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oops, my fault - I kept two unused cvars in
[xonotic/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
30
31 //
32 // screen size info
33 //
34 r_refdef_t r_refdef;
35
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
38 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
39 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
40 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
41 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
42 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
43 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
45 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
46 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
47 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
48 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
49 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
50 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
51 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
52 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
53 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
54 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
55 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
56 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
57 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
58 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
59 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
60 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
61 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
62 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
63 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
64 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
66
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
74 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
75
76 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
77
78 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
79 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
80 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)"};
81 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
82 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
83 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
84 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
85 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
86 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
87 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
88 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
89 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
90
91 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
92 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
93 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
94 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
95 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
96
97 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
98 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
99 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
100 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
101
102 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
103 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
104 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
105 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
106 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
107 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
108 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
109
110 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
111 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
112 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
113 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)"};
114
115 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"};
116
117 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"};
118
119 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
120
121 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
122 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
123 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
124 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
125 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
126 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
127
128 extern cvar_t v_glslgamma;
129
130 extern qboolean v_flipped_state;
131
132 static struct r_bloomstate_s
133 {
134         qboolean enabled;
135         qboolean hdr;
136
137         int bloomwidth, bloomheight;
138
139         int screentexturewidth, screentextureheight;
140         rtexture_t *texture_screen;
141
142         int bloomtexturewidth, bloomtextureheight;
143         rtexture_t *texture_bloom;
144
145         // arrays for rendering the screen passes
146         float screentexcoord2f[8];
147         float bloomtexcoord2f[8];
148         float offsettexcoord2f[8];
149 }
150 r_bloomstate;
151
152 typedef struct r_waterstate_waterplane_s
153 {
154         rtexture_t *texture_refraction;
155         rtexture_t *texture_reflection;
156         mplane_t plane;
157         int materialflags; // combined flags of all water surfaces on this plane
158         unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
159         qboolean pvsvalid;
160 }
161 r_waterstate_waterplane_t;
162
163 #define MAX_WATERPLANES 16
164
165 static struct r_waterstate_s
166 {
167         qboolean enabled;
168
169         qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
170
171         int waterwidth, waterheight;
172         int texturewidth, textureheight;
173
174         int maxwaterplanes; // same as MAX_WATERPLANES
175         int numwaterplanes;
176         r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
177
178         float screenscale[2];
179         float screencenter[2];
180 }
181 r_waterstate;
182
183 // shadow volume bsp struct with automatically growing nodes buffer
184 svbsp_t r_svbsp;
185
186 rtexture_t *r_texture_blanknormalmap;
187 rtexture_t *r_texture_white;
188 rtexture_t *r_texture_grey128;
189 rtexture_t *r_texture_black;
190 rtexture_t *r_texture_notexture;
191 rtexture_t *r_texture_whitecube;
192 rtexture_t *r_texture_normalizationcube;
193 rtexture_t *r_texture_fogattenuation;
194 rtexture_t *r_texture_gammaramps;
195 unsigned int r_texture_gammaramps_serial;
196 //rtexture_t *r_texture_fogintensity;
197
198 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
199 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
200
201 // vertex coordinates for a quad that covers the screen exactly
202 const static float r_screenvertex3f[12] =
203 {
204         0, 0, 0,
205         1, 0, 0,
206         1, 1, 0,
207         0, 1, 0
208 };
209
210 extern void R_DrawModelShadows(void);
211
212 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
213 {
214         int i;
215         for (i = 0;i < verts;i++)
216         {
217                 out[0] = in[0] * r;
218                 out[1] = in[1] * g;
219                 out[2] = in[2] * b;
220                 out[3] = in[3];
221                 in += 4;
222                 out += 4;
223         }
224 }
225
226 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
227 {
228         int i;
229         for (i = 0;i < verts;i++)
230         {
231                 out[0] = r;
232                 out[1] = g;
233                 out[2] = b;
234                 out[3] = a;
235                 out += 4;
236         }
237 }
238
239 // FIXME: move this to client?
240 void FOG_clear(void)
241 {
242         if (gamemode == GAME_NEHAHRA)
243         {
244                 Cvar_Set("gl_fogenable", "0");
245                 Cvar_Set("gl_fogdensity", "0.2");
246                 Cvar_Set("gl_fogred", "0.3");
247                 Cvar_Set("gl_foggreen", "0.3");
248                 Cvar_Set("gl_fogblue", "0.3");
249         }
250         r_refdef.fog_density = 0;
251         r_refdef.fog_red = 0;
252         r_refdef.fog_green = 0;
253         r_refdef.fog_blue = 0;
254         r_refdef.fog_alpha = 1;
255         r_refdef.fog_start = 0;
256         r_refdef.fog_end = 0;
257 }
258
259 float FogForDistance(vec_t dist)
260 {
261         unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
262         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
263 }
264
265 float FogPoint_World(const vec3_t p)
266 {
267         return FogForDistance(VectorDistance((p), r_refdef.view.origin));
268 }
269
270 float FogPoint_Model(const vec3_t p)
271 {
272         return FogForDistance(VectorDistance((p), rsurface.modelorg));
273 }
274
275 static void R_BuildBlankTextures(void)
276 {
277         unsigned char data[4];
278         data[2] = 128; // normal X
279         data[1] = 128; // normal Y
280         data[0] = 255; // normal Z
281         data[3] = 128; // height
282         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
283         data[0] = 255;
284         data[1] = 255;
285         data[2] = 255;
286         data[3] = 255;
287         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
288         data[0] = 128;
289         data[1] = 128;
290         data[2] = 128;
291         data[3] = 255;
292         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
293         data[0] = 0;
294         data[1] = 0;
295         data[2] = 0;
296         data[3] = 255;
297         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
298 }
299
300 static void R_BuildNoTexture(void)
301 {
302         int x, y;
303         unsigned char pix[16][16][4];
304         // this makes a light grey/dark grey checkerboard texture
305         for (y = 0;y < 16;y++)
306         {
307                 for (x = 0;x < 16;x++)
308                 {
309                         if ((y < 8) ^ (x < 8))
310                         {
311                                 pix[y][x][0] = 128;
312                                 pix[y][x][1] = 128;
313                                 pix[y][x][2] = 128;
314                                 pix[y][x][3] = 255;
315                         }
316                         else
317                         {
318                                 pix[y][x][0] = 64;
319                                 pix[y][x][1] = 64;
320                                 pix[y][x][2] = 64;
321                                 pix[y][x][3] = 255;
322                         }
323                 }
324         }
325         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
326 }
327
328 static void R_BuildWhiteCube(void)
329 {
330         unsigned char data[6*1*1*4];
331         memset(data, 255, sizeof(data));
332         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
333 }
334
335 static void R_BuildNormalizationCube(void)
336 {
337         int x, y, side;
338         vec3_t v;
339         vec_t s, t, intensity;
340 #define NORMSIZE 64
341         unsigned char data[6][NORMSIZE][NORMSIZE][4];
342         for (side = 0;side < 6;side++)
343         {
344                 for (y = 0;y < NORMSIZE;y++)
345                 {
346                         for (x = 0;x < NORMSIZE;x++)
347                         {
348                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
349                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
350                                 switch(side)
351                                 {
352                                 default:
353                                 case 0:
354                                         v[0] = 1;
355                                         v[1] = -t;
356                                         v[2] = -s;
357                                         break;
358                                 case 1:
359                                         v[0] = -1;
360                                         v[1] = -t;
361                                         v[2] = s;
362                                         break;
363                                 case 2:
364                                         v[0] = s;
365                                         v[1] = 1;
366                                         v[2] = t;
367                                         break;
368                                 case 3:
369                                         v[0] = s;
370                                         v[1] = -1;
371                                         v[2] = -t;
372                                         break;
373                                 case 4:
374                                         v[0] = s;
375                                         v[1] = -t;
376                                         v[2] = 1;
377                                         break;
378                                 case 5:
379                                         v[0] = -s;
380                                         v[1] = -t;
381                                         v[2] = -1;
382                                         break;
383                                 }
384                                 intensity = 127.0f / sqrt(DotProduct(v, v));
385                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
386                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
387                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
388                                 data[side][y][x][3] = 255;
389                         }
390                 }
391         }
392         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
393 }
394
395 static void R_BuildFogTexture(void)
396 {
397         int x, b;
398 #define FOGWIDTH 256
399         unsigned char data1[FOGWIDTH][4];
400         //unsigned char data2[FOGWIDTH][4];
401         double d, r, alpha;
402
403         r_refdef.fogmasktable_start = r_refdef.fog_start;
404         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
405         r_refdef.fogmasktable_range = r_refdef.fogrange;
406         r_refdef.fogmasktable_density = r_refdef.fog_density;
407
408         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
409         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
410         {
411                 d = (x * r - r_refdef.fogmasktable_start);
412                 if(developer.integer >= 100)
413                         Con_Printf("%f ", d);
414                 d = max(0, d);
415                 if (r_fog_exp2.integer)
416                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
417                 else
418                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
419                 if(developer.integer >= 100)
420                         Con_Printf(" : %f ", alpha);
421                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
422                 if(developer.integer >= 100)
423                         Con_Printf(" = %f\n", alpha);
424                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
425         }
426
427         for (x = 0;x < FOGWIDTH;x++)
428         {
429                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
430                 data1[x][0] = b;
431                 data1[x][1] = b;
432                 data1[x][2] = b;
433                 data1[x][3] = 255;
434                 //data2[x][0] = 255 - b;
435                 //data2[x][1] = 255 - b;
436                 //data2[x][2] = 255 - b;
437                 //data2[x][3] = 255;
438         }
439         if (r_texture_fogattenuation)
440         {
441                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
442                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
443         }
444         else
445         {
446                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
447                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
448         }
449 }
450
451 static const char *builtinshaderstring =
452 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
453 "// written by Forest 'LordHavoc' Hale\n"
454 "\n"
455 "// common definitions between vertex shader and fragment shader:\n"
456 "\n"
457 "//#ifdef __GLSL_CG_DATA_TYPES\n"
458 "//# define myhalf half\n"
459 "//# define myhalf2 half2\n"
460 "//# define myhalf3 half3\n"
461 "//# define myhalf4 half4\n"
462 "//#else\n"
463 "# define myhalf float\n"
464 "# define myhalf2 vec2\n"
465 "# define myhalf3 vec3\n"
466 "# define myhalf4 vec4\n"
467 "//#endif\n"
468 "\n"
469 "#ifdef MODE_DEPTH_OR_SHADOW\n"
470 "\n"
471 "# ifdef VERTEX_SHADER\n"
472 "void main(void)\n"
473 "{\n"
474 "       gl_Position = ftransform();\n"
475 "}\n"
476 "# endif\n"
477 "\n"
478 "#else\n"
479 "\n"
480 "#ifdef MODE_POSTPROCESS\n"
481 "# ifdef VERTEX_SHADER\n"
482 "void main(void)\n"
483 "{\n"
484 "       gl_FrontColor = gl_Color;\n"
485 "       gl_Position = ftransform();\n"
486 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
487 "#ifdef USEGLOW\n"
488 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
489 "#endif\n"
490 "}\n"
491 "# endif\n"
492 "# ifdef FRAGMENT_SHADER\n"
493 "\n"
494 "uniform sampler2D Texture_First;\n"
495 "#ifdef USEGLOW\n"
496 "uniform sampler2D Texture_Second;\n"
497 "#endif\n"
498 "#ifdef USEGAMMARAMPS\n"
499 "uniform sampler2D Texture_Attenuation;\n"
500 "#endif\n"
501 "#ifdef USEVERTEXTEXTUREBLEND\n"
502 "uniform vec4 TintColor;\n"
503 "#endif\n"
504 "#ifdef USECOLORMOD\n"
505 "uniform vec3 Gamma;\n"
506 "#endif\n"
507 "//uncomment these if you want to use them:\n"
508 "// uniform vec4 UserVec1;\n"
509 "// uniform vec4 UserVec2;\n"
510 "// uniform vec4 UserVec3;\n"
511 "// uniform vec4 UserVec4;\n"
512 "// uniform float ClientTime;\n"
513 "void main(void)\n"
514 "{\n"
515 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
516 "#ifdef USEGLOW\n"
517 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
518 "#endif\n"
519 "#ifdef USEVERTEXTEXTUREBLEND\n"
520 "       gl_FragColor = mix(TintColor, gl_FragColor, TintColor.a);\n"
521 "#endif\n"
522 "\n"
523 "#ifdef USEPOSTPROCESSING\n"
524 "// add your own postprocessing here or make your own ifdef for it\n"
525 "#endif\n"
526 "\n"
527 "#ifdef USEGAMMARAMPS\n"
528 "       gl_FragColor.r = texture2D(Texture_Attenuation, vec2(gl_FragColor.r, 0)).r;\n"
529 "       gl_FragColor.g = texture2D(Texture_Attenuation, vec2(gl_FragColor.g, 0)).g;\n"
530 "       gl_FragColor.b = texture2D(Texture_Attenuation, vec2(gl_FragColor.b, 0)).b;\n"
531 "#endif\n"
532 "}\n"
533 "# endif\n"
534 "\n"
535 "\n"
536 "#else\n"
537 "#ifdef MODE_GENERIC\n"
538 "# ifdef VERTEX_SHADER\n"
539 "void main(void)\n"
540 "{\n"
541 "       gl_FrontColor = gl_Color;\n"
542 "#  ifdef USEDIFFUSE\n"
543 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
544 "#  endif\n"
545 "#  ifdef USESPECULAR\n"
546 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
547 "#  endif\n"
548 "       gl_Position = ftransform();\n"
549 "}\n"
550 "# endif\n"
551 "# ifdef FRAGMENT_SHADER\n"
552 "\n"
553 "#  ifdef USEDIFFUSE\n"
554 "uniform sampler2D Texture_First;\n"
555 "#  endif\n"
556 "#  ifdef USESPECULAR\n"
557 "uniform sampler2D Texture_Second;\n"
558 "#  endif\n"
559 "\n"
560 "void main(void)\n"
561 "{\n"
562 "       gl_FragColor = gl_Color;\n"
563 "#  ifdef USEDIFFUSE\n"
564 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
565 "#  endif\n"
566 "\n"
567 "#  ifdef USESPECULAR\n"
568 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
569 "#  endif\n"
570 "#  ifdef USECOLORMAPPING\n"
571 "       gl_FragColor *= tex2;\n"
572 "#  endif\n"
573 "#  ifdef USEGLOW\n"
574 "       gl_FragColor += tex2;\n"
575 "#  endif\n"
576 "#  ifdef USEVERTEXTEXTUREBLEND\n"
577 "       gl_FragColor = mix(tex2, gl_FragColor, tex2.a);\n"
578 "#  endif\n"
579 "}\n"
580 "# endif\n"
581 "\n"
582 "#else // !MODE_GENERIC\n"
583 "\n"
584 "varying vec2 TexCoord;\n"
585 "varying vec2 TexCoordLightmap;\n"
586 "\n"
587 "#ifdef MODE_LIGHTSOURCE\n"
588 "varying vec3 CubeVector;\n"
589 "#endif\n"
590 "\n"
591 "#ifdef MODE_LIGHTSOURCE\n"
592 "varying vec3 LightVector;\n"
593 "#endif\n"
594 "#ifdef MODE_LIGHTDIRECTION\n"
595 "varying vec3 LightVector;\n"
596 "#endif\n"
597 "\n"
598 "varying vec3 EyeVector;\n"
599 "#ifdef USEFOG\n"
600 "varying vec3 EyeVectorModelSpace;\n"
601 "#endif\n"
602 "\n"
603 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
604 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
605 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
606 "\n"
607 "#ifdef MODE_WATER\n"
608 "varying vec4 ModelViewProjectionPosition;\n"
609 "#ifdef MODE_REFRACTION\n"
610 "varying vec4 ModelViewProjectionPosition;\n"
611 "#else\n"
612 "# ifdef USEREFLECTION\n"
613 "varying vec4 ModelViewProjectionPosition;\n"
614 "# endif\n"
615 "#endif\n"
616 "#endif\n"
617 "\n"
618 "\n"
619 "\n"
620 "\n"
621 "\n"
622 "// vertex shader specific:\n"
623 "#ifdef VERTEX_SHADER\n"
624 "\n"
625 "uniform vec3 LightPosition;\n"
626 "uniform vec3 EyePosition;\n"
627 "uniform vec3 LightDir;\n"
628 "\n"
629 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
630 "\n"
631 "void main(void)\n"
632 "{\n"
