2486         }
2487
2488         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2489         r_waterstate.numwaterplanes = 0;
2490 }
2491
2492 static void R_Water_AddWaterPlane(msurface_t *surface)
2493 {
2494         int triangleindex, planeindex;
2495         const int *e;
2496         vec_t f;
2497         vec3_t vert[3];
2498         vec3_t normal;
2499         vec3_t center;
2500         r_waterstate_waterplane_t *p;
2501         // just use the first triangle with a valid normal for any decisions
2502         VectorClear(normal);
2503         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2504         {
2505                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2506                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2507                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2508                 TriangleNormal(vert[0], vert[1], vert[2], normal);
2509                 if (VectorLength2(normal) >= 0.001)
2510                         break;
2511         }
2512         // now find the center of this surface
2513         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles*3;triangleindex++, e++)
2514         {
2515                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2516                 VectorAdd(center, vert[0], center);
2517         }
2518         f = 1.0 / surface->num_triangles*3;
2519         VectorScale(center, f, center);
2520
2521         // find a matching plane if there is one
2522         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2523                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2524                         break;
2525         if (planeindex >= r_waterstate.maxwaterplanes)
2526                 return; // nothing we can do, out of planes
2527
2528         // if this triangle does not fit any known plane rendered this frame, add one
2529         if (planeindex >= r_waterstate.numwaterplanes)
2530         {
2531                 // store the new plane
2532                 r_waterstate.numwaterplanes++;
2533                 VectorCopy(normal, p->plane.normal);
2534                 VectorNormalize(p->plane.normal);
2535                 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2536                 PlaneClassify(&p->plane);
2537                 // flip the plane if it does not face the viewer
2538                 if (PlaneDiff(r_view.origin, &p->plane) < 0)
2539                 {
2540                         VectorNegate(p->plane.normal, p->plane.normal);
2541                         p->plane.dist *= -1;
2542                         PlaneClassify(&p->plane);
2543                 }
2544                 // clear materialflags and pvs
2545                 p->materialflags = 0;
2546                 p->pvsvalid = false;
2547         }
2548         // merge this surface's materialflags into the waterplane
2549         p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2550         // merge this surface's PVS into the waterplane
2551         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS)
2552         {
2553                 r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, r_view.origin, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2554                 p->pvsvalid = true;
2555         }
2556 }
2557
2558 static void R_Water_ProcessPlanes(void)
2559 {
2560         r_view_t originalview;
2561         int planeindex;
2562         r_waterstate_waterplane_t *p;
2563
2564         // make sure enough textures are allocated
2565         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2566         {
2567                 if (p->materialflags & MATERIALFLAG_WATERSHADER)
2568                 {
2569                         if (!p->texture_refraction)
2570                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2571                         if (!p->texture_refraction)
2572                                 goto error;
2573                 }
2574
2575                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2576                 {
2577                         if (!p->texture_reflection)
2578                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2579                         if (!p->texture_reflection)
2580                                 goto error;
2581                 }
2582         }
2583
2584         // render views
2585         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2586         {
2587                 originalview = r_view;
2588                 r_view.showdebug = false;
2589                 r_view.width = r_waterstate.waterwidth;
2590                 r_view.height = r_waterstate.waterheight;
2591                 r_view.useclipplane = true;
2592                 r_waterstate.renderingscene = true;
2593
2594                 // render the normal view scene and copy into texture
2595                 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
2596                 if (p->materialflags & MATERIALFLAG_WATERSHADER)
2597                 {
2598                         r_view.clipplane = p->plane;
2599                         VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal);
2600                         r_view.clipplane.dist = -r_view.clipplane.dist;
2601                         PlaneClassify(&r_view.clipplane);
2602
2603                         R_RenderScene(false);
2604
2605                         // copy view into the screen texture
2606                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
2607                         GL_ActiveTexture(0);
2608                         CHECKGLERROR
2609                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2610                 }
2611
2612                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2613                 {
2614                         // render reflected scene and copy into texture
2615                         Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
2616                         r_view.clipplane = p->plane;
2617                         // reverse the cullface settings for this render
2618                         r_view.cullface_front = GL_FRONT;
2619                         r_view.cullface_back = GL_BACK;
2620                         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.num_pvsclusterbytes)
2621                         {
2622                                 r_view.usecustompvs = true;
2623                                 if (p->pvsvalid)
2624                                         memcpy(r_viewcache.world_pvsbits, p->pvsbits, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2625                                 else
2626                                         memset(r_viewcache.world_pvsbits, 0xFF, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2627                         }
2628
2629                         R_ResetViewRendering3D();
2630                         R_ClearScreen();
2631
2632                         R_RenderScene(false);
2633
2634                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
2635                         GL_ActiveTexture(0);
2636                         CHECKGLERROR
2637                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2638
2639                         R_ResetViewRendering3D();
2640                         R_ClearScreen();
2641                 }
2642
2643                 r_view = originalview;
2644                 r_waterstate.renderingscene = false;
2645         }
2646         return;
2647 error:
2648         r_view = originalview;
2649         r_waterstate.renderingscene = false;
2650         Cvar_SetValueQuick(&r_glsl_water, 0);
2651         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_glsl_water.\n");
2652         return;
2653 }
2654
2655 void R_Bloom_StartFrame(void)
2656 {
2657         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2658
2659         // set bloomwidth and bloomheight to the bloom resolution that will be
2660         // used (often less than the screen resolution for faster rendering)
2661         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2662         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2663         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2664
2665         // calculate desired texture sizes
2666         if (gl_support_arb_texture_non_power_of_two)
2667         {
2668                 screentexturewidth = r_view.width;
2669                 screentextureheight = r_view.height;
2670                 bloomtexturewidth = r_bloomstate.bloomwidth;
2671                 bloomtextureheight = r_bloomstate.bloomheight;
2672         }
2673         else
2674         {
2675                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
2676                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
2677                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
2678                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
2679         }
2680
2681         if (r_hdr.integer)
2682         {
2683                 screentexturewidth = screentextureheight = 0;
2684         }
2685         else if (r_bloom.integer)
2686         {
2687         }
2688         else
2689         {
2690                 screentexturewidth = screentextureheight = 0;
2691                 bloomtexturewidth = bloomtextureheight = 0;
2692         }
2693
2694         if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2695         {
2696                 // can't use bloom if the parameters are too weird
2697                 // can't use bloom if the card does not support the texture size
2698                 if (r_bloomstate.texture_screen)
2699                         R_FreeTexture(r_bloomstate.texture_screen);
2700                 if (r_bloomstate.texture_bloom)
2701                         R_FreeTexture(r_bloomstate.texture_bloom);
2702                 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2703                 return;
2704         }
2705
2706         r_bloomstate.enabled = true;
2707         r_bloomstate.hdr = r_hdr.integer != 0;
2708
2709         // allocate textures as needed
2710         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2711         {
2712                 if (r_bloomstate.texture_screen)
2713                         R_FreeTexture(r_bloomstate.texture_screen);
2714                 r_bloomstate.texture_screen = NULL;
2715                 r_bloomstate.screentexturewidth = screentexturewidth;
2716                 r_bloomstate.screentextureheight = screentextureheight;
2717                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2718                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2719         }
2720         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2721         {
2722                 if (r_bloomstate.texture_bloom)
2723                         R_FreeTexture(r_bloomstate.texture_bloom);
2724                 r_bloomstate.texture_bloom = NULL;
2725                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2726                 r_bloomstate.bloomtextureheight = bloomtextureheight;
2727                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2728                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2729         }
2730
2731         // set up a texcoord array for the full resolution screen image
2732         // (we have to keep this around to copy back during final render)
2733         r_bloomstate.screentexcoord2f[0] = 0;
2734         r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2735         r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2736         r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2737         r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2738         r_bloomstate.screentexcoord2f[5] = 0;
2739         r_bloomstate.screentexcoord2f[6] = 0;
2740         r_bloomstate.screentexcoord2f[7] = 0;
2741
2742         // set up a texcoord array for the reduced resolution bloom image
2743         // (which will be additive blended over the screen image)
2744         r_bloomstate.bloomtexcoord2f[0] = 0;
2745         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2746         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2747         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2748         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2749         r_bloomstate.bloomtexcoord2f[5] = 0;
2750         r_bloomstate.bloomtexcoord2f[6] = 0;
2751         r_bloomstate.bloomtexcoord2f[7] = 0;
2752 }
2753
2754 void R_Bloom_CopyScreenTexture(float colorscale)
2755 {
2756         r_refdef.stats.bloom++;
2757
2758         R_ResetViewRendering2D();
2759         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2760         R_Mesh_ColorPointer(NULL, 0, 0);
2761         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2762         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2763
2764         // copy view into the screen texture
2765         GL_ActiveTexture(0);
2766         CHECKGLERROR
2767         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2768         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2769
2770         // now scale it down to the bloom texture size
2771         CHECKGLERROR
2772         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2773         GL_BlendFunc(GL_ONE, GL_ZERO);
2774         GL_Color(colorscale, colorscale, colorscale, 1);
2775         // TODO: optimize with multitexture or GLSL
2776         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2777         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2778
2779         // we now have a bloom image in the framebuffer
2780         // copy it into the bloom image texture for later processing
2781         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2782         GL_ActiveTexture(0);
2783         CHECKGLERROR
2784         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2785         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2786 }
2787
2788 void R_Bloom_CopyHDRTexture(void)
2789 {
2790         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2791         GL_ActiveTexture(0);
2792         CHECKGLERROR
2793         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2794         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2795 }
2796
2797 void R_Bloom_MakeTexture(void)
2798 {
2799         int x, range, dir;
2800         float xoffset, yoffset, r, brighten;
2801
2802         r_refdef.stats.bloom++;
2803
2804         R_ResetViewRendering2D();
2805         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2806         R_Mesh_ColorPointer(NULL, 0, 0);
2807
2808         // we have a bloom image in the framebuffer
2809         CHECKGLERROR
2810         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2811
2812         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
2813         {
2814                 x *= 2;
2815                 r = bound(0, r_bloom_colorexponent.value / x, 1);
2816                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2817                 GL_Color(r, r, r, 1);
2818                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2819                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2820                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2821                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2822
2823                 // copy the vertically blurred bloom view to a texture
2824                 GL_ActiveTexture(0);
2825                 CHECKGLERROR
2826                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2827                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2828         }
2829
2830         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
2831         brighten = r_bloom_brighten.value;
2832         if (r_hdr.integer)
2833                 brighten *= r_hdr_range.value;
2834         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2835         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
2836
2837         for (dir = 0;dir < 2;dir++)
2838         {
2839                 // blend on at multiple vertical offsets to achieve a vertical blur
2840                 // TODO: do offset blends using GLSL
2841                 GL_BlendFunc(GL_ONE, GL_ZERO);
2842                 for (x = -range;x <= range;x++)
2843                 {
2844                         if (!dir){xoffset = 0;yoffset = x;}
2845                         else {xoffset = x;yoffset = 0;}
2846                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
2847                         yoffset /= (float)r_bloomstate.bloomtextureheight;
2848                         // compute a texcoord array with the specified x and y offset
2849                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
2850                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2851                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2852                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2853                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2854                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
2855                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
2856                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
2857                         // this r value looks like a 'dot' particle, fading sharply to
2858                         // black at the edges
2859                         // (probably not realistic but looks good enough)
2860                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
2861                         //r = (dir ? 1.0f : brighten)/(range*2+1);
2862                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
2863                         GL_Color(r, r, r, 1);
2864                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2865                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2866                         GL_BlendFunc(GL_ONE, GL_ONE);
2867                 }
2868
2869                 // copy the vertically blurred bloom view to a texture
2870                 GL_ActiveTexture(0);
2871                 CHECKGLERROR
2872                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2873                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2874         }
2875
2876         // apply subtract last
2877         // (just like it would be in a GLSL shader)
2878         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
2879         {
2880                 GL_BlendFunc(GL_ONE, GL_ZERO);
2881                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2882                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2883                 GL_Color(1, 1, 1, 1);
2884                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2885                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2886
2887                 GL_BlendFunc(GL_ONE, GL_ONE);
2888                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2889                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
2890                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2891                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
2892                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2893                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2894                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2895
2896                 // copy the darkened bloom view to a texture
2897                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2898                 GL_ActiveTexture(0);
2899                 CHECKGLERROR
2900                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2901                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2902         }
2903 }
2904
2905 void R_HDR_RenderBloomTexture(void)
2906 {
2907         int oldwidth, oldheight;
2908
2909         oldwidth = r_view.width;
2910         oldheight = r_view.height;
2911         r_view.width = r_bloomstate.bloomwidth;
2912         r_view.height = r_bloomstate.bloomheight;
2913
2914         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
2915         // TODO: add exposure compensation features
2916         // TODO: add fp16 framebuffer support
2917
2918         r_view.showdebug = false;
2919         r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
2920         if (r_hdr.integer)
2921                 r_view.colorscale /= r_hdr_range.value;
2922         r_waterstate.numwaterplanes = 0;
2923         R_RenderScene(r_waterstate.enabled);
2924         r_view.showdebug = true;
2925
2926         R_ResetViewRendering2D();
2927
2928         R_Bloom_CopyHDRTexture();
2929         R_Bloom_MakeTexture();
2930
2931         R_ResetViewRendering3D();
2932
2933         R_ClearScreen();
2934         if (r_timereport_active)
2935                 R_TimeReport("clear");
2936
2937
2938         // restore the view settings
2939         r_view.width = oldwidth;
2940         r_view.height = oldheight;
2941 }
2942
2943 static void R_BlendView(void)
2944 {
2945         if (r_bloomstate.enabled && r_bloomstate.hdr)
2946         {
2947                 // render high dynamic range bloom effect
2948                 // the bloom texture was made earlier this render, so we just need to
2949                 // blend it onto the screen...