633 "       gl_FrontColor = gl_Color;\n"
634 "       // copy the surface texcoord\n"
635 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
636 "#ifndef MODE_LIGHTSOURCE\n"
637 "# ifndef MODE_LIGHTDIRECTION\n"
638 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
639 "# endif\n"
640 "#endif\n"
641 "\n"
642 "#ifdef MODE_LIGHTSOURCE\n"
643 "       // transform vertex position into light attenuation/cubemap space\n"
644 "       // (-1 to +1 across the light box)\n"
645 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
646 "\n"
647 "       // transform unnormalized light direction into tangent space\n"
648 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
649 "       //  normalize it per pixel)\n"
650 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
651 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
652 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
653 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
654 "#endif\n"
655 "\n"
656 "#ifdef MODE_LIGHTDIRECTION\n"
657 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
658 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
659 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
660 "#endif\n"
661 "\n"
662 "       // transform unnormalized eye direction into tangent space\n"
663 "#ifndef USEFOG\n"
664 "       vec3 EyeVectorModelSpace;\n"
665 "#endif\n"
666 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
667 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
668 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
669 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
670 "\n"
671 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
672 "       VectorS = gl_MultiTexCoord1.xyz;\n"
673 "       VectorT = gl_MultiTexCoord2.xyz;\n"
674 "       VectorR = gl_MultiTexCoord3.xyz;\n"
675 "#endif\n"
676 "\n"
677 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
678 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
679 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
680 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
681 "//#endif\n"
682 "\n"
683 "// transform vertex to camera space, using ftransform to match non-VS\n"
684 "       // rendering\n"
685 "       gl_Position = ftransform();\n"
686 "\n"
687 "#ifdef MODE_WATER\n"
688 "       ModelViewProjectionPosition = gl_Position;\n"
689 "#endif\n"
690 "#ifdef MODE_REFRACTION\n"
691 "       ModelViewProjectionPosition = gl_Position;\n"
692 "#endif\n"
693 "#ifdef USEREFLECTION\n"
694 "       ModelViewProjectionPosition = gl_Position;\n"
695 "#endif\n"
696 "}\n"
697 "\n"
698 "#endif // VERTEX_SHADER\n"
699 "\n"
700 "\n"
701 "\n"
702 "\n"
703 "// fragment shader specific:\n"
704 "#ifdef FRAGMENT_SHADER\n"
705 "\n"
706 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
707 "uniform sampler2D Texture_Normal;\n"
708 "uniform sampler2D Texture_Color;\n"
709 "uniform sampler2D Texture_Gloss;\n"
710 "uniform sampler2D Texture_Glow;\n"
711 "uniform sampler2D Texture_SecondaryNormal;\n"
712 "uniform sampler2D Texture_SecondaryColor;\n"
713 "uniform sampler2D Texture_SecondaryGloss;\n"
714 "uniform sampler2D Texture_SecondaryGlow;\n"
715 "uniform sampler2D Texture_Pants;\n"
716 "uniform sampler2D Texture_Shirt;\n"
717 "uniform sampler2D Texture_FogMask;\n"
718 "uniform sampler2D Texture_Lightmap;\n"
719 "uniform sampler2D Texture_Deluxemap;\n"
720 "uniform sampler2D Texture_Refraction;\n"
721 "uniform sampler2D Texture_Reflection;\n"
722 "uniform sampler2D Texture_Attenuation;\n"
723 "uniform samplerCube Texture_Cube;\n"
724 "\n"
725 "uniform myhalf3 LightColor;\n"
726 "uniform myhalf3 AmbientColor;\n"
727 "uniform myhalf3 DiffuseColor;\n"
728 "uniform myhalf3 SpecularColor;\n"
729 "uniform myhalf3 Color_Pants;\n"
730 "uniform myhalf3 Color_Shirt;\n"
731 "uniform myhalf3 FogColor;\n"
732 "\n"
733 "uniform myhalf4 TintColor;\n"
734 "\n"
735 "\n"
736 "//#ifdef MODE_WATER\n"
737 "uniform vec4 DistortScaleRefractReflect;\n"
738 "uniform vec4 ScreenScaleRefractReflect;\n"
739 "uniform vec4 ScreenCenterRefractReflect;\n"
740 "uniform myhalf4 RefractColor;\n"
741 "uniform myhalf4 ReflectColor;\n"
742 "uniform myhalf ReflectFactor;\n"
743 "uniform myhalf ReflectOffset;\n"
744 "//#else\n"
745 "//# ifdef MODE_REFRACTION\n"
746 "//uniform vec4 DistortScaleRefractReflect;\n"
747 "//uniform vec4 ScreenScaleRefractReflect;\n"
748 "//uniform vec4 ScreenCenterRefractReflect;\n"
749 "//uniform myhalf4 RefractColor;\n"
750 "//#  ifdef USEREFLECTION\n"
751 "//uniform myhalf4 ReflectColor;\n"
752 "//#  endif\n"
753 "//# else\n"
754 "//#  ifdef USEREFLECTION\n"
755 "//uniform vec4 DistortScaleRefractReflect;\n"
756 "//uniform vec4 ScreenScaleRefractReflect;\n"
757 "//uniform vec4 ScreenCenterRefractReflect;\n"
758 "//uniform myhalf4 ReflectColor;\n"
759 "//#  endif\n"
760 "//# endif\n"
761 "//#endif\n"
762 "\n"
763 "uniform myhalf GlowScale;\n"
764 "uniform myhalf SceneBrightness;\n"
765 "#ifdef USECONTRASTBOOST\n"
766 "uniform myhalf ContrastBoostCoeff;\n"
767 "#endif\n"
768 "\n"
769 "uniform float OffsetMapping_Scale;\n"
770 "uniform float OffsetMapping_Bias;\n"
771 "uniform float FogRangeRecip;\n"
772 "\n"
773 "uniform myhalf AmbientScale;\n"
774 "uniform myhalf DiffuseScale;\n"
775 "uniform myhalf SpecularScale;\n"
776 "uniform myhalf SpecularPower;\n"
777 "\n"
778 "#ifdef USEOFFSETMAPPING\n"
779 "vec2 OffsetMapping(vec2 TexCoord)\n"
780 "{\n"
781 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
782 "       // 14 sample relief mapping: linear search and then binary search\n"
783 "       // this basically steps forward a small amount repeatedly until it finds\n"
784 "       // itself inside solid, then jitters forward and back using decreasing\n"
785 "       // amounts to find the impact\n"
786 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
787 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
788 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
789 "       vec3 RT = vec3(TexCoord, 1);\n"
790 "       OffsetVector *= 0.1;\n"
791 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
792 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
793 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
794 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
795 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
796 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
797 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
798 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
799 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
800 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
801 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
802 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
803 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
804 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
805 "       return RT.xy;\n"
806 "#else\n"
807 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
808 "       // this basically moves forward the full distance, and then backs up based\n"
809 "       // on height of samples\n"
810 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
811 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
812 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
813 "       TexCoord += OffsetVector;\n"
814 "       OffsetVector *= 0.333;\n"
815 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
816 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
817 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
818 "       return TexCoord;\n"
819 "#endif\n"
820 "}\n"
821 "#endif // USEOFFSETMAPPING\n"
822 "\n"
823 "#ifdef MODE_WATER\n"
824 "\n"
825 "// water pass\n"
826 "void main(void)\n"
827 "{\n"
828 "#ifdef USEOFFSETMAPPING\n"
829 "       // apply offsetmapping\n"
830 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
831 "#define TexCoord TexCoordOffset\n"
832 "#endif\n"
833 "\n"
834 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
835 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
836 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
837 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
838 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
839 "}\n"
840 "\n"
841 "#else // !MODE_WATER\n"
842 "#ifdef MODE_REFRACTION\n"
843 "\n"
844 "// refraction pass\n"
845 "void main(void)\n"
846 "{\n"
847 "#ifdef USEOFFSETMAPPING\n"
848 "       // apply offsetmapping\n"
849 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
850 "#define TexCoord TexCoordOffset\n"
851 "#endif\n"
852 "\n"
853 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
854 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
855 "       vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
856 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
857 "}\n"
858 "\n"
859 "#else // !MODE_REFRACTION\n"
860 "void main(void)\n"
861 "{\n"
862 "#ifdef USEOFFSETMAPPING\n"
863 "       // apply offsetmapping\n"
864 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
865 "#define TexCoord TexCoordOffset\n"
866 "#endif\n"
867 "\n"
868 "       // combine the diffuse textures (base, pants, shirt)\n"
869 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
870 "#ifdef USECOLORMAPPING\n"
871 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
872 "#endif\n"
873 "#ifdef USEVERTEXTEXTUREBLEND\n"
874 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
875 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
876 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
877 "       color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
878 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
879 "#endif\n"
880 "\n"
881 "#ifdef USEDIFFUSE\n"
882 "       // get the surface normal and the gloss color\n"
883 "# ifdef USEVERTEXTEXTUREBLEND\n"
884 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
885 "#  ifdef USESPECULAR\n"
886 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
887 "#  endif\n"
888 "# else\n"
889 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
890 "#  ifdef USESPECULAR\n"
891 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
892 "#  endif\n"
893 "# endif\n"
894 "#endif\n"
895 "\n"
896 "\n"
897 "\n"
898 "#ifdef MODE_LIGHTSOURCE\n"
899 "       // light source\n"
900 "\n"
901 "       // calculate surface normal, light normal, and specular normal\n"
902 "       // compute color intensity for the two textures (colormap and glossmap)\n"
903 "       // scale by light color and attenuation as efficiently as possible\n"
904 "       // (do as much scalar math as possible rather than vector math)\n"
905 "# ifdef USEDIFFUSE\n"
906 "       // get the light normal\n"
907 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
908 "# endif\n"
909 "# ifdef USESPECULAR\n"
910 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
911 "\n"
912 "       // calculate directional shading\n"
913 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
914 "# else\n"
915 "#  ifdef USEDIFFUSE\n"
916 "       // calculate directional shading\n"
917 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
918 "#  else\n"
919 "       // calculate directionless shading\n"
920 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
921 "#  endif\n"
922 "# endif\n"
923 "\n"
924 "# ifdef USECUBEFILTER\n"
925 "       // apply light cubemap filter\n"
926 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
927 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
928 "# endif\n"
929 "#endif // MODE_LIGHTSOURCE\n"
930 "\n"
931 "\n"
932 "\n"
933 "\n"
934 "#ifdef MODE_LIGHTDIRECTION\n"
935 "       // directional model lighting\n"
936 "# ifdef USEDIFFUSE\n"
937 "       // get the light normal\n"
938 "       myhalf3 diffusenormal = myhalf3(LightVector);\n"
939 "# endif\n"
940 "# ifdef USESPECULAR\n"
941 "       // calculate directional shading\n"
942 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
943 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
944 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
945 "# else\n"
946 "#  ifdef USEDIFFUSE\n"
947 "\n"
948 "       // calculate directional shading\n"
949 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
950 "#  else\n"
951 "       color.rgb *= AmbientColor;\n"
952 "#  endif\n"
953 "# endif\n"
954 "#endif // MODE_LIGHTDIRECTION\n"
955 "\n"
956 "\n"
957 "\n"
958 "\n"
959 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
960 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
961 "\n"
962 "       // get the light normal\n"
963 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
964 "       myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
965 "       // calculate directional shading\n"
966 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
967 "# ifdef USESPECULAR\n"
968 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
969 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
970 "# endif\n"
971 "\n"
972 "       // apply lightmap color\n"
973 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
974 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
975 "\n"
976 "\n"
977 "\n"
978 "\n"
979 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
980 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
981 "\n"
982 "       // get the light normal\n"
983 "       myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
984 "       // calculate directional shading\n"
985 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
986 "# ifdef USESPECULAR\n"
987 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
988 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
989 "# endif\n"
990 "\n"
991 "       // apply lightmap color\n"
992 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
993 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
994 "\n"
995 "\n"
996 "\n"
997 "\n"
998 "#ifdef MODE_LIGHTMAP\n"
999 "       // apply lightmap color\n"
1000 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1001 "#endif // MODE_LIGHTMAP\n"
1002 "\n"
1003 "\n"
1004 "\n"
1005 "\n"
1006 "#ifdef MODE_VERTEXCOLOR\n"
1007 "       // apply lightmap color\n"
1008 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1009 "#endif // MODE_VERTEXCOLOR\n"
1010 "\n"
1011 "\n"
1012 "\n"
1013 "\n"
1014 "#ifdef MODE_FLATCOLOR\n"
1015 "#endif // MODE_FLATCOLOR\n"
1016 "\n"
1017 "\n"
1018 "\n"
1019 "\n"
1020 "\n"
1021 "\n"
1022 "\n"
1023 "       color *= TintColor;\n"
1024 "\n"
1025 "#ifdef USEGLOW\n"
1026 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1027 "#endif\n"
1028 "\n"
1029 "#ifdef USECONTRASTBOOST\n"
1030 "       color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1031 "#endif\n"
1032 "\n"
1033 "       color.rgb *= SceneBrightness;\n"
1034 "\n"
1035 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1036 "#ifdef USEFOG\n"
1037 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1038 "#endif\n"
1039 "\n"
1040 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1041 "#ifdef USEREFLECTION\n"
1042 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1043 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1044 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1045 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1046 "#endif\n"
1047 "\n"
1048 "       gl_FragColor = vec4(color);\n"
1049 "}\n"
1050 "#endif // !MODE_REFRACTION\n"
1051 "#endif // !MODE_WATER\n"
1052 "\n"
1053 "#endif // FRAGMENT_SHADER\n"
1054 "\n"
1055 "#endif // !MODE_GENERIC\n"
1056 "#endif // !MODE_POSTPROCESS\n"
1057 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1058 ;
1059
1060 typedef struct shaderpermutationinfo_s
1061 {
1062         const char *pretext;
1063         const char *name;
1064 }
1065 shaderpermutationinfo_t;
1066
1067 typedef struct shadermodeinfo_s
1068 {
1069         const char *vertexfilename;
1070         const char *geometryfilename;
1071         const char *fragmentfilename;
1072         const char *pretext;
1073         const char *name;
1074 }
1075 shadermodeinfo_t;
1076
1077 typedef enum shaderpermutation_e
1078 {
1079         SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1080         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1081         SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1082         SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1083         SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1084         SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1085         SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1086         SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1087         SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1088         SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
1089         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1090         SHADERPERMUTATION_GAMMARAMPS = 1<<11, // gamma (postprocessing only)
1091         SHADERPERMUTATION_POSTPROCESSING = 1<<12, // user defined postprocessing
1092         SHADERPERMUTATION_LIMIT = 1<<13, // size of permutations array
1093         SHADERPERMUTATION_COUNT = 13 // size of shaderpermutationinfo array
1094 }
1095 shaderpermutation_t;
1096
1097 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1098 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1099 {
1100         {"#define USEDIFFUSE\n", " diffuse"},
1101         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1102         {"#define USECOLORMAPPING\n", " colormapping"},
1103         {"#define USECONTRASTBOOST\n", " contrastboost"},
1104         {"#define USEFOG\n", " fog"},
1105         {"#define USECUBEFILTER\n", " cubefilter"},
1106         {"#define USEGLOW\n", " glow"},
1107         {"#define USESPECULAR\n", " specular"},
1108         {"#define USEREFLECTION\n", " reflection"},
1109         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1110         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1111         {"#define USEGAMMARAMPS\n", " gammaramps"},
1112         {"#define USEPOSTPROCESSING\n", " postprocessing"},
1113 };
1114
1115 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1116 typedef enum shadermode_e
1117 {
1118         SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1119         SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1120         SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1121         SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1122         SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1123         SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1124         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1125         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1126         SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1127         SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1128         SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1129         SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1130         SHADERMODE_COUNT
1131 }
1132 shadermode_t;
1133
1134 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1135 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1136 {
1137         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1138         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1139         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1140         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1141         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1142         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1143         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1144         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1145         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1146         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1147         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1148         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1149 };
1150
1151 typedef struct r_glsl_permutation_s
1152 {
1153         // indicates if we have tried compiling this permutation already
1154         qboolean compiled;
1155         // 0 if compilation failed
1156         int program;
1157         // locations of detected uniforms in program object, or -1 if not found
1158         int loc_Texture_First;
1159         int loc_Texture_Second;
1160         int loc_Texture_Normal;
1161         int loc_Texture_Color;
1162         int loc_Texture_Gloss;
1163         int loc_Texture_Glow;
1164         int loc_Texture_SecondaryNormal;
1165         int loc_Texture_SecondaryColor;
1166         int loc_Texture_SecondaryGloss;
1167         int loc_Texture_SecondaryGlow;
1168         int loc_Texture_Pants;
1169         int loc_Texture_Shirt;
1170         int loc_Texture_FogMask;
1171         int loc_Texture_Lightmap;
1172         int loc_Texture_Deluxemap;
1173         int loc_Texture_Attenuation;
1174         int loc_Texture_Cube;
1175         int loc_Texture_Refraction;
1176         int loc_Texture_Reflection;
1177         int loc_FogColor;
1178         int loc_LightPosition;
1179         int loc_EyePosition;
1180         int loc_Color_Pants;
1181         int loc_Color_Shirt;
1182         int loc_FogRangeRecip;