2950                 R_ResetViewRendering2D();
2951                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2952                 R_Mesh_ColorPointer(NULL, 0, 0);
2953                 GL_Color(1, 1, 1, 1);
2954                 GL_BlendFunc(GL_ONE, GL_ONE);
2955                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2956                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2957                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2958                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2959         }
2960         else if (r_bloomstate.enabled)
2961         {
2962                 // render simple bloom effect
2963                 // copy the screen and shrink it and darken it for the bloom process
2964                 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
2965                 // make the bloom texture
2966                 R_Bloom_MakeTexture();
2967                 // put the original screen image back in place and blend the bloom
2968                 // texture on it
2969                 R_ResetViewRendering2D();
2970                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2971                 R_Mesh_ColorPointer(NULL, 0, 0);
2972                 GL_Color(1, 1, 1, 1);
2973                 GL_BlendFunc(GL_ONE, GL_ZERO);
2974                 // do both in one pass if possible
2975                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2976                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2977                 if (r_textureunits.integer >= 2 && gl_combine.integer)
2978                 {
2979                         R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
2980                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
2981                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
2982                 }
2983                 else
2984                 {
2985                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2986                         r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2987                         // now blend on the bloom texture
2988                         GL_BlendFunc(GL_ONE, GL_ONE);
2989                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2990                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2991                 }
2992                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2993                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2994         }
2995         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
2996         {
2997                 // apply a color tint to the whole view
2998                 R_ResetViewRendering2D();
2999                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3000                 R_Mesh_ColorPointer(NULL, 0, 0);
3001                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3002                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3003                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3004         }
3005 }
3006
3007 void R_RenderScene(qboolean addwaterplanes);
3008
3009 matrix4x4_t r_waterscrollmatrix;
3010
3011 void R_UpdateVariables(void)
3012 {
3013         R_Textures_Frame();
3014
3015         r_refdef.farclip = 4096;
3016         if (r_refdef.worldmodel)
3017                 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
3018         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3019
3020         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3021                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3022         r_refdef.polygonfactor = 0;
3023         r_refdef.polygonoffset = 0;
3024         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3025         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3026
3027         r_refdef.rtworld = r_shadow_realtime_world.integer;
3028         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3029         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3030         r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3031         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3032         if (r_showsurfaces.integer)
3033         {
3034                 r_refdef.rtworld = false;
3035                 r_refdef.rtworldshadows = false;
3036                 r_refdef.rtdlight = false;
3037                 r_refdef.rtdlightshadows = false;
3038                 r_refdef.lightmapintensity = 0;
3039         }
3040
3041         if (gamemode == GAME_NEHAHRA)
3042         {
3043                 if (gl_fogenable.integer)
3044                 {
3045                         r_refdef.oldgl_fogenable = true;
3046                         r_refdef.fog_density = gl_fogdensity.value;
3047                         r_refdef.fog_red = gl_fogred.value;
3048                         r_refdef.fog_green = gl_foggreen.value;
3049                         r_refdef.fog_blue = gl_fogblue.value;
3050                 }
3051                 else if (r_refdef.oldgl_fogenable)
3052                 {
3053                         r_refdef.oldgl_fogenable = false;
3054                         r_refdef.fog_density = 0;
3055                         r_refdef.fog_red = 0;
3056                         r_refdef.fog_green = 0;
3057                         r_refdef.fog_blue = 0;
3058                 }
3059         }
3060         if (r_refdef.fog_density)
3061         {
3062                 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red  , 1.0f);
3063                 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
3064                 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
3065         }
3066         if (r_refdef.fog_density)
3067         {
3068                 r_refdef.fogenabled = true;
3069                 // this is the point where the fog reaches 0.9986 alpha, which we
3070                 // consider a good enough cutoff point for the texture
3071                 // (0.9986 * 256 == 255.6)
3072                 r_refdef.fogrange = 400 / r_refdef.fog_density;
3073                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3074                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3075                 // fog color was already set
3076         }
3077         else
3078                 r_refdef.fogenabled = false;
3079 }
3080
3081 /*
3082 ================
3083 R_RenderView
3084 ================
3085 */
3086 void R_RenderView(void)
3087 {
3088         if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
3089                 return; //Host_Error ("R_RenderView: NULL worldmodel");
3090
3091         R_Shadow_UpdateWorldLightSelection();
3092
3093         R_Bloom_StartFrame();
3094         R_Water_StartFrame();
3095
3096         CHECKGLERROR
3097         if (r_timereport_active)
3098                 R_TimeReport("setup");
3099
3100         R_ResetViewRendering3D();
3101
3102         R_ClearScreen();
3103         if (r_timereport_active)
3104                 R_TimeReport("clear");
3105
3106         r_view.showdebug = true;
3107
3108         // this produces a bloom texture to be used in R_BlendView() later
3109         if (r_hdr.integer)
3110                 R_HDR_RenderBloomTexture();
3111
3112         r_view.colorscale = r_hdr_scenebrightness.value;
3113         r_waterstate.numwaterplanes = 0;
3114         R_RenderScene(r_waterstate.enabled);
3115
3116         R_BlendView();
3117         if (r_timereport_active)
3118                 R_TimeReport("blendview");
3119
3120         GL_Scissor(0, 0, vid.width, vid.height);
3121         GL_ScissorTest(false);
3122         CHECKGLERROR
3123 }
3124
3125 extern void R_DrawLightningBeams (void);
3126 extern void VM_CL_AddPolygonsToMeshQueue (void);
3127 extern void R_DrawPortals (void);
3128 extern cvar_t cl_locs_show;
3129 static void R_DrawLocs(void);
3130 static void R_DrawEntityBBoxes(void);
3131 void R_RenderScene(qboolean addwaterplanes)
3132 {
3133         if (addwaterplanes)
3134         {
3135                 R_ResetViewRendering3D();
3136
3137                 R_View_Update();
3138                 if (r_timereport_active)
3139                         R_TimeReport("watervisibility");
3140
3141                 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes)
3142                 {
3143                         r_refdef.worldmodel->DrawAddWaterPlanes(r_refdef.worldentity);
3144                         if (r_timereport_active)
3145                                 R_TimeReport("waterworld");
3146                 }
3147
3148                 // don't let sound skip if going slow
3149                 if (r_refdef.extraupdate)
3150                         S_ExtraUpdate ();
3151
3152                 R_DrawModelsAddWaterPlanes();
3153                 if (r_timereport_active)
3154                         R_TimeReport("watermodels");
3155
3156                 R_Water_ProcessPlanes();
3157                 if (r_timereport_active)
3158                         R_TimeReport("waterscenes");
3159         }
3160
3161         R_ResetViewRendering3D();
3162
3163         // don't let sound skip if going slow
3164         if (r_refdef.extraupdate)
3165                 S_ExtraUpdate ();
3166
3167         R_MeshQueue_BeginScene();
3168
3169         R_SkyStartFrame();
3170
3171         R_View_Update();
3172         if (r_timereport_active)
3173                 R_TimeReport("visibility");
3174
3175         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);
3176
3177         if (cl.csqc_vidvars.drawworld)
3178         {
3179                 // don't let sound skip if going slow
3180                 if (r_refdef.extraupdate)
3181                         S_ExtraUpdate ();
3182
3183                 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
3184                 {
3185                         r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
3186                         if (r_timereport_active)
3187                                 R_TimeReport("worldsky");
3188                 }
3189
3190                 if (R_DrawBrushModelsSky() && r_timereport_active)
3191                         R_TimeReport("bmodelsky");
3192         }
3193
3194         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
3195         {
3196                 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
3197                 if (r_timereport_active)
3198                         R_TimeReport("worlddepth");
3199         }
3200         if (r_depthfirst.integer >= 2)
3201         {
3202                 R_DrawModelsDepth();
3203                 if (r_timereport_active)
3204                         R_TimeReport("modeldepth");
3205         }
3206
3207         if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
3208         {
3209                 r_refdef.worldmodel->Draw(r_refdef.worldentity);
3210                 if (r_timereport_active)
3211                         R_TimeReport("world");
3212         }
3213
3214         // don't let sound skip if going slow
3215         if (r_refdef.extraupdate)
3216                 S_ExtraUpdate ();
3217
3218         R_DrawModels();
3219         if (r_timereport_active)
3220                 R_TimeReport("models");
3221
3222         // don't let sound skip if going slow
3223         if (r_refdef.extraupdate)
3224                 S_ExtraUpdate ();
3225
3226         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3227         {
3228                 R_DrawModelShadows();
3229
3230                 R_ResetViewRendering3D();
3231
3232                 // don't let sound skip if going slow
3233                 if (r_refdef.extraupdate)
3234                         S_ExtraUpdate ();
3235         }
3236
3237         R_ShadowVolumeLighting(false);
3238         if (r_timereport_active)
3239                 R_TimeReport("rtlights");
3240
3241         // don't let sound skip if going slow
3242         if (r_refdef.extraupdate)
3243                 S_ExtraUpdate ();
3244
3245         if (cl.csqc_vidvars.drawworld)
3246         {
3247                 R_DrawLightningBeams();
3248                 if (r_timereport_active)
3249                         R_TimeReport("lightning");
3250
3251                 R_DrawParticles();
3252                 if (r_timereport_active)
3253                         R_TimeReport("particles");
3254
3255                 R_DrawExplosions();
3256                 if (r_timereport_active)
3257                         R_TimeReport("explosions");
3258         }
3259
3260         if (gl_support_fragment_shader)
3261         {
3262                 qglUseProgramObjectARB(0);CHECKGLERROR
3263         }
3264         VM_CL_AddPolygonsToMeshQueue();
3265
3266         if (r_view.showdebug)
3267         {
3268                 if (cl_locs_show.integer)
3269                 {
3270                         R_DrawLocs();
3271                         if (r_timereport_active)
3272                                 R_TimeReport("showlocs");
3273                 }
3274
3275                 if (r_drawportals.integer)
3276                 {
3277                         R_DrawPortals();
3278                         if (r_timereport_active)
3279                                 R_TimeReport("portals");
3280                 }
3281
3282                 if (r_showbboxes.value > 0)
3283                 {
3284                         R_DrawEntityBBoxes();
3285                         if (r_timereport_active)
3286                                 R_TimeReport("bboxes");
3287                 }
3288         }
3289
3290         if (gl_support_fragment_shader)
3291         {
3292                 qglUseProgramObjectARB(0);CHECKGLERROR
3293         }
3294         R_MeshQueue_RenderTransparent();
3295         if (r_timereport_active)
3296                 R_TimeReport("drawtrans");
3297
3298         if (gl_support_fragment_shader)
3299         {
3300                 qglUseProgramObjectARB(0);CHECKGLERROR
3301         }
3302
3303         if (r_view.showdebug && r_refdef.worldmodel && r_refdef.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
3304         {
3305                 r_refdef.worldmodel->DrawDebug(r_refdef.worldentity);
3306                 if (r_timereport_active)
3307                         R_TimeReport("worlddebug");
3308                 R_DrawModelsDebug();
3309                 if (r_timereport_active)
3310                         R_TimeReport("modeldebug");
3311         }
3312
3313         if (gl_support_fragment_shader)
3314         {
3315                 qglUseProgramObjectARB(0);CHECKGLERROR
3316         }
3317
3318         if (cl.csqc_vidvars.drawworld)
3319         {
3320                 R_DrawCoronas();
3321                 if (r_timereport_active)
3322                         R_TimeReport("coronas");
3323         }
3324
3325         // don't let sound skip if going slow
3326         if (r_refdef.extraupdate)
3327                 S_ExtraUpdate ();
3328
3329         R_ResetViewRendering2D();
3330 }
3331
3332 static const int bboxelements[36] =
3333 {
3334         5, 1, 3, 5, 3, 7,
3335         6, 2, 0, 6, 0, 4,
3336         7, 3, 2, 7, 2, 6,
3337         4, 0, 1, 4, 1, 5,
3338         4, 5, 7, 4, 7, 6,
3339         1, 0, 2, 1, 2, 3,
3340 };
3341
3342 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3343 {
3344         int i;
3345         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3346         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3347         GL_DepthMask(false);
3348         GL_DepthRange(0, 1);
3349         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3350         R_Mesh_Matrix(&identitymatrix);
3351         R_Mesh_ResetTextureState();
3352
3353         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3354         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3355         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3356         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3357         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3358         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3359         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3360         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3361         R_FillColors(color4f, 8, cr, cg, cb, ca);
3362         if (r_refdef.fogenabled)
3363         {
3364                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3365                 {
3366                         f1 = FogPoint_World(v);
3367                         f2 = 1 - f1;
3368                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3369                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3370                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3371                 }
3372         }
3373         R_Mesh_VertexPointer(vertex3f, 0, 0);
3374         R_Mesh_ColorPointer(color4f, 0, 0);
3375         R_Mesh_ResetTextureState();
3376         R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3377 }
3378
3379 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3380 {
3381         int i;
3382         float color[4];
3383         prvm_edict_t *edict;
3384         // this function draws bounding boxes of server entities
3385         if (!sv.active)
3386                 return;
3387         SV_VM_Begin();
3388         for (i = 0;i < numsurfaces;i++)
3389         {
3390                 edict = PRVM_EDICT_NUM(surfacelist[i]);
3391                 switch ((int)edict->fields.server->solid)
3392                 {
3393                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
3394                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
3395                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
3396                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
3397                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
3398                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
3399                 }
3400                 color[3] *= r_showbboxes.value;
3401                 color[3] = bound(0, color[3], 1);
3402                 GL_DepthTest(!r_showdisabledepthtest.integer);
3403                 GL_CullFace(r_view.cullface_front);
3404                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
3405         }
3406         SV_VM_End();
3407 }
3408
3409 static void R_DrawEntityBBoxes(void)
3410 {
3411         int i;
3412         prvm_edict_t *edict;
3413         vec3_t center;
3414         // this function draws bounding boxes of server entities
3415         if (!sv.active)
3416                 return;
3417         SV_VM_Begin();
3418         for (i = 0;i < prog->num_edicts;i++)
3419         {
3420                 edict = PRVM_EDICT_NUM(i);