1183         int loc_AmbientScale;
1184         int loc_DiffuseScale;
1185         int loc_SpecularScale;
1186         int loc_SpecularPower;
1187         int loc_GlowScale;
1188         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1189         int loc_OffsetMapping_Scale;
1190         int loc_TintColor;
1191         int loc_AmbientColor;
1192         int loc_DiffuseColor;
1193         int loc_SpecularColor;
1194         int loc_LightDir;
1195         int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1196         int loc_GammaCoeff; // 1 / gamma
1197         int loc_DistortScaleRefractReflect;
1198         int loc_ScreenScaleRefractReflect;
1199         int loc_ScreenCenterRefractReflect;
1200         int loc_RefractColor;
1201         int loc_ReflectColor;
1202         int loc_ReflectFactor;
1203         int loc_ReflectOffset;
1204         int loc_UserVec1;
1205         int loc_UserVec2;
1206         int loc_UserVec3;
1207         int loc_UserVec4;
1208         int loc_ClientTime;
1209 }
1210 r_glsl_permutation_t;
1211
1212 // information about each possible shader permutation
1213 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1214 // currently selected permutation
1215 r_glsl_permutation_t *r_glsl_permutation;
1216
1217 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1218 {
1219         char *shaderstring;
1220         if (!filename || !filename[0])
1221                 return NULL;
1222         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1223         if (shaderstring)
1224         {
1225                 if (printfromdisknotice)
1226                         Con_DPrint("from disk... ");
1227                 return shaderstring;
1228         }
1229         else if (!strcmp(filename, "glsl/default.glsl"))
1230         {
1231                 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1232                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1233         }
1234         return shaderstring;
1235 }
1236
1237 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1238 {
1239         int i;
1240         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1241         r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1242         int vertstrings_count = 0;
1243         int geomstrings_count = 0;
1244         int fragstrings_count = 0;
1245         char *vertexstring, *geometrystring, *fragmentstring;
1246         const char *vertstrings_list[32+3];
1247         const char *geomstrings_list[32+3];
1248         const char *fragstrings_list[32+3];
1249         char permutationname[256];
1250
1251         if (p->compiled)
1252                 return;
1253         p->compiled = true;
1254         p->program = 0;
1255
1256         permutationname[0] = 0;
1257         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1258         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1259         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1260
1261         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1262
1263         // the first pretext is which type of shader to compile as
1264         // (later these will all be bound together as a program object)
1265         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1266         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1267         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1268
1269         // the second pretext is the mode (for example a light source)
1270         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1271         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1272         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1273         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1274
1275         // now add all the permutation pretexts
1276         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1277         {
1278                 if (permutation & (1<<i))
1279                 {
1280                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1281                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1282                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1283                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1284                 }
1285                 else
1286                 {
1287                         // keep line numbers correct
1288                         vertstrings_list[vertstrings_count++] = "\n";
1289                         geomstrings_list[geomstrings_count++] = "\n";
1290                         fragstrings_list[fragstrings_count++] = "\n";
1291                 }
1292         }
1293
1294         // now append the shader text itself
1295         vertstrings_list[vertstrings_count++] = vertexstring;
1296         geomstrings_list[geomstrings_count++] = geometrystring;
1297         fragstrings_list[fragstrings_count++] = fragmentstring;
1298
1299         // if any sources were NULL, clear the respective list
1300         if (!vertexstring)
1301                 vertstrings_count = 0;
1302         if (!geometrystring)
1303                 geomstrings_count = 0;
1304         if (!fragmentstring)
1305                 fragstrings_count = 0;
1306
1307         // compile the shader program
1308         if (vertstrings_count + geomstrings_count + fragstrings_count)
1309                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1310         if (p->program)
1311         {
1312                 CHECKGLERROR
1313                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1314                 // look up all the uniform variable names we care about, so we don't
1315                 // have to look them up every time we set them
1316                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1317                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1318                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1319                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1320                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1321                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1322                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1323                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1324                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1325                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1326                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1327                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1328                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1329                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1330                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1331                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1332                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1333                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1334                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1335                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1336                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1337                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1338                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1339                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1340                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1341                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1342                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1343                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1344                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1345                 p->loc_GlowScale                  = qglGetUniformLocationARB(p->program, "GlowScale");
1346                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1347                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1348                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1349                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1350                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1351                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1352                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1353                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1354                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1355                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1356                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1357                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1358                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1359                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1360                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1361                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1362                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1363                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1364                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1365                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1366                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1367                 // initialize the samplers to refer to the texture units we use
1368                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1369                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1370                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1371                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1372                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1373                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1374                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1375                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1376                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1377                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1378                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1379                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1380                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1381                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1382                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1383                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1384                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1385                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1386                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1387                 CHECKGLERROR
1388                 if (developer.integer)
1389                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1390         }
1391         else
1392                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1393
1394         // free the strings
1395         if (vertexstring)
1396                 Mem_Free(vertexstring);
1397         if (geometrystring)
1398                 Mem_Free(geometrystring);
1399         if (fragmentstring)
1400                 Mem_Free(fragmentstring);
1401 }
1402
1403 void R_GLSL_Restart_f(void)
1404 {
1405         shadermode_t mode;
1406         shaderpermutation_t permutation;
1407         for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1408                 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1409                         if (r_glsl_permutations[mode][permutation].program)
1410                                 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1411         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1412 }
1413
1414 void R_GLSL_DumpShader_f(void)
1415 {
1416         int i;
1417
1418         qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1419         if(!file)
1420         {
1421                 Con_Printf("failed to write to glsl/default.glsl\n");
1422                 return;
1423         }
1424
1425         FS_Print(file, "// The engine may define the following macros:\n");
1426         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1427         for (i = 0;i < SHADERMODE_COUNT;i++)
1428                 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1429         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1430                 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1431         FS_Print(file, "\n");
1432         FS_Print(file, builtinshaderstring);
1433         FS_Close(file);
1434
1435         Con_Printf("glsl/default.glsl written\n");
1436 }
1437
1438 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1439 {
1440         r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1441         if (r_glsl_permutation != perm)
1442         {
1443                 r_glsl_permutation = perm;
1444                 if (!r_glsl_permutation->program)
1445                 {
1446                         if (!r_glsl_permutation->compiled)
1447                                 R_GLSL_CompilePermutation(mode, permutation);
1448                         if (!r_glsl_permutation->program)
1449                         {
1450                                 // remove features until we find a valid permutation
1451                                 int i;
1452                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1453                                 {
1454                                         // reduce i more quickly whenever it would not remove any bits
1455                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1456                                         if (!(permutation & j))
1457                                                 continue;
1458                                         permutation -= j;
1459                                         r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1460                                         if (!r_glsl_permutation->compiled)
1461                                                 R_GLSL_CompilePermutation(mode, permutation);
1462                                         if (r_glsl_permutation->program)
1463                                                 break;
1464                                 }
1465                                 if (i >= SHADERPERMUTATION_COUNT)
1466                                 {
1467                                         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");
1468                                         Cvar_SetValueQuick(&r_glsl, 0);
1469                                         R_GLSL_Restart_f(); // unload shaders
1470                                         return; // no bit left to clear
1471                                 }
1472                         }
1473                 }
1474                 CHECKGLERROR
1475                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1476         }
1477 }
1478
1479 void R_SetupGenericShader(qboolean usetexture)
1480 {
1481         if (gl_support_fragment_shader)
1482         {
1483                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1484                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1485                 else if (r_glsl_permutation)
1486                 {
1487                         r_glsl_permutation = NULL;
1488                         qglUseProgramObjectARB(0);CHECKGLERROR
1489                 }
1490         }
1491 }
1492
1493 void R_SetupGenericTwoTextureShader(int texturemode)
1494 {
1495         if (gl_support_fragment_shader)
1496         {
1497                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1498                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1499                 else if (r_glsl_permutation)
1500                 {
1501                         r_glsl_permutation = NULL;
1502                         qglUseProgramObjectARB(0);CHECKGLERROR
1503                 }
1504         }
1505         if (!r_glsl_permutation)
1506         {
1507                 if (texturemode == GL_DECAL && gl_combine.integer)
1508                         texturemode = GL_INTERPOLATE_ARB;
1509                 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1510         }
1511 }
1512
1513 void R_SetupDepthOrShadowShader(void)
1514 {
1515         if (gl_support_fragment_shader)
1516         {
1517                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1518                         R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1519                 else if (r_glsl_permutation)
1520                 {
1521                         r_glsl_permutation = NULL;
1522                         qglUseProgramObjectARB(0);CHECKGLERROR
1523                 }
1524         }
1525 }
1526
1527 extern rtexture_t *r_shadow_attenuationgradienttexture;
1528 extern rtexture_t *r_shadow_attenuation2dtexture;
1529 extern rtexture_t *r_shadow_attenuation3dtexture;
1530 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1531 {
1532         // select a permutation of the lighting shader appropriate to this
1533         // combination of texture, entity, light source, and fogging, only use the
1534         // minimum features necessary to avoid wasting rendering time in the
1535         // fragment shader on features that are not being used
1536         unsigned int permutation = 0;
1537         shadermode_t mode = 0;
1538         // TODO: implement geometry-shader based shadow volumes someday
1539         if (r_glsl_offsetmapping.integer)
1540         {
1541                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1542                 if (r_glsl_offsetmapping_reliefmapping.integer)
1543                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1544         }
1545         if (rsurfacepass == RSURFPASS_BACKGROUND)
1546         {
1547                 // distorted background
1548                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1549                         mode = SHADERMODE_WATER;
1550                 else
1551                         mode = SHADERMODE_REFRACTION;
1552         }
1553         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1554         {
1555                 // light source
1556                 mode = SHADERMODE_LIGHTSOURCE;
1557                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1558                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1559                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1560                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1561                 if (diffusescale > 0)
1562                         permutation |= SHADERPERMUTATION_DIFFUSE;
1563                 if (specularscale > 0)
1564                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1565                 if (r_refdef.fogenabled)
1566                         permutation |= SHADERPERMUTATION_FOG;
1567                 if (rsurface.texture->colormapping)
1568                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1569                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1570                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1571         }
1572         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1573         {
1574                 // unshaded geometry (fullbright or ambient model lighting)
1575                 mode = SHADERMODE_FLATCOLOR;
1576                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1577                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1578                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1579                         permutation |= SHADERPERMUTATION_GLOW;
1580                 if (r_refdef.fogenabled)
1581                         permutation |= SHADERPERMUTATION_FOG;
1582                 if (rsurface.texture->colormapping)
1583                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1584                 if (r_glsl_offsetmapping.integer)
1585                 {
1586                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1587                         if (r_glsl_offsetmapping_reliefmapping.integer)
1588                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1589                 }
1590                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1591                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1592                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1593                         permutation |= SHADERPERMUTATION_REFLECTION;
1594         }
1595         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1596         {
1597                 // directional model lighting
1598                 mode = SHADERMODE_LIGHTDIRECTION;
1599                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1600                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1601                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1602                         permutation |= SHADERPERMUTATION_GLOW;
1603                 permutation |= SHADERPERMUTATION_DIFFUSE;
1604                 if (specularscale > 0)
1605                         permutation |= SHADERPERMUTATION_SPECULAR;
1606                 if (r_refdef.fogenabled)
1607                         permutation |= SHADERPERMUTATION_FOG;
1608                 if (rsurface.texture->colormapping)
1609                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1610                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1611                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1612                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1613                         permutation |= SHADERPERMUTATION_REFLECTION;
1614         }
1615         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1616         {
1617                 // ambient model lighting
1618                 mode = SHADERMODE_LIGHTDIRECTION;
1619                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1620                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1621                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1622                         permutation |= SHADERPERMUTATION_GLOW;
1623                 if (r_refdef.fogenabled)
1624                         permutation |= SHADERPERMUTATION_FOG;
1625                 if (rsurface.texture->colormapping)
1626                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1627                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1628                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1629                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1630                         permutation |= SHADERPERMUTATION_REFLECTION;
1631         }
1632         else
1633         {
1634                 // lightmapped wall
1635                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1636                 {
1637                         // deluxemapping (light direction texture)
1638                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1639                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1640                         else
1641                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1642                         permutation |= SHADERPERMUTATION_DIFFUSE;
1643                         if (specularscale > 0)
1644                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1645                 }
1646                 else if (r_glsl_deluxemapping.integer >= 2)
1647                 {
1648                         // fake deluxemapping (uniform light direction in tangentspace)
1649                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1650                         permutation |= SHADERPERMUTATION_DIFFUSE;
1651                         if (specularscale > 0)
1652                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1653                 }
1654                 else if (rsurface.uselightmaptexture)
1655                 {
1656                         // ordinary lightmapping (q1bsp, q3bsp)
1657                         mode = SHADERMODE_LIGHTMAP;
1658                 }
1659                 else
1660                 {
1661                         // ordinary vertex coloring (q3bsp)
1662                         mode = SHADERMODE_VERTEXCOLOR;
1663                 }
1664                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1665                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1666                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1667                         permutation |= SHADERPERMUTATION_GLOW;
1668                 if (r_refdef.fogenabled)
1669                         permutation |= SHADERPERMUTATION_FOG;
1670                 if (rsurface.texture->colormapping)
1671                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1672                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1673                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1674                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1675                         permutation |= SHADERPERMUTATION_REFLECTION;
1676         }
1677         R_SetupShader_SetPermutation(mode, permutation);
1678         if (mode == SHADERMODE_LIGHTSOURCE)
1679         {
1680                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1681                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1682                 {
1683                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1684                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1685                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1686                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1687                 }
1688                 else
1689                 {
1690                         // ambient only is simpler
1691                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1692                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1693                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1694                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1695                 }
1696                 // additive passes are only darkened by fog, not tinted
1697                 if (r_glsl_permutation->loc_FogColor >= 0)
1698                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1699         }
1700         else
1701         {
1702                 if (mode == SHADERMODE_LIGHTDIRECTION)
1703                 {
1704                         if (r_glsl_permutation->loc_AmbientColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale  * 0.5f, rsurface.modellight_ambient[1] * ambientscale  * 0.5f, rsurface.modellight_ambient[2] * ambientscale  * 0.5f);
1705                         if (r_glsl_permutation->loc_DiffuseColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale  * 0.5f, rsurface.modellight_diffuse[1] * diffusescale  * 0.5f, rsurface.modellight_diffuse[2] * diffusescale  * 0.5f);
1706                         if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1707                         if (r_glsl_permutation->loc_LightDir      >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1708                 }
1709                 else
1710                 {
1711                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
1712                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1713                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1714                 }
1715                 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1716                 if (r_glsl_permutation->loc_GlowScale     >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1717                 // additive passes are only darkened by fog, not tinted
1718                 if (r_glsl_permutation->loc_FogColor >= 0)
1719                 {
1720                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1721                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1722                         else
1723                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1724                 }
1725                 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1726                 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]);
1727                 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]);
1728                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1729                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1730                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1731                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1732         }
1733         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1734         {
1735                 // The formula used is actually:
1736                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1737                 //   color.rgb *= SceneBrightness;
1738                 // simplified:
1739                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1740                 // and do [[calculations]] here in the engine
1741                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1742                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1743         }
1744         else
1745                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1746         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1747         if (r_glsl_permutation->loc_Color_Pants >= 0)
1748         {
1749                 if (rsurface.texture->currentskinframe->pants)
1750                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1751                 else
1752                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1753         }
1754         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1755         {
1756                 if (rsurface.texture->currentskinframe->shirt)
1757                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1758                 else
1759                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1760         }
1761         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1762         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1763         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1764         CHECKGLERROR
1765 }
1766
1767 #define SKINFRAME_HASH 1024
1768
1769 struct
1770 {
1771         int loadsequence; // incremented each level change
1772         memexpandablearray_t array;
1773         skinframe_t *hash[SKINFRAME_HASH];
1774 }
1775 r_skinframe;
1776
1777 void R_SkinFrame_PrepareForPurge(void)
1778 {
1779         r_skinframe.loadsequence++;
1780         // wrap it without hitting zero
1781         if (r_skinframe.loadsequence >= 200)
1782                 r_skinframe.loadsequence = 1;
1783 }
1784
1785 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1786 {
1787         if (!skinframe)
1788                 return;
1789         // mark the skinframe as used for the purging code
1790         skinframe->loadsequence = r_skinframe.loadsequence;
1791 }
1792
1793 void R_SkinFrame_Purge(void)
1794 {
1795         int i;
1796         skinframe_t *s;
1797         for (i = 0;i < SKINFRAME_HASH;i++)
1798         {
1799                 for (s = r_skinframe.hash[i];s;s = s->next)
1800                 {
1801                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1802                         {
1803                                 if (s->merged == s->base)
1804                                         s->merged = NULL;
1805                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1806                                 R_PurgeTexture(s->stain );s->stain  = NULL;
1807                                 R_PurgeTexture(s->merged);s->merged = NULL;
1808                                 R_PurgeTexture(s->base  );s->base   = NULL;
1809                                 R_PurgeTexture(s->pants );s->pants  = NULL;
1810                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
1811                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
1812                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
1813                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
1814                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
1815                                 s->loadsequence = 0;
1816                         }
1817                 }
1818         }
1819 }
1820
1821 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1822         skinframe_t *item;
1823         char basename[MAX_QPATH];
1824
1825         Image_StripImageExtension(name, basename, sizeof(basename));
1826
1827         if( last == NULL ) {
1828                 int hashindex;
1829                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1830                 item = r_skinframe.hash[hashindex];
1831         } else {
1832                 item = last->next;
1833         }
1834
1835         // linearly search through the hash bucket
1836         for( ; item ; item = item->next ) {
1837                 if( !strcmp( item->basename, basename ) ) {
1838                         return item;
1839                 }
1840         }
1841         return NULL;
1842 }
1843
1844 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1845 {
1846         skinframe_t *item;
1847         int hashindex;
1848         char basename[MAX_QPATH];
1849
1850         Image_StripImageExtension(name, basename, sizeof(basename));
1851
1852         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1853         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1854                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1855                         break;
1856
1857         if (!item) {
1858                 rtexture_t *dyntexture;
1859                 // check whether its a dynamic texture
1860                 dyntexture = CL_GetDynTexture( basename );
1861                 if (!add && !dyntexture)
1862                         return NULL;
1863                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1864                 memset(item, 0, sizeof(*item));
1865                 strlcpy(item->basename, basename, sizeof(item->basename));
1866                 item->base = dyntexture; // either NULL or dyntexture handle
1867                 item->textureflags = textureflags;
1868                 item->comparewidth = comparewidth;
1869                 item->compareheight = compareheight;
1870                 item->comparecrc = comparecrc;
1871                 item->next = r_skinframe.hash[hashindex];
1872                 r_skinframe.hash[hashindex] = item;
1873         }
1874         else if( item->base == NULL )
1875         {
1876                 rtexture_t *dyntexture;
1877                 // check whether its a dynamic texture
1878                 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
1879                 dyntexture = CL_GetDynTexture( basename );
1880                 item->base = dyntexture; // either NULL or dyntexture handle
1881         }
1882
1883         R_SkinFrame_MarkUsed(item);
1884         return item;
1885 }
1886
1887 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1888 {
1889         // FIXME: it should be possible to disable loading various layers using
1890         // cvars, to prevent wasted loading time and memory usage if the user does
1891         // not want them
1892         qboolean loadnormalmap = true;
1893         qboolean loadgloss = true;
1894         qboolean loadpantsandshirt = true;
1895         qboolean loadglow = true;
1896         int j;
1897         unsigned char *pixels;
1898         unsigned char *bumppixels;
1899         unsigned char *basepixels = NULL;
1900         int basepixels_width;
1901         int basepixels_height;
1902         skinframe_t *skinframe;
1903
1904         if (cls.state == ca_dedicated)
1905                 return NULL;
1906
1907         // return an existing skinframe if already loaded
1908         // if loading of the first image fails, don't make a new skinframe as it
1909         // would cause all future lookups of this to be missing
1910         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1911         if (skinframe && skinframe->base)
1912                 return skinframe;
1913
1914         basepixels = loadimagepixelsbgra(name, complain, true);
1915         if (basepixels == NULL)
1916                 return NULL;
1917
1918         // we've got some pixels to store, so really allocate this new texture now
1919         if (!skinframe)
1920                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1921         skinframe->stain = NULL;
1922         skinframe->merged = NULL;
1923         skinframe->base = r_texture_notexture;
1924         skinframe->pants = NULL;
1925         skinframe->shirt = NULL;
1926         skinframe->nmap = r_texture_blanknormalmap;
1927         skinframe->gloss = NULL;
1928         skinframe->glow = NULL;
1929         skinframe->fog = NULL;
1930
1931         basepixels_width = image_width;
1932         basepixels_height = image_height;
1933         skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1934
1935         if (textureflags & TEXF_ALPHA)
1936         {
1937                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1938                         if (basepixels[j] < 255)
1939                                 break;
1940                 if (j < basepixels_width * basepixels_height * 4)
1941                 {
1942                         // has transparent pixels
1943                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1944                         for (j = 0;j < image_width * image_height * 4;j += 4)
1945                         {
1946                                 pixels[j+0] = 255;
1947                                 pixels[j+1] = 255;
1948                                 pixels[j+2] = 255;
1949                                 pixels[j+3] = basepixels[j+3];
1950                         }
1951                         skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1952                         Mem_Free(pixels);
1953                 }
1954         }
1955
1956         // _norm is the name used by tenebrae and has been adopted as standard
1957         if (loadnormalmap)
1958         {
1959                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1960                 {
1961                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1962                         Mem_Free(pixels);
1963                         pixels = NULL;
1964                 }
1965                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1966                 {
1967                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1968                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1969                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1970                         Mem_Free(pixels);
1971                         Mem_Free(bumppixels);
1972                 }
1973                 else if (r_shadow_bumpscale_basetexture.value > 0)
1974                 {
1975                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1976                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1977                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1978                         Mem_Free(pixels);
1979                 }
1980         }
1981         // _luma is supported for tenebrae compatibility
1982         // (I think it's a very stupid name, but oh well)
1983         // _glow is the preferred name
1984         if (loadglow          && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1985         if (loadgloss         && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1986         if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1987         if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1988
1989         if (basepixels)
1990                 Mem_Free(basepixels);
1991
1992         return skinframe;
1993 }
1994
1995 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)
1996 {
1997         int i;
1998         if (!force)
1999         {
2000                 for (i = 0;i < width*height;i++)
2001                         if (((unsigned char *)&palette[in[i]])[3] > 0)
2002                                 break;
2003                 if (i == width*height)
2004                         return NULL;
2005         }
2006         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2007 }
2008
2009 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2010 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2011 {
2012         int i;
2013         unsigned char *temp1, *temp2;
2014         skinframe_t *skinframe;
2015
2016         if (cls.state == ca_dedicated)
2017                 return NULL;
2018
2019         // if already loaded just return it, otherwise make a new skinframe
2020         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2021         if (skinframe && skinframe->base)
2022                 return skinframe;
2023
2024         skinframe->stain = NULL;
2025         skinframe->merged = NULL;
2026         skinframe->base = r_texture_notexture;
2027         skinframe->pants = NULL;
2028         skinframe->shirt = NULL;
2029         skinframe->nmap = r_texture_blanknormalmap;
2030         skinframe->gloss = NULL;
2031         skinframe->glow = NULL;
2032         skinframe->fog = NULL;
2033
2034         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2035         if (!skindata)