3421                 if (edict->priv.server->free)
3422                         continue;
3423                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
3424                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
3425         }
3426         SV_VM_End();
3427 }
3428
3429 int nomodelelements[24] =
3430 {
3431         5, 2, 0,
3432         5, 1, 2,
3433         5, 0, 3,
3434         5, 3, 1,
3435         0, 2, 4,
3436         2, 1, 4,
3437         3, 0, 4,
3438         1, 3, 4
3439 };
3440
3441 float nomodelvertex3f[6*3] =
3442 {
3443         -16,   0,   0,
3444          16,   0,   0,
3445           0, -16,   0,
3446           0,  16,   0,
3447           0,   0, -16,
3448           0,   0,  16
3449 };
3450
3451 float nomodelcolor4f[6*4] =
3452 {
3453         0.0f, 0.0f, 0.5f, 1.0f,
3454         0.0f, 0.0f, 0.5f, 1.0f,
3455         0.0f, 0.5f, 0.0f, 1.0f,
3456         0.0f, 0.5f, 0.0f, 1.0f,
3457         0.5f, 0.0f, 0.0f, 1.0f,
3458         0.5f, 0.0f, 0.0f, 1.0f
3459 };
3460
3461 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3462 {
3463         int i;
3464         float f1, f2, *c;
3465         float color4f[6*4];
3466         // this is only called once per entity so numsurfaces is always 1, and
3467         // surfacelist is always {0}, so this code does not handle batches
3468         R_Mesh_Matrix(&ent->matrix);
3469
3470         if (ent->flags & EF_ADDITIVE)
3471         {
3472                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
3473                 GL_DepthMask(false);
3474         }
3475         else if (ent->alpha < 1)
3476         {
3477                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3478                 GL_DepthMask(false);
3479         }
3480         else
3481         {
3482                 GL_BlendFunc(GL_ONE, GL_ZERO);
3483                 GL_DepthMask(true);
3484         }
3485         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
3486         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3487         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
3488         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_view.cullface_back);
3489         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
3490         if (r_refdef.fogenabled)
3491         {
3492                 vec3_t org;
3493                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3494                 R_Mesh_ColorPointer(color4f, 0, 0);
3495                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3496                 f1 = FogPoint_World(org);
3497                 f2 = 1 - f1;
3498                 for (i = 0, c = color4f;i < 6;i++, c += 4)
3499                 {
3500                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
3501                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
3502                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
3503                         c[3] *= ent->alpha;
3504                 }
3505         }
3506         else if (ent->alpha != 1)
3507         {
3508                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3509                 R_Mesh_ColorPointer(color4f, 0, 0);
3510                 for (i = 0, c = color4f;i < 6;i++, c += 4)
3511                         c[3] *= ent->alpha;
3512         }
3513         else
3514                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
3515         R_Mesh_ResetTextureState();
3516         R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
3517 }
3518
3519 void R_DrawNoModel(entity_render_t *ent)
3520 {
3521         vec3_t org;
3522         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3523         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
3524                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
3525         //else
3526         //      R_DrawNoModelCallback(ent, 0);
3527 }
3528
3529 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
3530 {
3531         vec3_t right1, right2, diff, normal;
3532
3533         VectorSubtract (org2, org1, normal);
3534
3535         // calculate 'right' vector for start
3536         VectorSubtract (r_view.origin, org1, diff);
3537         CrossProduct (normal, diff, right1);
3538         VectorNormalize (right1);
3539
3540         // calculate 'right' vector for end
3541         VectorSubtract (r_view.origin, org2, diff);
3542         CrossProduct (normal, diff, right2);
3543         VectorNormalize (right2);
3544
3545         vert[ 0] = org1[0] + width * right1[0];
3546         vert[ 1] = org1[1] + width * right1[1];
3547         vert[ 2] = org1[2] + width * right1[2];
3548         vert[ 3] = org1[0] - width * right1[0];
3549         vert[ 4] = org1[1] - width * right1[1];
3550         vert[ 5] = org1[2] - width * right1[2];
3551         vert[ 6] = org2[0] - width * right2[0];
3552         vert[ 7] = org2[1] - width * right2[1];
3553         vert[ 8] = org2[2] - width * right2[2];
3554         vert[ 9] = org2[0] + width * right2[0];
3555         vert[10] = org2[1] + width * right2[1];
3556         vert[11] = org2[2] + width * right2[2];
3557 }
3558
3559 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
3560
3561 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
3562 {
3563         float fog = 1.0f;
3564         float vertex3f[12];
3565
3566         if (r_refdef.fogenabled)
3567                 fog = FogPoint_World(origin);
3568
3569         R_Mesh_Matrix(&identitymatrix);
3570         GL_BlendFunc(blendfunc1, blendfunc2);
3571
3572         if(v_flipped_state)
3573         {
3574                 scalex1 = -scalex1;
3575                 scalex2 = -scalex2;
3576                 GL_CullFace(r_view.cullface_front);
3577         }
3578         else
3579                 GL_CullFace(r_view.cullface_back);
3580
3581         GL_DepthMask(false);
3582         GL_DepthRange(0, depthshort ? 0.0625 : 1);
3583         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3584         GL_DepthTest(!depthdisable);
3585
3586         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
3587         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
3588         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
3589         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
3590         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
3591         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
3592         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
3593         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
3594         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
3595         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
3596         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
3597         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
3598
3599         R_Mesh_VertexPointer(vertex3f, 0, 0);
3600         R_Mesh_ColorPointer(NULL, 0, 0);
3601         R_Mesh_ResetTextureState();
3602         R_Mesh_TexBind(0, R_GetTexture(texture));
3603         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
3604         // FIXME: fixed function path can't properly handle r_view.colorscale > 1
3605         GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
3606         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3607
3608         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
3609         {
3610                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
3611                 GL_BlendFunc(blendfunc1, GL_ONE);
3612                 fog = 1 - fog;
3613                 GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
3614                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3615         }
3616 }
3617
3618 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3619 {
3620         int i;
3621         float *vertex3f;
3622         float v[3];
3623         VectorSet(v, x, y, z);
3624         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3625                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3626                         break;
3627         if (i == mesh->numvertices)
3628         {
3629                 if (mesh->numvertices < mesh->maxvertices)
3630                 {
3631                         VectorCopy(v, vertex3f);
3632                         mesh->numvertices++;
3633                 }
3634                 return mesh->numvertices;
3635         }
3636         else
3637                 return i;
3638 }
3639
3640 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3641 {
3642         int i;
3643         int *e, element[3];
3644         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3645         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3646         e = mesh->element3i + mesh->numtriangles * 3;
3647         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3648         {
3649                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3650                 if (mesh->numtriangles < mesh->maxtriangles)
3651                 {
3652                         *e++ = element[0];
3653                         *e++ = element[1];
3654                         *e++ = element[2];
3655                         mesh->numtriangles++;
3656                 }
3657                 element[1] = element[2];
3658         }
3659 }
3660
3661 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3662 {
3663         int i;
3664         int *e, element[3];
3665         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3666         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3667         e = mesh->element3i + mesh->numtriangles * 3;
3668         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3669         {
3670                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3671                 if (mesh->numtriangles < mesh->maxtriangles)
3672                 {
3673                         *e++ = element[0];
3674                         *e++ = element[1];
3675                         *e++ = element[2];
3676                         mesh->numtriangles++;
3677                 }
3678                 element[1] = element[2];
3679         }
3680 }
3681
3682 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3683 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3684 {
3685         int planenum, planenum2;
3686         int w;
3687         int tempnumpoints;
3688         mplane_t *plane, *plane2;
3689         double maxdist;
3690         double temppoints[2][256*3];
3691         // figure out how large a bounding box we need to properly compute this brush
3692         maxdist = 0;
3693         for (w = 0;w < numplanes;w++)
3694                 maxdist = max(maxdist, planes[w].dist);
3695         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3696         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3697         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3698         {
3699                 w = 0;
3700                 tempnumpoints = 4;
3701                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3702                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3703                 {
3704                         if (planenum2 == planenum)
3705                                 continue;
3706                         PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
3707                         w = !w;
3708                 }
3709                 if (tempnumpoints < 3)
3710                         continue;
3711                 // generate elements forming a triangle fan for this polygon
3712                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3713         }
3714 }
3715
3716 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
3717 {
3718         texturelayer_t *layer;
3719         layer = t->currentlayers + t->currentnumlayers++;
3720         layer->type = type;
3721         layer->depthmask = depthmask;
3722         layer->blendfunc1 = blendfunc1;
3723         layer->blendfunc2 = blendfunc2;
3724         layer->texture = texture;
3725         layer->texmatrix = *matrix;
3726         layer->color[0] = r * r_view.colorscale;
3727         layer->color[1] = g * r_view.colorscale;
3728         layer->color[2] = b * r_view.colorscale;
3729         layer->color[3] = a;
3730 }
3731
3732 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
3733 {
3734         double index, f;
3735         index = parms[2] + r_refdef.time * parms[3];
3736         index -= floor(index);
3737         switch (func)
3738         {
3739         default:
3740         case Q3WAVEFUNC_NONE:
3741         case Q3WAVEFUNC_NOISE:
3742         case Q3WAVEFUNC_COUNT:
3743                 f = 0;
3744                 break;
3745         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
3746         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
3747         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
3748         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
3749         case Q3WAVEFUNC_TRIANGLE:
3750                 index *= 4;
3751                 f = index - floor(index);
3752                 if (index < 1)
3753                         f = f;
3754                 else if (index < 2)
3755                         f = 1 - f;
3756                 else if (index < 3)
3757                         f = -f;
3758                 else
3759                         f = -(1 - f);
3760                 break;
3761         }
3762         return (float)(parms[0] + parms[1] * f);
3763 }
3764
3765 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
3766 {
3767         int i;
3768         model_t *model = ent->model;
3769         float f;
3770         float tcmat[12];
3771         q3shaderinfo_layer_tcmod_t *tcmod;
3772
3773         // switch to an alternate material if this is a q1bsp animated material
3774         {
3775                 texture_t *texture = t;
3776                 int s = ent->skinnum;
3777                 if ((unsigned int)s >= (unsigned int)model->numskins)
3778                         s = 0;
3779                 if (model->skinscenes)
3780                 {
3781                         if (model->skinscenes[s].framecount > 1)
3782                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
3783                         else
3784                                 s = model->skinscenes[s].firstframe;
3785                 }
3786                 if (s > 0)
3787                         t = t + s * model->num_surfaces;
3788                 if (t->animated)
3789                 {
3790                         // use an alternate animation if the entity's frame is not 0,
3791                         // and only if the texture has an alternate animation
3792                         if (ent->frame2 != 0 && t->anim_total[1])
3793                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
3794                         else
3795                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
3796                 }
3797                 texture->currentframe = t;
3798         }
3799
3800         // update currentskinframe to be a qw skin or animation frame
3801         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
3802         {
3803                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
3804                 {
3805                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
3806                         Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
3807                         r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
3808                 }
3809                 t->currentskinframe = r_qwskincache_skinframe[i];
3810                 if (t->currentskinframe == NULL)
3811                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3812         }
3813         else if (t->numskinframes >= 2)
3814                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3815         if (t->backgroundnumskinframes >= 2)
3816                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
3817
3818         t->currentmaterialflags = t->basematerialflags;
3819         t->currentalpha = ent->alpha;
3820         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
3821         {
3822                 t->currentalpha *= r_wateralpha.value;
3823                 /*
3824                  * FIXME what is this supposed to do?
3825                 // if rendering refraction/reflection, disable transparency
3826                 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
3827                         t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
3828                 */
3829         }
3830         if(!r_waterstate.enabled)
3831         {
3832                 t->currentmaterialflags &= ~MATERIALFLAG_WATERSHADER;
3833                 t->currentmaterialflags &= ~MATERIALFLAG_REFLECTION;
3834         }
3835         if (!(ent->flags & RENDER_LIGHT))
3836                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
3837         if (ent->effects & EF_ADDITIVE)
3838                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3839         else if (t->currentalpha < 1)
3840                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3841         if (ent->effects & EF_DOUBLESIDED)
3842                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
3843         if (ent->effects & EF_NODEPTHTEST)
3844                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3845         if (ent->flags & RENDER_VIEWMODEL)
3846                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3847         if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
3848                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
3849         if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
3850                 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_CUSTOMBLEND);
3851
3852         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && (tcmod->tcmod || i < 1);i++, tcmod++)
3853         {
3854                 matrix4x4_t matrix;
3855                 switch(tcmod->tcmod)
3856                 {
3857                 case Q3TCMOD_COUNT:
3858                 case Q3TCMOD_NONE:
3859                         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
3860                                 matrix = r_waterscrollmatrix;
3861                         else
3862                                 matrix = identitymatrix;
3863                         break;
3864                 case Q3TCMOD_ENTITYTRANSLATE:
3865                         // this is used in Q3 to allow the gamecode to control texcoord
3866                         // scrolling on the entity, which is not supported in darkplaces yet.