2036                 return NULL;
2037
2038         if (r_shadow_bumpscale_basetexture.value > 0)
2039         {
2040                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2041                 temp2 = temp1 + width * height * 4;
2042                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2043                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2044                 Mem_Free(temp1);
2045         }
2046         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2047         if (textureflags & TEXF_ALPHA)
2048         {
2049                 for (i = 3;i < width * height * 4;i += 4)
2050                         if (skindata[i] < 255)
2051                                 break;
2052                 if (i < width * height * 4)
2053                 {
2054                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2055                         memcpy(fogpixels, skindata, width * height * 4);
2056                         for (i = 0;i < width * height * 4;i += 4)
2057                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2058                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2059                         Mem_Free(fogpixels);
2060                 }
2061         }
2062
2063         return skinframe;
2064 }
2065
2066 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2067 {
2068         int i;
2069         unsigned char *temp1, *temp2;
2070         skinframe_t *skinframe;
2071
2072         if (cls.state == ca_dedicated)
2073                 return NULL;
2074
2075         // if already loaded just return it, otherwise make a new skinframe
2076         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2077         if (skinframe && skinframe->base)
2078                 return skinframe;
2079
2080         skinframe->stain = NULL;
2081         skinframe->merged = NULL;
2082         skinframe->base = r_texture_notexture;
2083         skinframe->pants = NULL;
2084         skinframe->shirt = NULL;
2085         skinframe->nmap = r_texture_blanknormalmap;
2086         skinframe->gloss = NULL;
2087         skinframe->glow = NULL;
2088         skinframe->fog = NULL;
2089
2090         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2091         if (!skindata)
2092                 return NULL;
2093
2094         if (r_shadow_bumpscale_basetexture.value > 0)
2095         {
2096                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2097                 temp2 = temp1 + width * height * 4;
2098                 // use either a custom palette or the quake palette
2099                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2100                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2101                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2102                 Mem_Free(temp1);
2103         }
2104         // use either a custom palette, or the quake palette
2105         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
2106         if (loadglowtexture)
2107                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2108         if (loadpantsandshirt)
2109         {
2110                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2111                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2112         }
2113         if (skinframe->pants || skinframe->shirt)
2114                 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2115         if (textureflags & TEXF_ALPHA)
2116         {
2117                 for (i = 0;i < width * height;i++)
2118                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2119                                 break;
2120                 if (i < width * height)
2121                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2122         }
2123
2124         return skinframe;
2125 }
2126
2127 skinframe_t *R_SkinFrame_LoadMissing(void)
2128 {
2129         skinframe_t *skinframe;
2130
2131         if (cls.state == ca_dedicated)
2132                 return NULL;
2133
2134         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2135         skinframe->stain = NULL;
2136         skinframe->merged = NULL;
2137         skinframe->base = r_texture_notexture;
2138         skinframe->pants = NULL;
2139         skinframe->shirt = NULL;
2140         skinframe->nmap = r_texture_blanknormalmap;
2141         skinframe->gloss = NULL;
2142         skinframe->glow = NULL;
2143         skinframe->fog = NULL;
2144
2145         return skinframe;
2146 }
2147
2148 void gl_main_start(void)
2149 {
2150         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2151         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2152
2153         // set up r_skinframe loading system for textures
2154         memset(&r_skinframe, 0, sizeof(r_skinframe));
2155         r_skinframe.loadsequence = 1;
2156         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2157
2158         r_main_texturepool = R_AllocTexturePool();
2159         R_BuildBlankTextures();
2160         R_BuildNoTexture();
2161         if (gl_texturecubemap)
2162         {
2163                 R_BuildWhiteCube();
2164                 R_BuildNormalizationCube();
2165         }
2166         r_texture_fogattenuation = NULL;
2167         r_texture_gammaramps = NULL;
2168         //r_texture_fogintensity = NULL;
2169         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2170         memset(&r_waterstate, 0, sizeof(r_waterstate));
2171         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2172         memset(&r_svbsp, 0, sizeof (r_svbsp));
2173
2174         r_refdef.fogmasktable_density = 0;
2175 }
2176
2177 void gl_main_shutdown(void)
2178 {
2179         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2180         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2181
2182         // clear out the r_skinframe state
2183         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2184         memset(&r_skinframe, 0, sizeof(r_skinframe));
2185
2186         if (r_svbsp.nodes)
2187                 Mem_Free(r_svbsp.nodes);
2188         memset(&r_svbsp, 0, sizeof (r_svbsp));
2189         R_FreeTexturePool(&r_main_texturepool);
2190         r_texture_blanknormalmap = NULL;
2191         r_texture_white = NULL;
2192         r_texture_grey128 = NULL;
2193         r_texture_black = NULL;
2194         r_texture_whitecube = NULL;
2195         r_texture_normalizationcube = NULL;
2196         r_texture_fogattenuation = NULL;
2197         r_texture_gammaramps = NULL;
2198         //r_texture_fogintensity = NULL;
2199         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2200         memset(&r_waterstate, 0, sizeof(r_waterstate));
2201         R_GLSL_Restart_f();
2202 }
2203
2204 extern void CL_ParseEntityLump(char *entitystring);
2205 void gl_main_newmap(void)
2206 {
2207         // FIXME: move this code to client
2208         int l;
2209         char *entities, entname[MAX_QPATH];
2210         if (cl.worldmodel)
2211         {
2212                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2213                 l = (int)strlen(entname) - 4;
2214                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2215                 {
2216                         memcpy(entname + l, ".ent", 5);
2217                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2218                         {
2219                                 CL_ParseEntityLump(entities);
2220                                 Mem_Free(entities);
2221                                 return;
2222                         }
2223                 }
2224                 if (cl.worldmodel->brush.entities)
2225                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
2226         }
2227 }
2228
2229 void GL_Main_Init(void)
2230 {
2231         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2232
2233         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2234         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2235         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2236         if (gamemode == GAME_NEHAHRA)
2237         {
2238                 Cvar_RegisterVariable (&gl_fogenable);
2239                 Cvar_RegisterVariable (&gl_fogdensity);
2240                 Cvar_RegisterVariable (&gl_fogred);
2241                 Cvar_RegisterVariable (&gl_foggreen);
2242                 Cvar_RegisterVariable (&gl_fogblue);
2243                 Cvar_RegisterVariable (&gl_fogstart);
2244                 Cvar_RegisterVariable (&gl_fogend);
2245                 Cvar_RegisterVariable (&gl_skyclip);
2246         }
2247         Cvar_RegisterVariable(&r_depthfirst);
2248         Cvar_RegisterVariable(&r_nearclip);
2249         Cvar_RegisterVariable(&r_showbboxes);
2250         Cvar_RegisterVariable(&r_showsurfaces);
2251         Cvar_RegisterVariable(&r_showtris);
2252         Cvar_RegisterVariable(&r_shownormals);
2253         Cvar_RegisterVariable(&r_showlighting);
2254         Cvar_RegisterVariable(&r_showshadowvolumes);
2255         Cvar_RegisterVariable(&r_showcollisionbrushes);
2256         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2257         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2258         Cvar_RegisterVariable(&r_showdisabledepthtest);
2259         Cvar_RegisterVariable(&r_drawportals);
2260         Cvar_RegisterVariable(&r_drawentities);
2261         Cvar_RegisterVariable(&r_cullentities_trace);
2262         Cvar_RegisterVariable(&r_cullentities_trace_samples);
2263         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2264         Cvar_RegisterVariable(&r_cullentities_trace_delay);
2265         Cvar_RegisterVariable(&r_drawviewmodel);
2266         Cvar_RegisterVariable(&r_speeds);
2267         Cvar_RegisterVariable(&r_fullbrights);
2268         Cvar_RegisterVariable(&r_wateralpha);
2269         Cvar_RegisterVariable(&r_dynamic);
2270         Cvar_RegisterVariable(&r_fullbright);
2271         Cvar_RegisterVariable(&r_shadows);
2272         Cvar_RegisterVariable(&r_shadows_throwdistance);
2273         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2274         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2275         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2276         Cvar_RegisterVariable(&r_fog_exp2);
2277         Cvar_RegisterVariable(&r_textureunits);
2278         Cvar_RegisterVariable(&r_glsl);
2279         Cvar_RegisterVariable(&r_glsl_contrastboost);
2280         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2281         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2282         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2283         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2284         Cvar_RegisterVariable(&r_glsl_postprocess);
2285         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2286         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2287         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2288         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2289         Cvar_RegisterVariable(&r_glsl_usegeneric);
2290         Cvar_RegisterVariable(&r_water);
2291         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2292         Cvar_RegisterVariable(&r_water_clippingplanebias);
2293         Cvar_RegisterVariable(&r_water_refractdistort);
2294         Cvar_RegisterVariable(&r_water_reflectdistort);
2295         Cvar_RegisterVariable(&r_lerpsprites);
2296         Cvar_RegisterVariable(&r_lerpmodels);
2297         Cvar_RegisterVariable(&r_lerplightstyles);
2298         Cvar_RegisterVariable(&r_waterscroll);
2299         Cvar_RegisterVariable(&r_bloom);
2300         Cvar_RegisterVariable(&r_bloom_colorscale);
2301         Cvar_RegisterVariable(&r_bloom_brighten);
2302         Cvar_RegisterVariable(&r_bloom_blur);
2303         Cvar_RegisterVariable(&r_bloom_resolution);
2304         Cvar_RegisterVariable(&r_bloom_colorexponent);
2305         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2306         Cvar_RegisterVariable(&r_hdr);
2307         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2308         Cvar_RegisterVariable(&r_hdr_glowintensity);
2309         Cvar_RegisterVariable(&r_hdr_range);
2310         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2311         Cvar_RegisterVariable(&developer_texturelogging);
2312         Cvar_RegisterVariable(&gl_lightmaps);
2313         Cvar_RegisterVariable(&r_test);
2314         Cvar_RegisterVariable(&r_batchmode);
2315         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2316                 Cvar_SetValue("r_fullbrights", 0);
2317         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2318
2319         Cvar_RegisterVariable(&r_track_sprites);
2320         Cvar_RegisterVariable(&r_track_sprites_flags);
2321         Cvar_RegisterVariable(&r_track_sprites_scalew);
2322         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2323 }
2324
2325 extern void R_Textures_Init(void);
2326 extern void GL_Draw_Init(void);
2327 extern void GL_Main_Init(void);
2328 extern void R_Shadow_Init(void);
2329 extern void R_Sky_Init(void);
2330 extern void GL_Surf_Init(void);
2331 extern void R_Particles_Init(void);
2332 extern void R_Explosion_Init(void);
2333 extern void gl_backend_init(void);
2334 extern void Sbar_Init(void);
2335 extern void R_LightningBeams_Init(void);
2336 extern void Mod_RenderInit(void);
2337
2338 void Render_Init(void)
2339 {
2340         gl_backend_init();
2341         R_Textures_Init();
2342         GL_Main_Init();
2343         GL_Draw_Init();
2344         R_Shadow_Init();
2345         R_Sky_Init();
2346         GL_Surf_Init();
2347         Sbar_Init();
2348         R_Particles_Init();
2349         R_Explosion_Init();
2350         R_LightningBeams_Init();
2351         Mod_RenderInit();
2352 }
2353
2354 /*
2355 ===============
2356 GL_Init
2357 ===============
2358 */
2359 extern char *ENGINE_EXTENSIONS;
2360 void GL_Init (void)
2361 {
2362         VID_CheckExtensions();
2363
2364         // LordHavoc: report supported extensions
2365         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2366
2367         // clear to black (loading plaque will be seen over this)
2368         CHECKGLERROR
2369         qglClearColor(0,0,0,1);CHECKGLERROR
2370         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2371 }
2372
2373 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2374 {
2375         int i;
2376         mplane_t *p;
2377         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2378         {
2379                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2380                 if (i == 4)
2381                         continue;
2382                 p = r_refdef.view.frustum + i;
2383                 switch(p->signbits)
2384                 {
2385                 default:
2386                 case 0:
2387                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2388                                 return true;
2389                         break;
2390                 case 1:
2391                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2392                                 return true;
2393                         break;
2394                 case 2:
2395                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2396                                 return true;
2397                         break;
2398                 case 3:
2399                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2400                                 return true;
2401                         break;
2402                 case 4:
2403                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2404                                 return true;
2405                         break;
2406                 case 5:
2407                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2408                                 return true;
2409                         break;
2410                 case 6:
2411                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2412                                 return true;
2413                         break;
2414                 case 7:
2415                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2416                                 return true;
2417                         break;
2418                 }
2419         }
2420         return false;
2421 }
2422
2423 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2424 {
2425         int i;
2426         const mplane_t *p;
2427         for (i = 0;i < numplanes;i++)
2428         {
2429                 p = planes + i;
2430                 switch(p->signbits)
2431                 {
2432                 default:
2433                 case 0:
2434                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2435                                 return true;
2436                         break;
2437                 case 1:
2438                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2439                                 return true;
2440                         break;
2441                 case 2:
2442                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2443                                 return true;
2444                         break;
2445                 case 3:
2446                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2447                                 return true;
2448                         break;
2449                 case 4:
2450                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2451                                 return true;
2452                         break;
2453                 case 5:
2454                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2455                                 return true;
2456                         break;
2457                 case 6:
2458                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2459                                 return true;
2460                         break;
2461                 case 7:
2462                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2463                                 return true;
2464                         break;
2465                 }
2466         }
2467         return false;
2468 }
2469
2470 //==================================================================================
2471
2472 static void R_View_UpdateEntityVisible (void)
2473 {
2474         int i, renderimask;
2475         entity_render_t *ent;
2476
2477         if (!r_drawentities.integer)
2478                 return;
2479
2480         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2481         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2482         {
2483                 // worldmodel can check visibility
2484                 for (i = 0;i < r_refdef.scene.numentities;i++)
2485                 {
2486                         ent = r_refdef.scene.entities[i];
2487                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs));
2488
2489                 }
2490                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2491                 {
2492                         for (i = 0;i < r_refdef.scene.numentities;i++)
2493                         {
2494                                 ent = r_refdef.scene.entities[i];
2495                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2496                                 {
2497                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2498                                                 ent->last_trace_visibility = realtime;
2499                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2500                                                 r_refdef.viewcache.entityvisible[i] = 0;
2501                                 }
2502                         }
2503                 }
2504         }
2505         else
2506         {
2507                 // no worldmodel or it can't check visibility
2508                 for (i = 0;i < r_refdef.scene.numentities;i++)
2509                 {
2510                         ent = r_refdef.scene.entities[i];
2511                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2512                 }
2513         }
2514 }
2515
2516 // only used if skyrendermasked, and normally returns false
2517 int R_DrawBrushModelsSky (void)
2518 {
2519         int i, sky;
2520         entity_render_t *ent;
2521
2522         if (!r_drawentities.integer)
2523                 return false;
2524
2525         sky = false;
2526         for (i = 0;i < r_refdef.scene.numentities;i++)
2527         {
2528                 if (!r_refdef.viewcache.entityvisible[i])
2529                         continue;
2530                 ent = r_refdef.scene.entities[i];
2531                 if (!ent->model || !ent->model->DrawSky)
2532                         continue;
2533                 ent->model->DrawSky(ent);
2534                 sky = true;