3867                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
3868                         break;
3869                 case Q3TCMOD_ROTATE:
3870                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
3871                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1);
3872                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
3873                         break;
3874                 case Q3TCMOD_SCALE:
3875                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
3876                         break;
3877                 case Q3TCMOD_SCROLL:
3878                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.time, tcmod->parms[1] * r_refdef.time, 0);
3879                         break;
3880                 case Q3TCMOD_STRETCH:
3881                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
3882                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
3883                         break;
3884                 case Q3TCMOD_TRANSFORM:
3885                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
3886                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
3887                         VectorSet(tcmat +  6, 0                   , 0                , 1);
3888                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
3889                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
3890                         break;
3891                 case Q3TCMOD_TURBULENT:
3892                         // this is handled in the RSurf_PrepareVertices function
3893                         matrix = identitymatrix;
3894                         break;
3895                 }
3896                 // either replace or concatenate the transformation
3897                 if (i < 1)
3898                         t->currenttexmatrix = matrix;
3899                 else
3900                 {
3901                         matrix4x4_t temp = t->currenttexmatrix;
3902                         Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
3903                 }
3904         }
3905
3906         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
3907         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3908         t->glosstexture = r_texture_black;
3909         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
3910         t->backgroundglosstexture = r_texture_black;
3911         t->specularpower = r_shadow_glossexponent.value;
3912         // TODO: store reference values for these in the texture?
3913         t->specularscale = 0;
3914         if (r_shadow_gloss.integer > 0)
3915         {
3916                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
3917                 {
3918                         if (r_shadow_glossintensity.value > 0)
3919                         {
3920                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
3921                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
3922                                 t->specularscale = r_shadow_glossintensity.value;
3923                         }
3924                 }
3925                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
3926                 {
3927                         t->glosstexture = r_texture_white;
3928                         t->backgroundglosstexture = r_texture_white;
3929                         t->specularscale = r_shadow_gloss2intensity.value;
3930                 }
3931         }
3932
3933         // lightmaps mode looks bad with dlights using actual texturing, so turn
3934         // off the colormap and glossmap, but leave the normalmap on as it still
3935         // accurately represents the shading involved
3936         if (gl_lightmaps.integer && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
3937         {
3938                 t->basetexture = r_texture_white;
3939                 t->specularscale = 0;
3940         }
3941
3942         t->currentpolygonfactor = r_refdef.polygonfactor + t->basepolygonfactor;
3943         t->currentpolygonoffset = r_refdef.polygonoffset + t->basepolygonoffset;
3944         // submodels are biased to avoid z-fighting with world surfaces that they
3945         // may be exactly overlapping (avoids z-fighting artifacts on certain
3946         // doors and things in Quake maps)
3947         if (ent->model->brush.submodel)
3948         {
3949                 t->currentpolygonfactor += r_polygonoffset_submodel_factor.value;
3950                 t->currentpolygonoffset += r_polygonoffset_submodel_offset.value;
3951         }
3952
3953         VectorClear(t->dlightcolor);
3954         t->currentnumlayers = 0;
3955         if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
3956         {
3957                 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
3958                 {
3959                         int blendfunc1, blendfunc2, depthmask;
3960                         if (t->currentmaterialflags & MATERIALFLAG_ADD)
3961                         {
3962                                 blendfunc1 = GL_SRC_ALPHA;
3963                                 blendfunc2 = GL_ONE;
3964                         }
3965                         else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
3966                         {
3967                                 blendfunc1 = GL_SRC_ALPHA;
3968                                 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
3969                         }
3970                         else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
3971                         {
3972                                 blendfunc1 = t->customblendfunc[0];
3973                                 blendfunc2 = t->customblendfunc[1];
3974                         }
3975                         else
3976                         {
3977                                 blendfunc1 = GL_ONE;
3978                                 blendfunc2 = GL_ZERO;
3979                         }
3980                         depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
3981                         if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
3982                         {
3983                                 rtexture_t *currentbasetexture;
3984                                 int layerflags = 0;
3985                                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
3986                                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
3987                                 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3988                                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3989                                 {
3990                                         // fullbright is not affected by r_refdef.lightmapintensity
3991                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
3992                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3993                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
3994                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3995                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
3996                                 }
3997                                 else
3998                                 {
3999                                         float colorscale;
4000                                         // set the color tint used for lights affecting this surface
4001                                         VectorSet(t->dlightcolor, ent->colormod[0] * t->currentalpha, ent->colormod[1] * t->currentalpha, ent->colormod[2] * t->currentalpha);
4002                                         colorscale = 2;
4003                                         // q3bsp has no lightmap updates, so the lightstylevalue that
4004                                         // would normally be baked into the lightmap must be
4005                                         // applied to the color
4006                                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4007                                         if (ent->model->type == mod_brushq3)
4008                                                 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
4009                                         colorscale *= r_refdef.lightmapintensity;
4010                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
4011                                         if (r_ambient.value >= (1.0f/64.0f))
4012                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
4013                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4014                                         {
4015                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2]  * ent->colormod[2] * colorscale, t->currentalpha);
4016                                                 if (r_ambient.value >= (1.0f/64.0f))
4017                                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
4018                                         }
4019                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4020                                         {
4021                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
4022                                                 if (r_ambient.value >= (1.0f/64.0f))
4023                                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
4024                                         }
4025                                 }
4026                                 if (t->currentskinframe->glow != NULL)
4027                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->currentalpha);
4028                                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4029                                 {
4030                                         // if this is opaque use alpha blend which will darken the earlier
4031                                         // passes cheaply.
4032                                         //
4033                                         // if this is an alpha blended material, all the earlier passes
4034                                         // were darkened by fog already, so we only need to add the fog
4035                                         // color ontop through the fog mask texture
4036                                         //
4037                                         // if this is an additive blended material, all the earlier passes
4038                                         // were darkened by fog already, and we should not add fog color
4039                                         // (because the background was not darkened, there is no fog color
4040                                         // that was lost behind it).
4041                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
4042                                 }
4043                         }
4044                 }
4045         }
4046 }
4047
4048 void R_UpdateAllTextureInfo(entity_render_t *ent)
4049 {
4050         int i;
4051         if (ent->model)
4052                 for (i = 0;i < ent->model->num_texturesperskin;i++)
4053                         R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4054 }
4055
4056 rsurfacestate_t rsurface;
4057
4058 void R_Mesh_ResizeArrays(int newvertices)
4059 {
4060         float *base;
4061         if (rsurface.array_size >= newvertices)
4062                 return;
4063         if (rsurface.array_modelvertex3f)
4064                 Mem_Free(rsurface.array_modelvertex3f);
4065         rsurface.array_size = (newvertices + 1023) & ~1023;
4066         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4067         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
4068         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
4069         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
4070         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
4071         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
4072         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4073         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4074         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
4075         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
4076         rsurface.array_color4f           = base + rsurface.array_size * 27;
4077         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4078 }
4079
4080 void RSurf_CleanUp(void)
4081 {
4082         CHECKGLERROR
4083         if (rsurface.mode == RSURFMODE_GLSL)
4084         {
4085                 qglUseProgramObjectARB(0);CHECKGLERROR
4086         }
4087         GL_AlphaTest(false);
4088         rsurface.mode = RSURFMODE_NONE;
4089         rsurface.uselightmaptexture = false;
4090         rsurface.texture = NULL;
4091 }
4092
4093 void RSurf_ActiveWorldEntity(void)
4094 {
4095         model_t *model = r_refdef.worldmodel;
4096         RSurf_CleanUp();
4097         if (rsurface.array_size < model->surfmesh.num_vertices)
4098                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4099         rsurface.matrix = identitymatrix;
4100         rsurface.inversematrix = identitymatrix;
4101         R_Mesh_Matrix(&identitymatrix);
4102         VectorCopy(r_view.origin, rsurface.modelorg);
4103         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4104         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4105         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4106         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4107         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4108         rsurface.frameblend[0].frame = 0;
4109         rsurface.frameblend[0].lerp = 1;
4110         rsurface.frameblend[1].frame = 0;
4111         rsurface.frameblend[1].lerp = 0;
4112         rsurface.frameblend[2].frame = 0;
4113         rsurface.frameblend[2].lerp = 0;
4114         rsurface.frameblend[3].frame = 0;
4115         rsurface.frameblend[3].lerp = 0;
4116         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4117         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4118         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4119         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4120         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4121         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4122         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4123         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4124         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4125         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4126         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4127         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4128         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4129         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4130         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4131         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4132         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4133         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4134         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4135         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4136         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4137         rsurface.modelelement3i = model->surfmesh.data_element3i;
4138         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4139         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4140         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4141         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4142         rsurface.modelsurfaces = model->data_surfaces;
4143         rsurface.generatedvertex = false;
4144         rsurface.vertex3f  = rsurface.modelvertex3f;
4145         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4146         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4147         rsurface.svector3f = rsurface.modelsvector3f;
4148         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4149         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4150         rsurface.tvector3f = rsurface.modeltvector3f;
4151         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4152         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4153         rsurface.normal3f  = rsurface.modelnormal3f;
4154         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4155         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4156         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4157 }
4158
4159 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4160 {
4161         model_t *model = ent->model;
4162         RSurf_CleanUp();
4163         if (rsurface.array_size < model->surfmesh.num_vertices)
4164                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4165         rsurface.matrix = ent->matrix;
4166         rsurface.inversematrix = ent->inversematrix;
4167         R_Mesh_Matrix(&rsurface.matrix);
4168         Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
4169         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
4170         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4171         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4172         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4173         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4174         rsurface.frameblend[0] = ent->frameblend[0];
4175         rsurface.frameblend[1] = ent->frameblend[1];
4176         rsurface.frameblend[2] = ent->frameblend[2];
4177         rsurface.frameblend[3] = ent->frameblend[3];
4178         if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4179         {
4180                 if (wanttangents)
4181                 {
4182                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4183                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4184                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4185                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4186                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4187                 }
4188                 else if (wantnormals)
4189                 {
4190                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4191                         rsurface.modelsvector3f = NULL;
4192                         rsurface.modeltvector3f = NULL;
4193                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4194                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4195                 }
4196                 else
4197                 {
4198                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4199                         rsurface.modelsvector3f = NULL;
4200                         rsurface.modeltvector3f = NULL;
4201                         rsurface.modelnormal3f = NULL;
4202                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4203                 }
4204                 rsurface.modelvertex3f_bufferobject = 0;
4205                 rsurface.modelvertex3f_bufferoffset = 0;
4206                 rsurface.modelsvector3f_bufferobject = 0;
4207                 rsurface.modelsvector3f_bufferoffset = 0;
4208                 rsurface.modeltvector3f_bufferobject = 0;
4209                 rsurface.modeltvector3f_bufferoffset = 0;
4210                 rsurface.modelnormal3f_bufferobject = 0;
4211                 rsurface.modelnormal3f_bufferoffset = 0;
4212                 rsurface.generatedvertex = true;
4213         }
4214         else
4215         {
4216                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4217                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4218                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4219                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4220                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4221                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4222                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4223                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4224                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4225                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4226                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4227                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4228                 rsurface.generatedvertex = false;
4229         }
4230         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4231         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4232         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4233         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4234         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4235         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4236         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4237         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4238         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4239         rsurface.modelelement3i = model->surfmesh.data_element3i;
4240         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4241         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4242         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4243         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4244         rsurface.modelsurfaces = model->data_surfaces;
4245         rsurface.vertex3f  = rsurface.modelvertex3f;
4246         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4247         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4248         rsurface.svector3f = rsurface.modelsvector3f;
4249         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4250         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4251         rsurface.tvector3f = rsurface.modeltvector3f;
4252         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4253         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4254         rsurface.normal3f  = rsurface.modelnormal3f;
4255         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4256         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4257         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4258 }
4259
4260 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4261 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4262 {
4263         int deformindex;
4264         int texturesurfaceindex;
4265         int i, j;
4266         float amplitude;
4267         float animpos;
4268         float scale;
4269         const float *v1, *in_tc;
4270         float *out_tc;
4271         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4272         float waveparms[4];
4273         q3shaderinfo_deform_t *deform;
4274         // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
4275         if (rsurface.generatedvertex)
4276         {
4277                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4278                         generatenormals = true;
4279                 for (i = 0;i < Q3MAXDEFORMS;i++)
4280                 {
4281                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4282                         {
4283                                 generatetangents = true;
4284                                 generatenormals = true;
4285                         }
4286                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4287                                 generatenormals = true;
4288                 }
4289                 if (generatenormals && !rsurface.modelnormal3f)
4290                 {
4291                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4292                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4293                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4294                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4295                 }
4296                 if (generatetangents && !rsurface.modelsvector3f)
4297                 {
4298                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4299                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4300                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4301                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4302                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4303                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4304                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer);
4305                 }
4306         }
4307         rsurface.vertex3f  = rsurface.modelvertex3f;
4308         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4309         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4310         rsurface.svector3f = rsurface.modelsvector3f;
4311         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4312         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4313         rsurface.tvector3f = rsurface.modeltvector3f;
4314         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4315         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4316         rsurface.normal3f  = rsurface.modelnormal3f;
4317         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4318         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4319         // if vertices are deformed (sprite flares and things in maps, possibly
4320         // water waves, bulges and other deformations), generate them into
4321         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4322         // (may be static model data or generated data for an animated model, or
4323         //  the previous deform pass)
4324         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4325         {
4326                 switch (deform->deform)
4327                 {
4328                 default:
4329                 case Q3DEFORM_PROJECTIONSHADOW:
4330                 case Q3DEFORM_TEXT0:
4331                 case Q3DEFORM_TEXT1:
4332                 case Q3DEFORM_TEXT2:
4333                 case Q3DEFORM_TEXT3:
4334                 case Q3DEFORM_TEXT4:
4335                 case Q3DEFORM_TEXT5:
4336                 case Q3DEFORM_TEXT6:
4337                 case Q3DEFORM_TEXT7:
4338                 case Q3DEFORM_NONE:
4339                         break;
4340                 case Q3DEFORM_AUTOSPRITE:
4341                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
4342                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
4343                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
4344                         VectorNormalize(newforward);
4345                         VectorNormalize(newright);
4346                         VectorNormalize(newup);
4347                         // make deformed versions of only the model vertices used by the specified surfaces
4348                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4349                         {
4350                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4351                                 // a single autosprite surface can contain multiple sprites...