2535         }
2536         return sky;
2537 }
2538
2539 static void R_DrawNoModel(entity_render_t *ent);
2540 static void R_DrawModels(void)
2541 {
2542         int i;
2543         entity_render_t *ent;
2544
2545         if (!r_drawentities.integer)
2546                 return;
2547
2548         for (i = 0;i < r_refdef.scene.numentities;i++)
2549         {
2550                 if (!r_refdef.viewcache.entityvisible[i])
2551                         continue;
2552                 ent = r_refdef.scene.entities[i];
2553                 r_refdef.stats.entities++;
2554                 if (ent->model && ent->model->Draw != NULL)
2555                         ent->model->Draw(ent);
2556                 else
2557                         R_DrawNoModel(ent);
2558         }
2559 }
2560
2561 static void R_DrawModelsDepth(void)
2562 {
2563         int i;
2564         entity_render_t *ent;
2565
2566         if (!r_drawentities.integer)
2567                 return;
2568
2569         for (i = 0;i < r_refdef.scene.numentities;i++)
2570         {
2571                 if (!r_refdef.viewcache.entityvisible[i])
2572                         continue;
2573                 ent = r_refdef.scene.entities[i];
2574                 if (ent->model && ent->model->DrawDepth != NULL)
2575                         ent->model->DrawDepth(ent);
2576         }
2577 }
2578
2579 static void R_DrawModelsDebug(void)
2580 {
2581         int i;
2582         entity_render_t *ent;
2583
2584         if (!r_drawentities.integer)
2585                 return;
2586
2587         for (i = 0;i < r_refdef.scene.numentities;i++)
2588         {
2589                 if (!r_refdef.viewcache.entityvisible[i])
2590                         continue;
2591                 ent = r_refdef.scene.entities[i];
2592                 if (ent->model && ent->model->DrawDebug != NULL)
2593                         ent->model->DrawDebug(ent);
2594         }
2595 }
2596
2597 static void R_DrawModelsAddWaterPlanes(void)
2598 {
2599         int i;
2600         entity_render_t *ent;
2601
2602         if (!r_drawentities.integer)
2603                 return;
2604
2605         for (i = 0;i < r_refdef.scene.numentities;i++)
2606         {
2607                 if (!r_refdef.viewcache.entityvisible[i])
2608                         continue;
2609                 ent = r_refdef.scene.entities[i];
2610                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2611                         ent->model->DrawAddWaterPlanes(ent);
2612         }
2613 }
2614
2615 static void R_View_SetFrustum(void)
2616 {
2617         int i;
2618         double slopex, slopey;
2619         vec3_t forward, left, up, origin;
2620
2621         // we can't trust r_refdef.view.forward and friends in reflected scenes
2622         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2623
2624 #if 0
2625         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2626         r_refdef.view.frustum[0].normal[1] = 0 - 0;
2627         r_refdef.view.frustum[0].normal[2] = -1 - 0;
2628         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2629         r_refdef.view.frustum[1].normal[1] = 0 + 0;
2630         r_refdef.view.frustum[1].normal[2] = -1 + 0;
2631         r_refdef.view.frustum[2].normal[0] = 0 - 0;
2632         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2633         r_refdef.view.frustum[2].normal[2] = -1 - 0;
2634         r_refdef.view.frustum[3].normal[0] = 0 + 0;
2635         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2636         r_refdef.view.frustum[3].normal[2] = -1 + 0;
2637 #endif
2638
2639 #if 0
2640         zNear = r_refdef.nearclip;
2641         nudge = 1.0 - 1.0 / (1<<23);
2642         r_refdef.view.frustum[4].normal[0] = 0 - 0;
2643         r_refdef.view.frustum[4].normal[1] = 0 - 0;
2644         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2645         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2646         r_refdef.view.frustum[5].normal[0] = 0 + 0;
2647         r_refdef.view.frustum[5].normal[1] = 0 + 0;
2648         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2649         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2650 #endif
2651
2652
2653
2654 #if 0
2655         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2656         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2657         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2658         r_refdef.view.frustum[0].dist = m[15] - m[12];
2659
2660         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2661         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2662         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2663         r_refdef.view.frustum[1].dist = m[15] + m[12];
2664
2665         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2666         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2667         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2668         r_refdef.view.frustum[2].dist = m[15] - m[13];
2669
2670         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2671         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2672         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2673         r_refdef.view.frustum[3].dist = m[15] + m[13];
2674
2675         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2676         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2677         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2678         r_refdef.view.frustum[4].dist = m[15] - m[14];
2679
2680         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2681         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2682         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2683         r_refdef.view.frustum[5].dist = m[15] + m[14];
2684 #endif
2685
2686         if (r_refdef.view.useperspective)
2687         {
2688                 slopex = 1.0 / r_refdef.view.frustum_x;
2689                 slopey = 1.0 / r_refdef.view.frustum_y;
2690                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2691                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
2692                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
2693                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
2694                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2695
2696                 // Leaving those out was a mistake, those were in the old code, and they
2697                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2698                 // I couldn't reproduce it after adding those normalizations. --blub
2699                 VectorNormalize(r_refdef.view.frustum[0].normal);
2700                 VectorNormalize(r_refdef.view.frustum[1].normal);
2701                 VectorNormalize(r_refdef.view.frustum[2].normal);
2702                 VectorNormalize(r_refdef.view.frustum[3].normal);
2703
2704                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2705                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2706                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2707                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2708                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2709
2710                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2711                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2712                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2713                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2714                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2715         }
2716         else
2717         {
2718                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2719                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2720                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2721                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2722                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2723                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2724                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2725                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2726                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2727                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2728         }
2729         r_refdef.view.numfrustumplanes = 5;
2730
2731         if (r_refdef.view.useclipplane)
2732         {
2733                 r_refdef.view.numfrustumplanes = 6;
2734                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2735         }
2736
2737         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2738                 PlaneClassify(r_refdef.view.frustum + i);
2739
2740         // LordHavoc: note to all quake engine coders, Quake had a special case
2741         // for 90 degrees which assumed a square view (wrong), so I removed it,
2742         // Quake2 has it disabled as well.
2743
2744         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2745         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2746         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2747         //PlaneClassify(&frustum[0]);
2748
2749         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2750         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2751         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2752         //PlaneClassify(&frustum[1]);
2753
2754         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2755         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2756         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2757         //PlaneClassify(&frustum[2]);
2758
2759         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2760         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2761         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2762         //PlaneClassify(&frustum[3]);
2763
2764         // nearclip plane
2765         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2766         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2767         //PlaneClassify(&frustum[4]);
2768 }
2769
2770 void R_View_Update(void)
2771 {
2772         R_View_SetFrustum();
2773         R_View_WorldVisibility(r_refdef.view.useclipplane);
2774         R_View_UpdateEntityVisible();
2775 }
2776
2777 void R_SetupView(qboolean allowwaterclippingplane)
2778 {
2779         if (!r_refdef.view.useperspective)
2780                 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2781         else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2782                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2783         else
2784                 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2785
2786         GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2787
2788         if (r_refdef.view.useclipplane && allowwaterclippingplane)
2789         {
2790                 // LordHavoc: couldn't figure out how to make this approach the
2791                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2792                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2793                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2794                         dist = r_refdef.view.clipplane.dist;
2795                 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2796         }
2797 }
2798
2799 void R_ResetViewRendering2D(void)
2800 {
2801         DrawQ_Finish();
2802
2803         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2804         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2805         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2806         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2807         GL_Color(1, 1, 1, 1);
2808         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2809         GL_BlendFunc(GL_ONE, GL_ZERO);
2810         GL_AlphaTest(false);
2811         GL_ScissorTest(false);
2812         GL_DepthMask(false);
2813         GL_DepthRange(0, 1);
2814         GL_DepthTest(false);
2815         R_Mesh_Matrix(&identitymatrix);
2816         R_Mesh_ResetTextureState();
2817         GL_PolygonOffset(0, 0);
2818         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2819         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2820         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2821         qglStencilMask(~0);CHECKGLERROR
2822         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2823         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2824         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2825         R_SetupGenericShader(true);
2826 }
2827
2828 void R_ResetViewRendering3D(void)
2829 {
2830         DrawQ_Finish();
2831
2832         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2833         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2834         R_SetupView(true);
2835         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2836         GL_Color(1, 1, 1, 1);
2837         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2838         GL_BlendFunc(GL_ONE, GL_ZERO);
2839         GL_AlphaTest(false);
2840         GL_ScissorTest(true);
2841         GL_DepthMask(true);
2842         GL_DepthRange(0, 1);
2843         GL_DepthTest(true);
2844         R_Mesh_Matrix(&identitymatrix);
2845         R_Mesh_ResetTextureState();
2846         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2847         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2848         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2849         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2850         qglStencilMask(~0);CHECKGLERROR
2851         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2852         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2853         GL_CullFace(r_refdef.view.cullface_back);
2854         R_SetupGenericShader(true);
2855 }
2856
2857 void R_RenderScene(qboolean addwaterplanes);
2858
2859 static void R_Water_StartFrame(void)
2860 {
2861         int i;
2862         int waterwidth, waterheight, texturewidth, textureheight;
2863         r_waterstate_waterplane_t *p;
2864
2865         // set waterwidth and waterheight to the water resolution that will be
2866         // used (often less than the screen resolution for faster rendering)
2867         waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2868         waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2869
2870         // calculate desired texture sizes
2871         // can't use water if the card does not support the texture size
2872         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2873                 texturewidth = textureheight = waterwidth = waterheight = 0;
2874         else if (gl_support_arb_texture_non_power_of_two)
2875         {
2876                 texturewidth = waterwidth;
2877                 textureheight = waterheight;
2878         }
2879         else
2880         {
2881                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
2882                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
2883         }
2884
2885         // allocate textures as needed
2886         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2887         {
2888                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2889                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2890                 {
2891                         if (p->texture_refraction)
2892                                 R_FreeTexture(p->texture_refraction);
2893                         p->texture_refraction = NULL;
2894                         if (p->texture_reflection)
2895                                 R_FreeTexture(p->texture_reflection);
2896                         p->texture_reflection = NULL;
2897                 }
2898                 memset(&r_waterstate, 0, sizeof(r_waterstate));
2899                 r_waterstate.waterwidth = waterwidth;
2900                 r_waterstate.waterheight = waterheight;
2901                 r_waterstate.texturewidth = texturewidth;
2902                 r_waterstate.textureheight = textureheight;
2903         }
2904
2905         if (r_waterstate.waterwidth)
2906         {
2907                 r_waterstate.enabled = true;
2908
2909                 // set up variables that will be used in shader setup
2910                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2911                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2912                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2913                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2914         }
2915
2916         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2917         r_waterstate.numwaterplanes = 0;
2918 }
2919
2920 static void R_Water_AddWaterPlane(msurface_t *surface)
2921 {
2922         int triangleindex, planeindex;
2923         const int *e;
2924         vec3_t vert[3];
2925         vec3_t normal;
2926         vec3_t center;
2927         r_waterstate_waterplane_t *p;
2928         // just use the first triangle with a valid normal for any decisions
2929         VectorClear(normal);
2930         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2931         {
2932                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2933                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2934                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2935                 TriangleNormal(vert[0], vert[1], vert[2], normal);
2936                 if (VectorLength2(normal) >= 0.001)
2937                         break;
2938         }
2939
2940         // find a matching plane if there is one
2941         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2942                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2943                         break;
2944         if (planeindex >= r_waterstate.maxwaterplanes)
2945                 return; // nothing we can do, out of planes
2946
2947         // if this triangle does not fit any known plane rendered this frame, add one
2948         if (planeindex >= r_waterstate.numwaterplanes)
2949         {
2950                 // store the new plane
2951                 r_waterstate.numwaterplanes++;
2952                 VectorCopy(normal, p->plane.normal);
2953                 VectorNormalize(p->plane.normal);
2954                 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2955                 PlaneClassify(&p->plane);
2956                 // flip the plane if it does not face the viewer
2957                 if (PlaneDiff(r_refdef.view.origin, &p->plane) < 0)
2958                 {
2959                         VectorNegate(p->plane.normal, p->plane.normal);
2960                         p->plane.dist *= -1;
2961                         PlaneClassify(&p->plane);
2962                 }
2963                 // clear materialflags and pvs
2964                 p->materialflags = 0;
2965                 p->pvsvalid = false;
2966         }
2967         // merge this surface's materialflags into the waterplane
2968         p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2969         // merge this surface's PVS into the waterplane
2970         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2971         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2972          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2973         {
2974                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2975                 p->pvsvalid = true;
2976         }
2977 }
2978
2979 static void R_Water_ProcessPlanes(void)
2980 {
2981         r_refdef_view_t originalview;
2982         int planeindex;
2983         r_waterstate_waterplane_t *p;
2984
2985         originalview = r_refdef.view;
2986
2987         // make sure enough textures are allocated
2988         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2989         {
2990                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2991                 {
2992                         if (!p->texture_refraction)
2993                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2994                         if (!p->texture_refraction)
2995                                 goto error;
2996                 }
2997
2998                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2999                 {
3000                         if (!p->texture_reflection)
3001                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3002                         if (!p->texture_reflection)
3003                                 goto error;
3004                 }
3005         }
3006
3007         // render views
3008         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3009         {
3010                 r_refdef.view.showdebug = false;
3011                 r_refdef.view.width = r_waterstate.waterwidth;
3012                 r_refdef.view.height = r_waterstate.waterheight;
3013                 r_refdef.view.useclipplane = true;
3014                 r_waterstate.renderingscene = true;
3015
3016                 // render the normal view scene and copy into texture
3017                 // (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)
3018                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3019                 {
3020                         r_refdef.view.clipplane = p->plane;
3021                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3022                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3023                         PlaneClassify(&r_refdef.view.clipplane);
3024
3025                         R_RenderScene(false);
3026
3027                         // copy view into the screen texture
3028                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3029                         GL_ActiveTexture(0);
3030                         CHECKGLERROR
3031                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3032                 }
3033
3034                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3035                 {
3036                         // render reflected scene and copy into texture
3037                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3038                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3039                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3040                         r_refdef.view.clipplane = p->plane;
3041                         // reverse the cullface settings for this render
3042                         r_refdef.view.cullface_front = GL_FRONT;
3043                         r_refdef.view.cullface_back = GL_BACK;
3044                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3045                         {
3046                                 r_refdef.view.usecustompvs = true;
3047                                 if (p->pvsvalid)
3048                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3049                                 else
3050                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3051                         }
3052
3053                         R_ResetViewRendering3D();
3054                         R_ClearScreen(r_refdef.fogenabled);
3055                         if (r_timereport_active)
3056                                 R_TimeReport("viewclear");
3057
3058                         R_RenderScene(false);
3059
3060                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3061                         GL_ActiveTexture(0);
3062                         CHECKGLERROR
3063                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3064
3065                         R_ResetViewRendering3D();
3066                         R_ClearScreen(r_refdef.fogenabled);
3067                         if (r_timereport_active)
3068                                 R_TimeReport("viewclear");
3069                 }
3070
3071                 r_refdef.view = originalview;
3072                 r_refdef.view.clear = true;
3073                 r_waterstate.renderingscene = false;
3074         }
3075         return;
3076 error:
3077         r_refdef.view = originalview;
3078         r_waterstate.renderingscene = false;
3079         Cvar_SetValueQuick(&r_water, 0);
3080         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
3081         return;
3082 }
3083
3084 void R_Bloom_StartFrame(void)
3085 {
3086         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3087
3088         // set bloomwidth and bloomheight to the bloom resolution that will be
3089         // used (often less than the screen resolution for faster rendering)
3090         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3091         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3092         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3093         r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3094         r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3095
3096         // calculate desired texture sizes
3097         if (gl_support_arb_texture_non_power_of_two)
3098         {
3099                 screentexturewidth = r_refdef.view.width;
3100                 screentextureheight = r_refdef.view.height;
3101                 bloomtexturewidth = r_bloomstate.bloomwidth;
3102                 bloomtextureheight = r_bloomstate.bloomheight;
3103         }
3104         else
3105         {
3106                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
3107                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
3108                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
3109                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
3110         }
3111
3112         if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3113         {
3114                 Cvar_SetValueQuick(&r_hdr, 0);
3115                 Cvar_SetValueQuick(&r_bloom, 0);
3116         }
3117
3118         if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3119                 screentexturewidth = screentextureheight = 0;
3120         if (!r_hdr.integer && !r_bloom.integer)
3121                 bloomtexturewidth = bloomtextureheight = 0;
3122
3123         // allocate textures as needed
3124         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3125         {
3126                 if (r_bloomstate.texture_screen)
3127                         R_FreeTexture(r_bloomstate.texture_screen);
3128                 r_bloomstate.texture_screen = NULL;
3129                 r_bloomstate.screentexturewidth = screentexturewidth;
3130                 r_bloomstate.screentextureheight = screentextureheight;
3131                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3132                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3133         }
3134         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3135         {
3136                 if (r_bloomstate.texture_bloom)
3137                         R_FreeTexture(r_bloomstate.texture_bloom);
3138                 r_bloomstate.texture_bloom = NULL;
3139                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3140                 r_bloomstate.bloomtextureheight = bloomtextureheight;
3141                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3142                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3143         }
3144
3145         // set up a texcoord array for the full resolution screen image
3146         // (we have to keep this around to copy back during final render)
3147         r_bloomstate.screentexcoord2f[0] = 0;
3148         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3149         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3150         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3151         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3152         r_bloomstate.screentexcoord2f[5] = 0;
3153         r_bloomstate.screentexcoord2f[6] = 0;
3154         r_bloomstate.screentexcoord2f[7] = 0;
3155
3156         // set up a texcoord array for the reduced resolution bloom image
3157         // (which will be additive blended over the screen image)
3158         r_bloomstate.bloomtexcoord2f[0] = 0;
3159         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3160         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3161         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3162         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3163         r_bloomstate.bloomtexcoord2f[5] = 0;
3164         r_bloomstate.bloomtexcoord2f[6] = 0;
3165         r_bloomstate.bloomtexcoord2f[7] = 0;
3166
3167         if (r_hdr.integer || r_bloom.integer)
3168         {
3169                 r_bloomstate.enabled = true;
3170                 r_bloomstate.hdr = r_hdr.integer != 0;
3171         }
3172 }
3173
3174 void R_Bloom_CopyBloomTexture(float colorscale)
3175 {
3176         r_refdef.stats.bloom++;
3177
3178         // scale down screen texture to the bloom texture size
3179         CHECKGLERROR
3180         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3181         GL_BlendFunc(GL_ONE, GL_ZERO);
3182         GL_Color(colorscale, colorscale, colorscale, 1);
3183         // TODO: optimize with multitexture or GLSL
3184         R_SetupGenericShader(true);
3185         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3186         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3187         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3188         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3189
3190         // we now have a bloom image in the framebuffer
3191         // copy it into the bloom image texture for later processing
3192         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3193         GL_ActiveTexture(0);
3194         CHECKGLERROR
3195         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3196         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3197 }
3198
3199 void R_Bloom_CopyHDRTexture(void)
3200 {
3201         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3202         GL_ActiveTexture(0);
3203         CHECKGLERROR
3204         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3205         r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3206 }
3207
3208 void R_Bloom_MakeTexture(void)
3209 {
3210         int x, range, dir;
3211         float xoffset, yoffset, r, brighten;
3212
3213         r_refdef.stats.bloom++;
3214
3215         R_ResetViewRendering2D();
3216         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3217         R_Mesh_ColorPointer(NULL, 0, 0);
3218         R_SetupGenericShader(true);
3219
3220         // we have a bloom image in the framebuffer
3221         CHECKGLERROR
3222         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3223
3224         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3225         {
3226                 x *= 2;
3227                 r = bound(0, r_bloom_colorexponent.value / x, 1);
3228                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3229                 GL_Color(r, r, r, 1);
3230                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3231                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3232                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3233                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3234
3235                 // copy the vertically blurred bloom view to a texture
3236                 GL_ActiveTexture(0);
3237                 CHECKGLERROR
3238                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3239                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3240         }
3241
3242         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3243         brighten = r_bloom_brighten.value;
3244         if (r_hdr.integer)
3245                 brighten *= r_hdr_range.value;
3246         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3247         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3248
3249         for (dir = 0;dir < 2;dir++)
3250         {
3251                 // blend on at multiple vertical offsets to achieve a vertical blur
3252                 // TODO: do offset blends using GLSL
3253                 GL_BlendFunc(GL_ONE, GL_ZERO);
3254                 for (x = -range;x <= range;x++)
3255                 {
3256                         if (!dir){xoffset = 0;yoffset = x;}
3257                         else {xoffset = x;yoffset = 0;}
3258                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
3259                         yoffset /= (float)r_bloomstate.bloomtextureheight;
3260                         // compute a texcoord array with the specified x and y offset
3261                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3262                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3263                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3264                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3265                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3266                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3267                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3268                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3269                         // this r value looks like a 'dot' particle, fading sharply to
3270                         // black at the edges
3271                         // (probably not realistic but looks good enough)
3272                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3273                         //r = (dir ? 1.0f : brighten)/(range*2+1);
3274                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3275                         GL_Color(r, r, r, 1);
3276                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3277                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3278                         GL_BlendFunc(GL_ONE, GL_ONE);
3279                 }
3280
3281                 // copy the vertically blurred bloom view to a texture
3282                 GL_ActiveTexture(0);
3283                 CHECKGLERROR
3284                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3285                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3286         }
3287
3288         // apply subtract last
3289         // (just like it would be in a GLSL shader)
3290         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3291         {
3292                 GL_BlendFunc(GL_ONE, GL_ZERO);
3293                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3294                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3295                 GL_Color(1, 1, 1, 1);
3296                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3297                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3298
3299                 GL_BlendFunc(GL_ONE, GL_ONE);
3300                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3301                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3302                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3303                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3304                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3305                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3306                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3307
3308                 // copy the darkened bloom view to a texture
3309                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3310                 GL_ActiveTexture(0);
3311                 CHECKGLERROR
3312                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3313                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3314         }
3315 }
3316
3317 void R_HDR_RenderBloomTexture(void)
3318 {
3319         int oldwidth, oldheight;
3320         float oldcolorscale;
3321
3322         oldcolorscale = r_refdef.view.colorscale;
3323         oldwidth = r_refdef.view.width;
3324         oldheight = r_refdef.view.height;
3325         r_refdef.view.width = r_bloomstate.bloomwidth;
3326         r_refdef.view.height = r_bloomstate.bloomheight;
3327
3328         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
3329         // TODO: add exposure compensation features
3330         // TODO: add fp16 framebuffer support
3331
3332         r_refdef.view.showdebug = false;
3333         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3334
3335         R_ClearScreen(r_refdef.fogenabled);
3336         if (r_timereport_active)
3337                 R_TimeReport("HDRclear");
3338
3339         r_waterstate.numwaterplanes = 0;
3340         R_RenderScene(r_waterstate.enabled);
3341         r_refdef.view.showdebug = true;
3342
3343         R_ResetViewRendering2D();
3344
3345         R_Bloom_CopyHDRTexture();
3346         R_Bloom_MakeTexture();
3347
3348         // restore the view settings
3349         r_refdef.view.width = oldwidth;
3350         r_refdef.view.height = oldheight;
3351         r_refdef.view.colorscale = oldcolorscale;
3352
3353         R_ResetViewRendering3D();
3354
3355         R_ClearScreen(r_refdef.fogenabled);
3356         if (r_timereport_active)
3357                 R_TimeReport("viewclear");
3358 }
3359
3360 static void R_BlendView(void)
3361 {
3362         if (r_bloomstate.texture_screen)
3363         {
3364                 // copy view into the screen texture
3365                 R_ResetViewRendering2D();
3366                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3367                 R_Mesh_ColorPointer(NULL, 0, 0);
3368                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3369                 GL_ActiveTexture(0);CHECKGLERROR
3370                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3371                 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3372         }
3373
3374         if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3375         {
3376                 unsigned int permutation =
3377                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3378                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3379                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3380                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3381
3382                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3383                 {
3384                         // render simple bloom effect
3385                         // copy the screen and shrink it and darken it for the bloom process
3386                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3387                         // make the bloom texture
3388                         R_Bloom_MakeTexture();
3389                 }
3390
3391                 R_ResetViewRendering2D();
3392                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3393                 R_Mesh_ColorPointer(NULL, 0, 0);
3394                 GL_Color(1, 1, 1, 1);
3395                 GL_BlendFunc(GL_ONE, GL_ZERO);
3396                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3397                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3398                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3399                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3400                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3401                 if (r_glsl_permutation->loc_Texture_Attenuation >= 0)
3402                         R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_texture_gammaramps));
3403                 if (r_glsl_permutation->loc_TintColor >= 0)
3404                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3405                 if (r_glsl_permutation->loc_ClientTime >= 0)
3406                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3407                 if (r_glsl_permutation->loc_UserVec1 >= 0)
3408                 {
3409                         float a=0, b=0, c=0, d=0;
3410                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3411                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3412                 }
3413                 if (r_glsl_permutation->loc_UserVec2 >= 0)
3414                 {
3415                         float a=0, b=0, c=0, d=0;
3416                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3417                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3418                 }
3419                 if (r_glsl_permutation->loc_UserVec3 >= 0)
3420                 {
3421                         float a=0, b=0, c=0, d=0;
3422                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3423                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3424                 }
3425                 if (r_glsl_permutation->loc_UserVec4 >= 0)
3426                 {
3427                         float a=0, b=0, c=0, d=0;
3428                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3429                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3430                 }
3431                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3432                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3433                 return;
3434         }
3435
3436
3437
3438         if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3439         {
3440                 // render high dynamic range bloom effect
3441                 // the bloom texture was made earlier this render, so we just need to
3442                 // blend it onto the screen...