4352                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
4353                                 {
4354                                         VectorClear(center);
4355                                         for (i = 0;i < 4;i++)
4356                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4357                                         VectorScale(center, 0.25f, center);
4358                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
4359                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4360                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4361                                         for (i = 0;i < 4;i++)
4362                                         {
4363                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4364                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4365                                         }
4366                                 }
4367                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
4368                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
4369                         }
4370                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4371                         rsurface.vertex3f_bufferobject = 0;
4372                         rsurface.vertex3f_bufferoffset = 0;
4373                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4374                         rsurface.svector3f_bufferobject = 0;
4375                         rsurface.svector3f_bufferoffset = 0;
4376                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4377                         rsurface.tvector3f_bufferobject = 0;
4378                         rsurface.tvector3f_bufferoffset = 0;
4379                         rsurface.normal3f = rsurface.array_deformednormal3f;
4380                         rsurface.normal3f_bufferobject = 0;
4381                         rsurface.normal3f_bufferoffset = 0;
4382                         break;
4383                 case Q3DEFORM_AUTOSPRITE2:
4384                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
4385                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
4386                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
4387                         VectorNormalize(newforward);
4388                         VectorNormalize(newright);
4389                         VectorNormalize(newup);
4390                         // make deformed versions of only the model vertices used by the specified surfaces
4391                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4392                         {
4393                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4394                                 const float *v1, *v2;
4395                                 vec3_t start, end;
4396                                 float f, l;
4397                                 struct
4398                                 {
4399                                         float length2;
4400                                         const float *v1;
4401                                         const float *v2;
4402                                 }
4403                                 shortest[2];
4404                                 memset(shortest, 0, sizeof(shortest));
4405                                 // a single autosprite surface can contain multiple sprites...
4406                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
4407                                 {
4408                                         VectorClear(center);
4409                                         for (i = 0;i < 4;i++)
4410                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4411                                         VectorScale(center, 0.25f, center);
4412                                         // find the two shortest edges, then use them to define the
4413                                         // axis vectors for rotating around the central axis
4414                                         for (i = 0;i < 6;i++)
4415                                         {
4416                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
4417                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
4418 #if 0
4419                                                 Debug_PolygonBegin(NULL, 0, false, 0);
4420                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
4421                                                 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
4422                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
4423                                                 Debug_PolygonEnd();
4424 #endif
4425                                                 l = VectorDistance2(v1, v2);
4426                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
4427                                                 if (v1[2] != v2[2])
4428                                                         l += (1.0f / 1024.0f);
4429                                                 if (shortest[0].length2 > l || i == 0)
4430                                                 {
4431                                                         shortest[1] = shortest[0];
4432                                                         shortest[0].length2 = l;
4433                                                         shortest[0].v1 = v1;
4434                                                         shortest[0].v2 = v2;
4435                                                 }
4436                                                 else if (shortest[1].length2 > l || i == 1)
4437                                                 {
4438                                                         shortest[1].length2 = l;
4439                                                         shortest[1].v1 = v1;
4440                                                         shortest[1].v2 = v2;
4441                                                 }
4442                                         }
4443                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
4444                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
4445 #if 0
4446                                         Debug_PolygonBegin(NULL, 0, false, 0);
4447                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
4448                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
4449                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
4450                                         Debug_PolygonEnd();
4451 #endif
4452                                         // this calculates the right vector from the shortest edge
4453                                         // and the up vector from the edge midpoints
4454                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
4455                                         VectorNormalize(right);
4456                                         VectorSubtract(end, start, up);
4457                                         VectorNormalize(up);
4458                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
4459                                         //VectorSubtract(rsurface.modelorg, center, forward);
4460                                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, forward);
4461                                         VectorNegate(forward, forward);
4462                                         VectorReflect(forward, 0, up, forward);
4463                                         VectorNormalize(forward);
4464                                         CrossProduct(up, forward, newright);
4465                                         VectorNormalize(newright);
4466 #if 0
4467                                         Debug_PolygonBegin(NULL, 0, false, 0);
4468                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
4469                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
4470                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
4471                                         Debug_PolygonEnd();
4472 #endif
4473 #if 0
4474                                         Debug_PolygonBegin(NULL, 0, false, 0);
4475                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
4476                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
4477                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
4478                                         Debug_PolygonEnd();
4479 #endif
4480                                         // rotate the quad around the up axis vector, this is made
4481                                         // especially easy by the fact we know the quad is flat,
4482                                         // so we only have to subtract the center position and
4483                                         // measure distance along the right vector, and then
4484                                         // multiply that by the newright vector and add back the
4485                                         // center position
4486                                         // we also need to subtract the old position to undo the
4487                                         // displacement from the center, which we do with a
4488                                         // DotProduct, the subtraction/addition of center is also
4489                                         // optimized into DotProducts here
4490                                         l = DotProduct(right, center);
4491                                         for (i = 0;i < 4;i++)
4492                                         {
4493                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
4494                                                 f = DotProduct(right, v1) - l;
4495                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4496                                         }
4497                                 }
4498                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
4499                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
4500                         }
4501                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4502                         rsurface.vertex3f_bufferobject = 0;
4503                         rsurface.vertex3f_bufferoffset = 0;
4504                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4505                         rsurface.svector3f_bufferobject = 0;
4506                         rsurface.svector3f_bufferoffset = 0;
4507                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4508                         rsurface.tvector3f_bufferobject = 0;
4509                         rsurface.tvector3f_bufferoffset = 0;
4510                         rsurface.normal3f = rsurface.array_deformednormal3f;
4511                         rsurface.normal3f_bufferobject = 0;
4512                         rsurface.normal3f_bufferoffset = 0;
4513                         break;
4514                 case Q3DEFORM_NORMAL:
4515                         // deform the normals to make reflections wavey
4516                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4517                         {
4518                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4519                                 for (j = 0;j < surface->num_vertices;j++)
4520                                 {
4521                                         float vertex[3];
4522                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
4523                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
4524                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
4525                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4526                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4527                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4528                                         VectorNormalize(normal);
4529                                 }
4530                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
4531                         }
4532                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4533                         rsurface.svector3f_bufferobject = 0;
4534                         rsurface.svector3f_bufferoffset = 0;
4535                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4536                         rsurface.tvector3f_bufferobject = 0;
4537                         rsurface.tvector3f_bufferoffset = 0;
4538                         rsurface.normal3f = rsurface.array_deformednormal3f;
4539                         rsurface.normal3f_bufferobject = 0;
4540                         rsurface.normal3f_bufferoffset = 0;
4541                         break;
4542                 case Q3DEFORM_WAVE:
4543                         // deform vertex array to make wavey water and flags and such
4544                         waveparms[0] = deform->waveparms[0];
4545                         waveparms[1] = deform->waveparms[1];
4546                         waveparms[2] = deform->waveparms[2];
4547                         waveparms[3] = deform->waveparms[3];
4548                         // this is how a divisor of vertex influence on deformation
4549                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
4550                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4551                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4552                         {
4553                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4554                                 for (j = 0;j < surface->num_vertices;j++)
4555                                 {
4556                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
4557                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
4558                                         // if the wavefunc depends on time, evaluate it per-vertex
4559                                         if (waveparms[3])
4560                                         {
4561                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
4562                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4563                                         }
4564                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
4565                                 }
4566                         }
4567                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4568                         rsurface.vertex3f_bufferobject = 0;
4569                         rsurface.vertex3f_bufferoffset = 0;
4570                         break;
4571                 case Q3DEFORM_BULGE:
4572                         // deform vertex array to make the surface have moving bulges
4573                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4574                         {
4575                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4576                                 for (j = 0;j < surface->num_vertices;j++)
4577                                 {
4578                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.time * deform->parms[2])) * deform->parms[1];
4579                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4580                                 }
4581                         }
4582                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4583                         rsurface.vertex3f_bufferobject = 0;
4584                         rsurface.vertex3f_bufferoffset = 0;
4585                         break;
4586                 case Q3DEFORM_MOVE:
4587                         // deform vertex array
4588                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
4589                         VectorScale(deform->parms, scale, waveparms);
4590                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4591                         {
4592                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4593                                 for (j = 0;j < surface->num_vertices;j++)
4594                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4595                         }
4596                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4597                         rsurface.vertex3f_bufferobject = 0;
4598                         rsurface.vertex3f_bufferoffset = 0;
4599                         break;
4600                 }
4601         }
4602         // generate texcoords based on the chosen texcoord source
4603         switch(rsurface.texture->tcgen.tcgen)
4604         {
4605         default:
4606         case Q3TCGEN_TEXTURE:
4607                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
4608                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
4609                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
4610                 break;
4611         case Q3TCGEN_LIGHTMAP:
4612                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
4613                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
4614                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
4615                 break;
4616         case Q3TCGEN_VECTOR:
4617                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4618                 {
4619                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4620                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
4621                         {
4622                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
4623                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
4624                         }
4625                 }
4626                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
4627                 rsurface.texcoordtexture2f_bufferobject  = 0;
4628                 rsurface.texcoordtexture2f_bufferoffset  = 0;
4629                 break;
4630         case Q3TCGEN_ENVIRONMENT:
4631                 // make environment reflections using a spheremap
4632                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4633                 {
4634                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4635                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
4636                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
4637                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
4638                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
4639                         {
4640                                 float l, d, eyedir[3];
4641                                 VectorSubtract(rsurface.modelorg, vertex, eyedir);
4642                                 l = 0.5f / VectorLength(eyedir);
4643                                 d = DotProduct(normal, eyedir)*2;
4644                                 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
4645                                 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
4646                         }
4647                 }
4648                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
4649                 rsurface.texcoordtexture2f_bufferobject  = 0;
4650                 rsurface.texcoordtexture2f_bufferoffset  = 0;
4651                 break;
4652         }
4653         // the only tcmod that needs software vertex processing is turbulent, so
4654         // check for it here and apply the changes if needed
4655         // and we only support that as the first one
4656         // (handling a mixture of turbulent and other tcmods would be problematic
4657         //  without punting it entirely to a software path)
4658         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
4659         {
4660                 amplitude = rsurface.texture->tcmods[0].parms[1];
4661                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.time * rsurface.texture->tcmods[0].parms[3];
4662                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4663                 {
4664                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4665                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
4666                         {
4667                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4668                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4669                         }
4670                 }
4671                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
4672                 rsurface.texcoordtexture2f_bufferobject  = 0;
4673                 rsurface.texcoordtexture2f_bufferoffset  = 0;
4674         }
4675         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
4676         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4677         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4678         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
4679 }
4680
4681 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
4682 {
4683         int i, j;
4684         const msurface_t *surface = texturesurfacelist[0];
4685         const msurface_t *surface2;
4686         int firstvertex;
4687         int endvertex;
4688         int numvertices;
4689         int numtriangles;
4690         // TODO: lock all array ranges before render, rather than on each surface
4691         if (texturenumsurfaces == 1)
4692         {
4693                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4694                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4695         }
4696         else if (r_batchmode.integer == 2)
4697         {
4698                 #define MAXBATCHTRIANGLES 4096
4699                 int batchtriangles = 0;
4700                 int batchelements[MAXBATCHTRIANGLES*3];
4701                 for (i = 0;i < texturenumsurfaces;i = j)
4702                 {
4703                         surface = texturesurfacelist[i];
4704                         j = i + 1;
4705                         if (surface->num_triangles > MAXBATCHTRIANGLES)
4706                         {
4707                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4708                                 continue;
4709                         }
4710                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
4711                         batchtriangles = surface->num_triangles;
4712                         firstvertex = surface->num_firstvertex;
4713                         endvertex = surface->num_firstvertex + surface->num_vertices;
4714                         for (;j < texturenumsurfaces;j++)
4715                         {
4716                                 surface2 = texturesurfacelist[j];
4717                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
4718                                         break;
4719                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
4720                                 batchtriangles += surface2->num_triangles;
4721                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
4722                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
4723                         }
4724                         surface2 = texturesurfacelist[j-1];
4725                         numvertices = endvertex - firstvertex;
4726                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
4727                 }
4728         }
4729         else if (r_batchmode.integer == 1)
4730         {
4731                 for (i = 0;i < texturenumsurfaces;i = j)
4732                 {
4733                         surface = texturesurfacelist[i];
4734                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4735                                 if (texturesurfacelist[j] != surface2)
4736                                         break;
4737                         surface2 = texturesurfacelist[j-1];
4738                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
4739                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
4740                         GL_LockArrays(surface->num_firstvertex, numvertices);
4741                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4742                 }
4743         }
4744         else
4745         {
4746                 for (i = 0;i < texturenumsurfaces;i++)
4747                 {
4748                         surface = texturesurfacelist[i];
4749                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4750                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4751                 }
4752         }
4753 }
4754
4755 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
4756 {
4757         int i, planeindex, vertexindex;
4758         float d, bestd;
4759         vec3_t vert;
4760         const float *v;
4761         r_waterstate_waterplane_t *p, *bestp;
4762         msurface_t *surface;
4763         if (r_waterstate.renderingscene)
4764                 return;
4765         for (i = 0;i < texturenumsurfaces;i++)
4766         {
4767                 surface = texturesurfacelist[i];
4768                 if (lightmaptexunit >= 0)
4769                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4770                 if (deluxemaptexunit >= 0)
4771                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4772                 // pick the closest matching water plane
4773                 bestd = 0;
4774                 bestp = NULL;
4775                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4776                 {
4777                         d = 0;
4778                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
4779                         {
4780                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
4781                                 d += fabs(PlaneDiff(vert, &p->plane));
4782                         }
4783                         if (bestd > d || !bestp)
4784                         {
4785                                 bestd = d;
4786                                 bestp = p;
4787                         }
4788                 }
4789                 if (bestp)
4790                 {
4791                         if (refractiontexunit >= 0)
4792                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
4793                         if (reflectiontexunit >= 0)
4794                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
4795                 }
4796                 else
4797                 {
4798                         if (refractiontexunit >= 0)
4799                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
4800                         if (reflectiontexunit >= 0)
4801                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
4802                 }
4803                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4804                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4805         }
4806 }
4807
4808 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
4809 {
4810         int i;
4811         int j;
4812         const msurface_t *surface = texturesurfacelist[0];
4813         const msurface_t *surface2;
4814         int firstvertex;
4815         int endvertex;
4816         int numvertices;
4817         int numtriangles;
4818         // TODO: lock all array ranges before render, rather than on each surface
4819         if (texturenumsurfaces == 1)
4820         {
4821                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4822                 if (deluxemaptexunit >= 0)
4823                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4824                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4825                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4826         }
4827         else if (r_batchmode.integer == 2)
4828         {
4829                 #define MAXBATCHTRIANGLES 4096
4830                 int batchtriangles = 0;
4831                 int batchelements[MAXBATCHTRIANGLES*3];
4832                 for (i = 0;i < texturenumsurfaces;i = j)
4833                 {
4834                         surface = texturesurfacelist[i];
4835                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4836                         if (deluxemaptexunit >= 0)
4837                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4838                         j = i + 1;
4839                         if (surface->num_triangles > MAXBATCHTRIANGLES)
4840                         {
4841                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4842                                 continue;
4843                         }
4844                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
4845                         batchtriangles = surface->num_triangles;
4846                         firstvertex = surface->num_firstvertex;
4847                         endvertex = surface->num_firstvertex + surface->num_vertices;
4848                         for (;j < texturenumsurfaces;j++)
4849                         {
4850                                 surface2 = texturesurfacelist[j];
4851                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
4852                                         break;
4853                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
4854                                 batchtriangles += surface2->num_triangles;
4855                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
4856                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
4857                         }
4858                         surface2 = texturesurfacelist[j-1];
4859                         numvertices = endvertex - firstvertex;
4860                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
4861                 }
4862         }
4863         else if (r_batchmode.integer == 1)
4864         {
4865 #if 0
4866                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
4867                 for (i = 0;i < texturenumsurfaces;i = j)
4868                 {
4869                         surface = texturesurfacelist[i];
4870                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4871                                 if (texturesurfacelist[j] != surface2)
4872                                         break;
4873                         Con_Printf(" %i", j - i);
4874                 }
4875                 Con_Printf("\n");
4876                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
4877 #endif
4878                 for (i = 0;i < texturenumsurfaces;i = j)
4879                 {
4880                         surface = texturesurfacelist[i];
4881                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4882                         if (deluxemaptexunit >= 0)
4883                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4884                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4885                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
4886                                         break;
4887 #if 0
4888                         Con_Printf(" %i", j - i);
4889 #endif
4890                         surface2 = texturesurfacelist[j-1];
4891                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
4892                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
4893                         GL_LockArrays(surface->num_firstvertex, numvertices);
4894                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4895                 }
4896 #if 0
4897                 Con_Printf("\n");
4898 #endif
4899         }
4900         else
4901         {
4902                 for (i = 0;i < texturenumsurfaces;i++)
4903                 {
4904                         surface = texturesurfacelist[i];
4905                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4906                         if (deluxemaptexunit >= 0)
4907                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4908                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4909                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4910                 }
4911         }
4912 }
4913
4914 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
4915 {
4916         int j;
4917         int texturesurfaceindex;
4918         if (r_showsurfaces.integer == 2)
4919         {
4920                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4921                 {
4922                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4923                         for (j = 0;j < surface->num_triangles;j++)
4924                         {
4925                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
4926                                 GL_Color(f, f, f, 1);
4927                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
4928                         }
4929                 }
4930         }
4931         else
4932         {
4933                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4934                 {
4935                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4936                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
4937                         GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
4938                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4939                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4940                 }
4941         }
4942 }
4943
4944 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
4945 {
4946         int texturesurfaceindex;
4947         int i;
4948         float f;
4949         float *v, *c, *c2;
4950         if (rsurface.lightmapcolor4f)
4951         {
4952                 // generate color arrays for the surfaces in this list
4953                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4954                 {
4955                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4956                         for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
4957                         {
4958                                 f = FogPoint_Model(v);
4959                                 c2[0] = c[0] * f;
4960                                 c2[1] = c[1] * f;
4961                                 c2[2] = c[2] * f;
4962                                 c2[3] = c[3];
4963                         }
4964                 }
4965         }
4966         else
4967         {
4968                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4969                 {
4970                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4971                         for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
4972                         {
4973                                 f = FogPoint_Model(v);
4974                                 c2[0] = f;
4975                                 c2[1] = f;
4976                                 c2[2] = f;
4977                                 c2[3] = 1;
4978                         }
4979                 }
4980         }
4981         rsurface.lightmapcolor4f = rsurface.array_color4f;
4982         rsurface.lightmapcolor4f_bufferobject = 0;
4983         rsurface.lightmapcolor4f_bufferoffset = 0;
4984 }
4985
4986 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
4987 {
4988         int texturesurfaceindex;
4989         int i;
4990         float *c, *c2;
4991         if (!rsurface.lightmapcolor4f)
4992                 return;
4993         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4994         {
4995                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4996                 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
4997                 {
4998                         c2[0] = c[0] * r;
4999                         c2[1] = c[1] * g;
5000                         c2[2] = c[2] * b;
5001                         c2[3] = c[3] * a;
5002                 }
5003         }
5004         rsurface.lightmapcolor4f = rsurface.array_color4f;
5005         rsurface.lightmapcolor4f_bufferobject = 0;
5006         rsurface.lightmapcolor4f_bufferoffset = 0;
5007 }
5008
5009 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5010 {
5011         // TODO: optimize
5012         rsurface.lightmapcolor4f = NULL;
5013         rsurface.lightmapcolor4f_bufferobject = 0;
5014         rsurface.lightmapcolor4f_bufferoffset = 0;
5015         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5016         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5017         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5018         GL_Color(r, g, b, a);
5019         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5020 }
5021
5022 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5023 {
5024         // TODO: optimize applyfog && applycolor case
5025         // just apply fog if necessary, and tint the fog color array if necessary
5026         rsurface.lightmapcolor4f = NULL;
5027         rsurface.lightmapcolor4f_bufferobject = 0;
5028         rsurface.lightmapcolor4f_bufferoffset = 0;
5029         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5030         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5031         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5032         GL_Color(r, g, b, a);
5033         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5034 }
5035
5036 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5037 {
5038         int texturesurfaceindex;
5039         int i;
5040         float *c;
5041         // TODO: optimize
5042         if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5043         {
5044                 // generate color arrays for the surfaces in this list
5045                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5046                 {
5047                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5048                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5049                         {
5050                                 if (surface->lightmapinfo->samples)
5051                                 {
5052                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5053                                         float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5054                                         VectorScale(lm, scale, c);
5055                                         if (surface->lightmapinfo->styles[1] != 255)
5056                                         {
5057                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5058                                                 lm += size3;
5059                                                 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5060                                                 VectorMA(c, scale, lm, c);
5061                                                 if (surface->lightmapinfo->styles[2] != 255)
5062                                                 {
5063                                                         lm += size3;
5064                                                         scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5065                                                         VectorMA(c, scale, lm, c);
5066                                                         if (surface->lightmapinfo->styles[3] != 255)
5067                                                         {
5068                                                                 lm += size3;
5069                                                                 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5070                                                                 VectorMA(c, scale, lm, c);
5071                                                         }
5072                                                 }
5073                                         }
5074                                 }
5075                                 else
5076                                         VectorClear(c);
5077                                 c[3] = 1;
5078                         }
5079                 }
5080                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5081                 rsurface.lightmapcolor4f_bufferobject = 0;
5082                 rsurface.lightmapcolor4f_bufferoffset = 0;
5083         }
5084         else
5085         {
5086                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5087                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5088                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5089         }
5090         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5091         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5092         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5093         GL_Color(r, g, b, a);
5094         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5095 }
5096
5097 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5098 {
5099         int texturesurfaceindex;
5100         int i;
5101         float f;
5102         float *v, *c, *c2;
5103         vec3_t ambientcolor;
5104         vec3_t diffusecolor;
5105         vec3_t lightdir;
5106         // TODO: optimize
5107         // model lighting
5108         VectorCopy(rsurface.modellight_lightdir, lightdir);
5109         ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f;
5110         ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f;
5111         ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f;
5112         diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f;
5113         diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f;
5114         diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f;
5115         if (VectorLength2(diffusecolor) > 0)
5116         {
5117                 // generate color arrays for the surfaces in this list
5118                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5119                 {
5120                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5121                         int numverts = surface->num_vertices;
5122                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5123                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5124                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5125                         // q3-style directional shading
5126                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5127                         {
5128                                 if ((f = DotProduct(c2, lightdir)) > 0)
5129                                         VectorMA(ambientcolor, f, diffusecolor, c);
5130                                 else
5131                                         VectorCopy(ambientcolor, c);
5132                                 c[3] = a;
5133                         }
5134                 }
5135                 r = 1;
5136                 g = 1;
5137                 b = 1;
5138                 a = 1;
5139                 applycolor = false;
5140                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5141                 rsurface.lightmapcolor4f_bufferobject = 0;
5142                 rsurface.lightmapcolor4f_bufferoffset = 0;
5143         }
5144         else
5145         {
5146                 r = ambientcolor[0];
5147                 g = ambientcolor[1];
5148                 b = ambientcolor[2];
5149                 rsurface.lightmapcolor4f = NULL;
5150                 rsurface.lightmapcolor4f_bufferobject = 0;
5151                 rsurface.lightmapcolor4f_bufferoffset = 0;
5152         }
5153         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5154         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5155         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5156         GL_Color(r, g, b, a);
5157         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5158 }
5159
5160 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5161 {
5162         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5163         GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5164         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5165         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5166         if (rsurface.mode != RSURFMODE_SHOWSURFACES)
5167         {
5168                 rsurface.mode = RSURFMODE_SHOWSURFACES;
5169                 GL_DepthMask(true);
5170                 GL_BlendFunc(GL_ONE, GL_ZERO);
5171                 R_Mesh_ColorPointer(NULL, 0, 0);
5172                 R_Mesh_ResetTextureState();
5173         }
5174         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5175         RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5176 }
5177
5178 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5179 {
5180         // transparent sky would be ridiculous
5181         if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
5182                 return;
5183         if (rsurface.mode != RSURFMODE_SKY)
5184         {
5185                 if (rsurface.mode == RSURFMODE_GLSL)
5186                 {
5187                         qglUseProgramObjectARB(0);CHECKGLERROR
5188                 }
5189                 rsurface.mode = RSURFMODE_SKY;
5190         }
5191         if (skyrendernow)
5192         {
5193                 skyrendernow = false;
5194                 R_Sky();
5195                 // restore entity matrix
5196                 R_Mesh_Matrix(&rsurface.matrix);
5197         }
5198         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5199         GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5200         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5201         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5202         GL_DepthMask(true);
5203         // LordHavoc: HalfLife maps have freaky skypolys so don't use
5204         // skymasking on them, and Quake3 never did sky masking (unlike
5205         // software Quake and software Quake2), so disable the sky masking
5206         // in Quake3 maps as it causes problems with q3map2 sky tricks,
5207         // and skymasking also looks very bad when noclipping outside the
5208         // level, so don't use it then either.
5209         if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
5210         {
5211                 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
5212                 R_Mesh_ColorPointer(NULL, 0, 0);
5213                 R_Mesh_ResetTextureState();
5214                 if (skyrendermasked)
5215                 {
5216                         // depth-only (masking)
5217                         GL_ColorMask(0,0,0,0);
5218                         // just to make sure that braindead drivers don't draw
5219                         // anything despite that colormask...
5220                         GL_BlendFunc(GL_ZERO, GL_ONE);
5221                 }
5222                 else
5223                 {
5224                         // fog sky
5225                         GL_BlendFunc(GL_ONE, GL_ZERO);
5226                 }
5227                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5228                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5229                 if (skyrendermasked)
5230                         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
5231         }
5232 }
5233
5234 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
5235 {
5236         if (rsurface.mode != RSURFMODE_GLSL)
5237         {
5238                 rsurface.mode = RSURFMODE_GLSL;
5239                 R_Mesh_ResetTextureState();
5240         }
5241
5242         R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale);
5243         if (!r_glsl_permutation)
5244                 return;
5245
5246         if (rsurface.lightmode == 2)
5247                 RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5248         else
5249                 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5250         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5251         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5252         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5253         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5254         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5255
5256         GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
5257         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5258         {
5259                 R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
5260                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
5261                         R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5262                 R_Mesh_ColorPointer(NULL, 0, 0);
5263         }
5264         else if (rsurface.uselightmaptexture)
5265         {
5266                 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
5267                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
5268                         R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
5269                 R_Mesh_ColorPointer(NULL, 0, 0);
5270         }
5271         else
5272         {
5273                 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
5274                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
5275                         R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5276                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5277         }
5278
5279         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5280         {
5281                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5282                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, 11, 12);
5283                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5284                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, -1, 12);
5285                 else
5286                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
5287         }
5288         else
5289         {
5290                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5291                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, 11, 12);
5292                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5293                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, -1, 12);
5294                 else
5295                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5296         }
5297         if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
5298         {
5299         }
5300 }
5301
5302 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
5303 {
5304         // OpenGL 1.3 path - anything not completely ancient
5305         int texturesurfaceindex;
5306         qboolean applycolor;
5307         qboolean applyfog;
5308         rmeshstate_t m;
5309         int layerindex;
5310         const texturelayer_t *layer;
5311         if (rsurface.mode != RSURFMODE_MULTIPASS)
5312                 rsurface.mode = RSURFMODE_MULTIPASS;
5313         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5314         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5315         {
5316                 vec4_t layercolor;
5317                 int layertexrgbscale;
5318                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5319                 {
5320                         if (layerindex == 0)
5321                                 GL_AlphaTest(true);
5322                         else
5323                         {
5324                                 GL_AlphaTest(false);
5325                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5326                         }
5327                 }
5328                 GL_DepthMask(layer->depthmask);
5329                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5330                 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
5331                 {
5332                         layertexrgbscale = 4;
5333                         VectorScale(layer->color, 0.25f, layercolor);
5334                 }
5335                 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
5336                 {
5337                         layertexrgbscale = 2;
5338                         VectorScale(layer->color, 0.5f, layercolor);
5339                 }
5340                 else
5341                 {
5342                         layertexrgbscale = 1;
5343                         VectorScale(layer->color, 1.0f, layercolor);
5344                 }
5345                 layercolor[3] = layer->color[3];
5346                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5347                 R_Mesh_ColorPointer(NULL, 0, 0);
5348                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5349                 switch (layer->type)
5350                 {
5351                 case TEXTURELAYERTYPE_LITTEXTURE:
5352                         memset(&m, 0, sizeof(m));
5353                         m.tex[0] = R_GetTexture(r_texture_white);
5354                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5355                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5356                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5357                         m.tex[1] = R_GetTexture(layer->texture);
5358                         m.texmatrix[1] = layer->texmatrix;
5359                         m.texrgbscale[1] = layertexrgbscale;
5360                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
5361                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
5362                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
5363                         R_Mesh_TextureState(&m);
5364                         if (rsurface.lightmode == 2)
5365                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5366                         else if (rsurface.uselightmaptexture)
5367                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5368                         else
5369                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5370                         break;
5371                 case TEXTURELAYERTYPE_TEXTURE:
5372                         memset(&m, 0, sizeof(m));
5373                         m.tex[0] = R_GetTexture(layer->texture);
5374                         m.texmatrix[0] = layer->texmatrix;
5375                         m.texrgbscale[0] = layertexrgbscale;
5376                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5377                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5378                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5379                         R_Mesh_TextureState(&m);
5380                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5381                         break;
5382                 case TEXTURELAYERTYPE_FOG:
5383                         memset(&m, 0, sizeof(m));
5384                         m.texrgbscale[0] = layertexrgbscale;
5385                         if (layer->texture)
5386                         {
5387                                 m.tex[0] = R_GetTexture(layer->texture);
5388                                 m.texmatrix[0] = layer->texmatrix;
5389                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5390                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5391                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5392                         }
5393                         R_Mesh_TextureState(&m);
5394                         // generate a color array for the fog pass
5395                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5396                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5397                         {
5398                                 int i;
5399                                 float f, *v, *c;
5400                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5401                                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
5402                                 {
5403                                         f = 1 - FogPoint_Model(v);
5404                                         c[0] = layercolor[0];
5405                                         c[1] = layercolor[1];
5406                                         c[2] = layercolor[2];
5407                                         c[3] = f * layercolor[3];
5408                                 }
5409                         }
5410                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5411                         break;
5412                 default:
5413                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5414                 }
5415                 GL_LockArrays(0, 0);
5416         }
5417         CHECKGLERROR
5418         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5419         {
5420                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5421                 GL_AlphaTest(false);
5422         }
5423 }
5424
5425 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
5426 {
5427         // OpenGL 1.1 - crusty old voodoo path
5428         int texturesurfaceindex;
5429         qboolean applyfog;
5430         rmeshstate_t m;
5431         int layerindex;
5432         const texturelayer_t *layer;
5433         if (rsurface.mode != RSURFMODE_MULTIPASS)
5434                 rsurface.mode = RSURFMODE_MULTIPASS;
5435         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5436         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5437         {
5438                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5439                 {
5440                         if (layerindex == 0)
5441                                 GL_AlphaTest(true);
5442                         else
5443                         {
5444                                 GL_AlphaTest(false);
5445                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5446                         }
5447                 }
5448                 GL_DepthMask(layer->depthmask);
5449                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5450                 R_Mesh_ColorPointer(NULL, 0, 0);
5451                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5452                 switch (layer->type)
5453                 {
5454                 case TEXTURELAYERTYPE_LITTEXTURE:
5455                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
5456                         {
5457                                 // two-pass lit texture with 2x rgbscale
5458                                 // first the lightmap pass
5459                                 memset(&m, 0, sizeof(m));
5460                                 m.tex[0] = R_GetTexture(r_texture_white);
5461                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5462                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5463                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5464                                 R_Mesh_TextureState(&m);
5465                                 if (rsurface.lightmode == 2)
5466                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5467                                 else if (rsurface.uselightmaptexture)
5468                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5469                                 else
5470                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5471                                 GL_LockArrays(0, 0);
5472                                 // then apply the texture to it
5473                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
5474                                 memset(&m, 0, sizeof(m));
5475                                 m.tex[0] = R_GetTexture(layer->texture);
5476                                 m.texmatrix[0] = layer->texmatrix;
5477                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5478                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5479                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5480                                 R_Mesh_TextureState(&m);
5481                                 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
5482                         }
5483                         else
5484                         {
5485                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
5486                                 memset(&m, 0, sizeof(m));
5487                                 m.tex[0] = R_GetTexture(layer->texture);
5488                                 m.texmatrix[0] = layer->texmatrix;
5489                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5490                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5491                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5492                                 R_Mesh_TextureState(&m);
5493                                 if (rsurface.lightmode == 2)
5494                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
5495                                 else
5496                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
5497                         }
5498                         break;
5499                 case TEXTURELAYERTYPE_TEXTURE:
5500                         // singletexture unlit texture with transparency support
5501                         memset(&m, 0, sizeof(m));
5502                         m.tex[0] = R_GetTexture(layer->texture);
5503                         m.texmatrix[0] = layer->texmatrix;
5504                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5505                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5506                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5507                         R_Mesh_TextureState(&m);
5508                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
5509                         break;
5510                 case TEXTURELAYERTYPE_FOG:
5511                         // singletexture fogging
5512                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5513                         if (layer->texture)
5514                         {
5515                                 memset(&m, 0, sizeof(m));
5516                                 m.tex[0] = R_GetTexture(layer->texture);
5517                                 m.texmatrix[0] = layer->texmatrix;
5518                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5519                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5520                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5521                                 R_Mesh_TextureState(&m);
5522                         }
5523                         else
5524                                 R_Mesh_ResetTextureState();
5525                         // generate a color array for the fog pass
5526                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5527                         {
5528                                 int i;
5529                                 float f, *v, *c;
5530                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5531                                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
5532                                 {
5533                                         f = 1 - FogPoint_Model(v);
5534                                         c[0] = layer->color[0];
5535                                         c[1] = layer->color[1];
5536                                         c[2] = layer->color[2];
5537                                         c[3] = f * layer->color[3];
5538                                 }
5539                         }
5540                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5541                         break;
5542                 default:
5543                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5544                 }
5545                 GL_LockArrays(0, 0);
5546         }
5547         CHECKGLERROR
5548         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5549         {
5550                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5551                 GL_AlphaTest(false);
5552         }
5553 }
5554
5555 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
5556 {
5557         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
5558                 return;
5559         rsurface.rtlight = NULL;
5560         CHECKGLERROR
5561         if (depthonly)
5562         {
5563                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
5564                         return;
5565                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
5566                         return;
5567                 if (rsurface.mode != RSURFMODE_MULTIPASS)
5568                         rsurface.mode = RSURFMODE_MULTIPASS;
5569                 if (r_depthfirst.integer == 3)
5570                 {
5571                         int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
5572                         if (!r_view.showdebug)
5573                                 GL_Color(0, 0, 0, 1);
5574                         else
5575                                 GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
5576                 }
5577                 else
5578                 {
5579                         GL_ColorMask(0,0,0,0);
5580                         GL_Color(1,1,1,1);
5581                 }
5582                 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5583                 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5584                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5585                 GL_DepthTest(true);
5586                 GL_BlendFunc(GL_ONE, GL_ZERO);
5587                 GL_DepthMask(true);
5588                 GL_AlphaTest(false);
5589                 R_Mesh_ColorPointer(NULL, 0, 0);
5590                 R_Mesh_ResetTextureState();
5591                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5592                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5593                 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
5594                 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5595         }
5596         else if (r_depthfirst.integer == 3)
5597                 return;
5598         else if (!r_view.showdebug && (r_showsurfaces.integer || gl_lightmaps.integer))
5599         {
5600                 GL_Color(0, 0, 0, 1);
5601                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5602         }
5603         else if (r_showsurfaces.integer)
5604         {
5605                 if (rsurface.mode != RSURFMODE_MULTIPASS)
5606                         rsurface.mode = RSURFMODE_MULTIPASS;
5607                 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5608                 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5609                 GL_DepthTest(true);
5610                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5611                 GL_BlendFunc(GL_ONE, GL_ZERO);
5612                 GL_DepthMask(writedepth);
5613                 GL_Color(1,1,1,1);
5614                 GL_AlphaTest(false);
5615                 R_Mesh_ColorPointer(NULL, 0, 0);
5616                 R_Mesh_ResetTextureState();
5617                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5618                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5619                 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5620         }
5621         else if (gl_lightmaps.integer)
5622         {
5623                 rmeshstate_t m;
5624                 if (rsurface.mode != RSURFMODE_MULTIPASS)
5625                         rsurface.mode = RSURFMODE_MULTIPASS;
5626                 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5627                 GL_DepthTest(true);
5628                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5629                 GL_BlendFunc(GL_ONE, GL_ZERO);
5630                 GL_DepthMask(writedepth);
5631                 GL_Color(1,1,1,1);
5632                 GL_AlphaTest(false);
5633                 // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
5634                 rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
5635                 R_Mesh_ColorPointer(NULL, 0, 0);
5636                 memset(&m, 0, sizeof(m));
5637                 m.tex[0] = R_GetTexture(r_texture_white);
5638                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5639                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5640                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5641                 R_Mesh_TextureState(&m);
5642                 RSurf_PrepareVerticesForBatch(rsurface.lightmode == 2, false, texturenumsurfaces, texturesurfacelist);
5643                 if (rsurface.lightmode == 2)
5644                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5645                 else if (rsurface.uselightmaptexture)
5646                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5647                 else
5648                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5649                 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5650         }
5651         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
5652         {
5653                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
5654                 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5655         }
5656         else if (rsurface.texture->currentnumlayers)
5657         {
5658                 // write depth for anything we skipped on the depth-only pass earlier
5659                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5660                         writedepth = true;
5661                 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5662                 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5663                 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5664                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5665                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5666                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5667                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5668                 // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
5669                 rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
5670                 if (r_glsl.integer && gl_support_fragment_shader)
5671                         R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
5672                 else if (gl_combine.integer && r_textureunits.integer >= 2)
5673                         R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
5674                 else
5675                         R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
5676                 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5677         }
5678         CHECKGLERROR
5679         GL_LockArrays(0, 0);
5680 }
5681
5682 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5683 {
5684         int i, j;
5685         int texturenumsurfaces, endsurface;
5686         texture_t *texture;
5687         msurface_t *surface;
5688         msurface_t *texturesurfacelist[1024];
5689
5690         // if the model is static it doesn't matter what value we give for
5691         // wantnormals and wanttangents, so this logic uses only rules applicable
5692         // to a model, knowing that they are meaningless otherwise
5693         if (ent == r_refdef.worldentity)
5694                 RSurf_ActiveWorldEntity();
5695         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
5696                 RSurf_ActiveModelEntity(ent, false, false);
5697         else
5698                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
5699
5700         for (i = 0;i < numsurfaces;i = j)
5701         {
5702                 j = i + 1;
5703                 surface = rsurface.modelsurfaces + surfacelist[i];
5704                 texture = surface->texture;
5705                 R_UpdateTextureInfo(ent, texture);
5706                 rsurface.texture = texture->currentframe;
5707                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
5708                 // scan ahead until we find a different texture
5709                 endsurface = min(i + 1024, numsurfaces);
5710                 texturenumsurfaces = 0;
5711                 texturesurfacelist[texturenumsurfaces++] = surface;
5712                 for (;j < endsurface;j++)
5713                 {
5714                         surface = rsurface.modelsurfaces + surfacelist[j];
5715                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
5716                                 break;
5717                         texturesurfacelist[texturenumsurfaces++] = surface;
5718                 }
5719                 // render the range of surfaces
5720                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
5721         }
5722
5723         RSurf_CleanUp();
5724 }
5725
5726 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
5727 {
5728         int i, j;
5729         vec3_t tempcenter, center;
5730         texture_t *texture;
5731         // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
5732         if (addwaterplanes)
5733         {
5734                 for (i = 0;i < numsurfaces;i++)
5735                         if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5736                                 R_Water_AddWaterPlane(surfacelist[i]);
5737                 return;
5738         }
5739         // break the surface list down into batches by texture and use of lightmapping
5740         for (i = 0;i < numsurfaces;i = j)
5741         {
5742                 j = i + 1;
5743                 // texture is the base texture pointer, rsurface.texture is the
5744                 // current frame/skin the texture is directing us to use (for example
5745                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
5746                 // use skin 1 instead)
5747                 texture = surfacelist[i]->texture;
5748                 rsurface.texture = texture->currentframe;
5749                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
5750                 if (!(rsurface.texture->currentmaterialflags & flagsmask))
5751                 {
5752                         // if this texture is not the kind we want, skip ahead to the next one
5753                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
5754                                 ;
5755                         continue;
5756                 }
5757                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5758                 {
5759                         // transparent surfaces get pushed off into the transparent queue
5760                         const msurface_t *surface = surfacelist[i];
5761                         if (depthonly)
5762                                 continue;
5763                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
5764                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
5765                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
5766                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
5767                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
5768                 }
5769                 else
5770                 {
5771                         // simply scan ahead until we find a different texture or lightmap state
5772                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
5773                                 ;
5774                         // render the range of surfaces
5775                         R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
5776                 }
5777         }
5778 }
5779
5780 float locboxvertex3f[6*4*3] =
5781 {
5782         1,0,1, 1,0,0, 1,1,0, 1,1,1,
5783         0,1,1, 0,1,0, 0,0,0, 0,0,1,
5784         1,1,1, 1,1,0, 0,1,0, 0,1,1,
5785         0,0,1, 0,0,0, 1,0,0, 1,0,1,
5786         0,0,1, 1,0,1, 1,1,1, 0,1,1,
5787         1,0,0, 0,0,0, 0,1,0, 1,1,0
5788 };
5789
5790 int locboxelement3i[6*2*3] =
5791 {
5792          0, 1, 2, 0, 2, 3,
5793          4, 5, 6, 4, 6, 7,
5794          8, 9,10, 8,10,11,
5795         12,13,14, 12,14,15,
5796         16,17,18, 16,18,19,
5797         20,21,22, 20,22,23
5798 };
5799
5800 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5801 {
5802         int i, j;
5803         cl_locnode_t *loc = (cl_locnode_t *)ent;
5804         vec3_t mins, size;
5805         float vertex3f[6*4*3];
5806         CHECKGLERROR
5807         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5808         GL_DepthMask(false);
5809         GL_DepthRange(0, 1);
5810         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5811         GL_DepthTest(true);
5812         GL_CullFace(GL_NONE);
5813         R_Mesh_Matrix(&identitymatrix);
5814
5815         R_Mesh_VertexPointer(vertex3f, 0, 0);
5816         R_Mesh_ColorPointer(NULL, 0, 0);
5817         R_Mesh_ResetTextureState();
5818
5819         i = surfacelist[0];
5820         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
5821                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
5822                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
5823                         surfacelist[0] < 0 ? 0.5f : 0.125f);
5824
5825         if (VectorCompare(loc->mins, loc->maxs))
5826         {
5827                 VectorSet(size, 2, 2, 2);
5828                 VectorMA(loc->mins, -0.5f, size, mins);
5829         }
5830         else
5831         {
5832                 VectorCopy(loc->mins, mins);
5833                 VectorSubtract(loc->maxs, loc->mins, size);
5834         }
5835
5836         for (i = 0;i < 6*4*3;)
5837                 for (j = 0;j < 3;j++, i++)
5838                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
5839
5840         R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
5841 }
5842
5843 void R_DrawLocs(void)
5844 {
5845         int index;
5846         cl_locnode_t *loc, *nearestloc;
5847         vec3_t center;
5848         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
5849         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
5850         {
5851                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
5852                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
5853         }
5854 }
5855
5856 void R_DrawDebugModel(entity_render_t *ent)
5857 {
5858         int i, j, k, l, flagsmask;
5859         const int *elements;
5860         q3mbrush_t *brush;
5861         msurface_t *surface;
5862         model_t *model = ent->model;
5863         vec3_t v;
5864
5865         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
5866
5867         R_Mesh_ColorPointer(NULL, 0, 0);
5868         R_Mesh_ResetTextureState();
5869         GL_DepthRange(0, 1);
5870         GL_DepthTest(!r_showdisabledepthtest.integer);
5871         GL_DepthMask(false);
5872         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5873
5874         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
5875         {
5876                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
5877                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
5878                 {
5879                         if (brush->colbrushf && brush->colbrushf->numtriangles)
5880                         {
5881                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
5882                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value);
5883                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
5884                         }
5885                 }
5886                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
5887                 {
5888                         if (surface->num_collisiontriangles)
5889                         {
5890                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
5891                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value);
5892                                 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
5893                         }
5894                 }
5895         }
5896
5897         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5898
5899         if (r_showtris.integer || r_shownormals.integer)
5900         {
5901                 if (r_showdisabledepthtest.integer)
5902                 {
5903                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5904                         GL_DepthMask(false);
5905                 }
5906                 else
5907                 {
5908                         GL_BlendFunc(GL_ONE, GL_ZERO);
5909                         GL_DepthMask(true);
5910                 }
5911                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
5912                 {
5913                         if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
5914                                 continue;
5915                         rsurface.texture = surface->texture->currentframe;
5916                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
5917                         {
5918                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
5919                                 if (r_showtris.value > 0)
5920                                 {
5921                                         if (!rsurface.texture->currentlayers->depthmask)
5922                                                 GL_Color(r_view.colorscale, 0, 0, r_showtris.value);
5923                                         else if (ent == r_refdef.worldentity)
5924                                                 GL_Color(r_view.colorscale, r_view.colorscale, r_view.colorscale, r_showtris.value);
5925                                         else
5926                                                 GL_Color(0, r_view.colorscale, 0, r_showtris.value);
5927                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
5928                                         CHECKGLERROR
5929                                         qglBegin(GL_LINES);
5930                                         for (k = 0;k < surface->num_triangles;k++, elements += 3)
5931                                         {
5932 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
5933                                                 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
5934                                                 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
5935                                                 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
5936                                         }
5937                                         qglEnd();
5938                                         CHECKGLERROR
5939                                 }
5940                                 if (r_shownormals.value > 0)
5941                                 {
5942                                         GL_Color(r_view.colorscale, 0, 0, r_shownormals.value);
5943                                         qglBegin(GL_LINES);
5944                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5945                                         {
5946                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
5947                                                 qglVertex3f(v[0], v[1], v[2]);
5948                                                 VectorMA(v, 8, rsurface.svector3f + l * 3, v);
5949                                                 qglVertex3f(v[0], v[1], v[2]);
5950                                         }
5951                                         qglEnd();
5952                                         CHECKGLERROR
5953                                         GL_Color(0, 0, r_view.colorscale, r_shownormals.value);
5954                                         qglBegin(GL_LINES);
5955                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5956                                         {
5957                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
5958                                                 qglVertex3f(v[0], v[1], v[2]);
5959                                                 VectorMA(v, 8, rsurface.tvector3f + l * 3, v);
5960                                                 qglVertex3f(v[0], v[1], v[2]);
5961                                         }
5962                                         qglEnd();
5963                                         CHECKGLERROR
5964                                         GL_Color(0, r_view.colorscale, 0, r_shownormals.value);
5965                                         qglBegin(GL_LINES);
5966                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5967                                         {
5968                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
5969                                                 qglVertex3f(v[0], v[1], v[2]);
5970                                                 VectorMA(v, 8, rsurface.normal3f + l * 3, v);
5971                                                 qglVertex3f(v[0], v[1], v[2]);
5972                                         }
5973                                         qglEnd();
5974                                         CHECKGLERROR
5975                                 }
5976                         }
5977                 }
5978                 rsurface.texture = NULL;
5979         }
5980 }
5981
5982 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
5983 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
5984 {
5985         int i, j, endj, f, flagsmask;
5986         int counttriangles = 0;
5987         msurface_t *surface, **surfacechain;
5988         texture_t *t;
5989         model_t *model = r_refdef.worldmodel;
5990         const int maxsurfacelist = 1024;
5991         int numsurfacelist = 0;
5992         msurface_t *surfacelist[1024];
5993         if (model == NULL)
5994                 return;
5995
5996         RSurf_ActiveWorldEntity();
5997
5998         // update light styles
5999         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.light_styleupdatechains)
6000         {
6001                 for (i = 0;i < model->brushq1.light_styles;i++)
6002                 {
6003                         if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
6004                         {
6005                                 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
6006                                 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
6007                                         for (;(surface = *surfacechain);surfacechain++)
6008                                                 surface->cached_dlight = true;
6009                         }
6010                 }
6011         }
6012
6013         R_UpdateAllTextureInfo(r_refdef.worldentity);
6014         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6015
6016         if (debug)
6017         {
6018                 R_DrawDebugModel(r_refdef.worldentity);
6019                 return;
6020         }
6021
6022         f = 0;
6023         t = NULL;
6024         rsurface.uselightmaptexture = false;
6025         rsurface.texture = NULL;
6026         numsurfacelist = 0;
6027         j = model->firstmodelsurface;
6028         endj = j + model->nummodelsurfaces;
6029         while (j < endj)
6030         {
6031                 // quickly skip over non-visible surfaces
6032                 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
6033                         ;
6034                 // quickly iterate over visible surfaces
6035                 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
6036                 {
6037                         // process this surface
6038                         surface = model->data_surfaces + j;
6039                         // if this surface fits the criteria, add it to the list
6040                         if (surface->num_triangles)
6041                         {
6042                                 // if lightmap parameters changed, rebuild lightmap texture
6043                                 if (surface->cached_dlight)
6044                                         R_BuildLightMap(r_refdef.worldentity, surface);
6045                                 // add face to draw list
6046                                 surfacelist[numsurfacelist++] = surface;
6047                                 counttriangles += surface->num_triangles;
6048                                 if (numsurfacelist >= maxsurfacelist)
6049                                 {
6050                                         R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6051                                         numsurfacelist = 0;
6052                                 }
6053                         }
6054                 }
6055         }
6056         if (numsurfacelist)
6057                 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6058         r_refdef.stats.entities_triangles += counttriangles;
6059         RSurf_CleanUp();
6060 }
6061
6062 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6063 {
6064         int i, f, flagsmask;
6065         int counttriangles = 0;
6066         msurface_t *surface, *endsurface, **surfacechain;
6067         texture_t *t;
6068         model_t *model = ent->model;
6069         const int maxsurfacelist = 1024;
6070         int numsurfacelist = 0;
6071         msurface_t *surfacelist[1024];
6072         if (model == NULL)
6073                 return;
6074
6075         // if the model is static it doesn't matter what value we give for
6076         // wantnormals and wanttangents, so this logic uses only rules applicable
6077         // to a model, knowing that they are meaningless otherwise
6078         if (ent == r_refdef.worldentity)
6079                 RSurf_ActiveWorldEntity();
6080         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6081                 RSurf_ActiveModelEntity(ent, false, false);
6082         else
6083                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6084
6085         // update light styles
6086         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.light_styleupdatechains)
6087         {
6088                 for (i = 0;i < model->brushq1.light_styles;i++)
6089                 {
6090                         if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
6091                         {
6092                                 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
6093                                 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
6094                                         for (;(surface = *surfacechain);surfacechain++)
6095                                                 surface->cached_dlight = true;
6096                         }
6097                 }
6098         }
6099
6100         R_UpdateAllTextureInfo(ent);
6101         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6102
6103         if (debug)
6104         {
6105                 R_DrawDebugModel(ent);
6106                 return;
6107         }
6108
6109         f = 0;
6110         t = NULL;
6111         rsurface.uselightmaptexture = false;
6112         rsurface.texture = NULL;
6113         numsurfacelist = 0;
6114         surface = model->data_surfaces + model->firstmodelsurface;
6115         endsurface = surface + model->nummodelsurfaces;
6116         for (;surface < endsurface;surface++)
6117         {
6118                 // if this surface fits the criteria, add it to the list
6119                 if (surface->num_triangles)
6120                 {
6121                         // if lightmap parameters changed, rebuild lightmap texture
6122                         if (surface->cached_dlight)
6123                                 R_BuildLightMap(ent, surface);
6124                         // add face to draw list
6125                         surfacelist[numsurfacelist++] = surface;
6126                         counttriangles += surface->num_triangles;
6127                         if (numsurfacelist >= maxsurfacelist)
6128                         {
6129                                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6130                                 numsurfacelist = 0;
6131                         }
6132                 }
6133         }
6134         if (numsurfacelist)
6135                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6136         r_refdef.stats.entities_triangles += counttriangles;
6137         RSurf_CleanUp();
6138 }