3443                 R_ResetViewRendering2D();
3444                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3445                 R_Mesh_ColorPointer(NULL, 0, 0);
3446                 R_SetupGenericShader(true);
3447                 GL_Color(1, 1, 1, 1);
3448                 GL_BlendFunc(GL_ONE, GL_ONE);
3449                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3450                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3451                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3452                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3453         }
3454         else if (r_bloomstate.texture_bloom)
3455         {
3456                 // render simple bloom effect
3457                 // copy the screen and shrink it and darken it for the bloom process
3458                 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3459                 // make the bloom texture
3460                 R_Bloom_MakeTexture();
3461                 // put the original screen image back in place and blend the bloom
3462                 // texture on it
3463                 R_ResetViewRendering2D();
3464                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3465                 R_Mesh_ColorPointer(NULL, 0, 0);
3466                 GL_Color(1, 1, 1, 1);
3467                 GL_BlendFunc(GL_ONE, GL_ZERO);
3468                 // do both in one pass if possible
3469                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3470                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3471                 if (r_textureunits.integer >= 2 && gl_combine.integer)
3472                 {
3473                         R_SetupGenericTwoTextureShader(GL_ADD);
3474                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3475                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3476                 }
3477                 else
3478                 {
3479                         R_SetupGenericShader(true);
3480                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3481                         r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3482                         // now blend on the bloom texture
3483                         GL_BlendFunc(GL_ONE, GL_ONE);
3484                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3485                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3486                 }
3487                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3488                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3489         }
3490         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3491         {
3492                 // apply a color tint to the whole view
3493                 R_ResetViewRendering2D();
3494                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3495                 R_Mesh_ColorPointer(NULL, 0, 0);
3496                 R_SetupGenericShader(false);
3497                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3498                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3499                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3500         }
3501 }
3502
3503 void R_RenderScene(qboolean addwaterplanes);
3504
3505 matrix4x4_t r_waterscrollmatrix;
3506
3507 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3508 {
3509         if (r_refdef.fog_density)
3510         {
3511                 r_refdef.fogcolor[0] = r_refdef.fog_red;
3512                 r_refdef.fogcolor[1] = r_refdef.fog_green;
3513                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3514
3515                 {
3516                         vec3_t fogvec;
3517                         VectorCopy(r_refdef.fogcolor, fogvec);
3518                         if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3519                         {
3520                                 //   color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3521                                 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3522                                 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3523                                 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3524                         }
3525                         //   color.rgb *= ContrastBoost * SceneBrightness;
3526                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3527                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3528                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3529                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3530                 }
3531         }
3532 }
3533
3534 void R_UpdateVariables(void)
3535 {
3536         R_Textures_Frame();
3537
3538         r_refdef.farclip = 4096;
3539         if (r_refdef.scene.worldmodel)
3540                 r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3541         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3542
3543         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3544                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3545         r_refdef.polygonfactor = 0;
3546         r_refdef.polygonoffset = 0;
3547         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3548         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3549
3550         r_refdef.rtworld = r_shadow_realtime_world.integer;
3551         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3552         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3553         r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3554         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3555         if (r_showsurfaces.integer)
3556         {
3557                 r_refdef.rtworld = false;
3558                 r_refdef.rtworldshadows = false;
3559                 r_refdef.rtdlight = false;
3560                 r_refdef.rtdlightshadows = false;
3561                 r_refdef.lightmapintensity = 0;
3562         }
3563
3564         if (gamemode == GAME_NEHAHRA)
3565         {
3566                 if (gl_fogenable.integer)
3567                 {
3568                         r_refdef.oldgl_fogenable = true;
3569                         r_refdef.fog_density = gl_fogdensity.value;
3570                         r_refdef.fog_red = gl_fogred.value;
3571                         r_refdef.fog_green = gl_foggreen.value;
3572                         r_refdef.fog_blue = gl_fogblue.value;
3573                         r_refdef.fog_alpha = 1;
3574                         r_refdef.fog_start = 0;
3575                         r_refdef.fog_end = gl_skyclip.value;
3576                 }
3577                 else if (r_refdef.oldgl_fogenable)
3578                 {
3579                         r_refdef.oldgl_fogenable = false;
3580                         r_refdef.fog_density = 0;
3581                         r_refdef.fog_red = 0;
3582                         r_refdef.fog_green = 0;
3583                         r_refdef.fog_blue = 0;
3584                         r_refdef.fog_alpha = 0;
3585                         r_refdef.fog_start = 0;
3586                         r_refdef.fog_end = 0;
3587                 }
3588         }
3589
3590         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3591         r_refdef.fog_start = max(0, r_refdef.fog_start);
3592         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3593
3594         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3595
3596         if (r_refdef.fog_density)
3597         {
3598                 r_refdef.fogenabled = true;
3599                 // this is the point where the fog reaches 0.9986 alpha, which we
3600                 // consider a good enough cutoff point for the texture
3601                 // (0.9986 * 256 == 255.6)
3602                 if (r_fog_exp2.integer)
3603                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3604                 else
3605                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3606                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3607                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3608                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3609                 // fog color was already set
3610                 // update the fog texture
3611                 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
3612                         R_BuildFogTexture();
3613         }
3614         else
3615                 r_refdef.fogenabled = false;
3616
3617         if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3618         {
3619                 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3620                 {
3621                         // build GLSL gamma texture
3622 #define RAMPWIDTH 256
3623                         unsigned short ramp[RAMPWIDTH * 3];
3624                         unsigned char ramprgb[RAMPWIDTH][4];
3625                         int i;
3626
3627                         r_texture_gammaramps_serial = vid_gammatables_serial;
3628
3629                         VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3630                         for(i = 0; i < RAMPWIDTH; ++i)
3631                         {
3632                                 ramprgb[i][0] = ramp[i] >> 8;
3633                                 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3634                                 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3635                                 ramprgb[i][3] = 0;
3636                         }
3637                         if (r_texture_gammaramps)
3638                         {
3639                                 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3640                         }
3641                         else
3642                         {
3643                                 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
3644                         }
3645                 }
3646         }
3647         else
3648         {
3649                 // remove GLSL gamma texture
3650         }
3651 }
3652
3653 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3654 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3655 /*
3656 ================
3657 R_SelectScene
3658 ================
3659 */
3660 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3661         if( scenetype != r_currentscenetype ) {
3662                 // store the old scenetype
3663                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3664                 r_currentscenetype = scenetype;
3665                 // move in the new scene
3666                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3667         }
3668 }
3669
3670 /*
3671 ================
3672 R_GetScenePointer
3673 ================
3674 */
3675 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3676 {
3677         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3678         if( scenetype == r_currentscenetype ) {
3679                 return &r_refdef.scene;
3680         } else {
3681                 return &r_scenes_store[ scenetype ];
3682         }
3683 }
3684
3685 /*
3686 ================
3687 R_RenderView
3688 ================
3689 */
3690 void R_RenderView(void)
3691 {
3692         if (!r_refdef.scene.entities/* || !r_refdef.scene.worldmodel*/)
3693                 return; //Host_Error ("R_RenderView: NULL worldmodel");
3694
3695         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3696
3697         // break apart the view matrix into vectors for various purposes
3698         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3699         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3700         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3701         VectorNegate(r_refdef.view.left, r_refdef.view.right);
3702         // make an inverted copy of the view matrix for tracking sprites
3703         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3704
3705         R_Shadow_UpdateWorldLightSelection();
3706
3707         R_Bloom_StartFrame();
3708         R_Water_StartFrame();
3709
3710         CHECKGLERROR
3711         if (r_timereport_active)
3712                 R_TimeReport("viewsetup");
3713
3714         R_ResetViewRendering3D();
3715
3716         if (r_refdef.view.clear || r_refdef.fogenabled)
3717         {
3718                 R_ClearScreen(r_refdef.fogenabled);
3719                 if (r_timereport_active)
3720                         R_TimeReport("viewclear");
3721         }
3722         r_refdef.view.clear = true;
3723
3724         r_refdef.view.showdebug = true;
3725
3726         // this produces a bloom texture to be used in R_BlendView() later
3727         if (r_hdr.integer)
3728                 R_HDR_RenderBloomTexture();
3729
3730         r_waterstate.numwaterplanes = 0;
3731         R_RenderScene(r_waterstate.enabled);
3732
3733         R_BlendView();
3734         if (r_timereport_active)
3735                 R_TimeReport("blendview");
3736
3737         GL_Scissor(0, 0, vid.width, vid.height);
3738         GL_ScissorTest(false);
3739         CHECKGLERROR
3740 }
3741
3742 extern void R_DrawLightningBeams (void);
3743 extern void VM_CL_AddPolygonsToMeshQueue (void);
3744 extern void R_DrawPortals (void);
3745 extern cvar_t cl_locs_show;
3746 static void R_DrawLocs(void);
3747 static void R_DrawEntityBBoxes(void);
3748 void R_RenderScene(qboolean addwaterplanes)
3749 {
3750         r_refdef.stats.renders++;
3751
3752         R_UpdateFogColor();
3753
3754         if (addwaterplanes)
3755         {
3756                 R_ResetViewRendering3D();
3757
3758                 R_View_Update();
3759                 if (r_timereport_active)
3760                         R_TimeReport("watervis");
3761
3762                 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3763                 {
3764                         r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3765                         if (r_timereport_active)
3766                                 R_TimeReport("waterworld");
3767                 }
3768
3769                 // don't let sound skip if going slow
3770                 if (r_refdef.scene.extraupdate)
3771                         S_ExtraUpdate ();
3772
3773                 R_DrawModelsAddWaterPlanes();
3774                 if (r_timereport_active)
3775                         R_TimeReport("watermodels");
3776
3777                 R_Water_ProcessPlanes();
3778                 if (r_timereport_active)
3779                         R_TimeReport("waterscenes");
3780         }
3781
3782         R_ResetViewRendering3D();
3783
3784         // don't let sound skip if going slow
3785         if (r_refdef.scene.extraupdate)
3786                 S_ExtraUpdate ();
3787
3788         R_MeshQueue_BeginScene();
3789
3790         R_SkyStartFrame();
3791
3792         R_View_Update();
3793         if (r_timereport_active)
3794                 R_TimeReport("visibility");
3795
3796         Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
3797
3798         if (cl.csqc_vidvars.drawworld)
3799         {
3800                 // don't let sound skip if going slow
3801                 if (r_refdef.scene.extraupdate)
3802                         S_ExtraUpdate ();
3803
3804                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3805                 {
3806                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3807                         if (r_timereport_active)
3808                                 R_TimeReport("worldsky");
3809                 }
3810
3811                 if (R_DrawBrushModelsSky() && r_timereport_active)
3812                         R_TimeReport("bmodelsky");
3813         }
3814
3815         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3816         {
3817                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3818                 if (r_timereport_active)
3819                         R_TimeReport("worlddepth");
3820         }
3821         if (r_depthfirst.integer >= 2)
3822         {
3823                 R_DrawModelsDepth();
3824                 if (r_timereport_active)
3825                         R_TimeReport("modeldepth");
3826         }
3827
3828         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3829         {
3830                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3831                 if (r_timereport_active)
3832                         R_TimeReport("world");
3833         }
3834
3835         // don't let sound skip if going slow
3836         if (r_refdef.scene.extraupdate)
3837                 S_ExtraUpdate ();
3838
3839         R_DrawModels();
3840         if (r_timereport_active)
3841                 R_TimeReport("models");
3842
3843         // don't let sound skip if going slow
3844         if (r_refdef.scene.extraupdate)
3845                 S_ExtraUpdate ();
3846
3847         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3848         {
3849                 R_DrawModelShadows();
3850
3851                 R_ResetViewRendering3D();
3852
3853                 // don't let sound skip if going slow
3854                 if (r_refdef.scene.extraupdate)
3855                         S_ExtraUpdate ();
3856         }
3857
3858         R_ShadowVolumeLighting(false);
3859         if (r_timereport_active)
3860                 R_TimeReport("rtlights");
3861
3862         // don't let sound skip if going slow
3863         if (r_refdef.scene.extraupdate)
3864                 S_ExtraUpdate ();
3865
3866         if (cl.csqc_vidvars.drawworld)
3867         {
3868                 R_DrawLightningBeams();
3869                 if (r_timereport_active)
3870                         R_TimeReport("lightning");
3871
3872                 R_DrawDecals();
3873                 if (r_timereport_active)
3874                         R_TimeReport("decals");
3875
3876                 R_DrawParticles();
3877                 if (r_timereport_active)
3878                         R_TimeReport("particles");
3879
3880                 R_DrawExplosions();
3881                 if (r_timereport_active)
3882                         R_TimeReport("explosions");
3883         }
3884
3885         R_SetupGenericShader(true);
3886         VM_CL_AddPolygonsToMeshQueue();
3887
3888         if (r_refdef.view.showdebug)
3889         {
3890                 if (cl_locs_show.integer)
3891                 {
3892                         R_DrawLocs();
3893                         if (r_timereport_active)
3894                                 R_TimeReport("showlocs");
3895                 }
3896
3897                 if (r_drawportals.integer)
3898                 {
3899                         R_DrawPortals();
3900                         if (r_timereport_active)
3901                                 R_TimeReport("portals");
3902                 }
3903
3904                 if (r_showbboxes.value > 0)
3905                 {
3906                         R_DrawEntityBBoxes();
3907                         if (r_timereport_active)
3908                                 R_TimeReport("bboxes");
3909                 }
3910         }
3911
3912         R_SetupGenericShader(true);
3913         R_MeshQueue_RenderTransparent();
3914         if (r_timereport_active)
3915                 R_TimeReport("drawtrans");
3916
3917         R_SetupGenericShader(true);
3918
3919         if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
3920         {
3921                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3922                 if (r_timereport_active)
3923                         R_TimeReport("worlddebug");
3924                 R_DrawModelsDebug();
3925                 if (r_timereport_active)
3926                         R_TimeReport("modeldebug");
3927         }
3928
3929         R_SetupGenericShader(true);
3930
3931         if (cl.csqc_vidvars.drawworld)
3932         {
3933                 R_DrawCoronas();
3934                 if (r_timereport_active)
3935                         R_TimeReport("coronas");
3936         }
3937
3938         // don't let sound skip if going slow
3939         if (r_refdef.scene.extraupdate)
3940                 S_ExtraUpdate ();
3941
3942         R_ResetViewRendering2D();
3943 }
3944
3945 static const int bboxelements[36] =
3946 {
3947         5, 1, 3, 5, 3, 7,
3948         6, 2, 0, 6, 0, 4,
3949         7, 3, 2, 7, 2, 6,
3950         4, 0, 1, 4, 1, 5,
3951         4, 5, 7, 4, 7, 6,
3952         1, 0, 2, 1, 2, 3,
3953 };
3954
3955 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3956 {
3957         int i;
3958         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3959         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3960         GL_DepthMask(false);
3961         GL_DepthRange(0, 1);
3962         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3963         R_Mesh_Matrix(&identitymatrix);
3964         R_Mesh_ResetTextureState();
3965
3966         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3967         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3968         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3969         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3970         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3971         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3972         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3973         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3974         R_FillColors(color4f, 8, cr, cg, cb, ca);
3975         if (r_refdef.fogenabled)
3976         {
3977                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3978                 {
3979                         f1 = FogPoint_World(v);
3980                         f2 = 1 - f1;
3981                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3982                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3983                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3984                 }
3985         }
3986         R_Mesh_VertexPointer(vertex3f, 0, 0);
3987         R_Mesh_ColorPointer(color4f, 0, 0);
3988         R_Mesh_ResetTextureState();
3989         R_SetupGenericShader(false);
3990         R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3991 }
3992
3993 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3994 {
3995         int i;
3996         float color[4];
3997         prvm_edict_t *edict;
3998         // this function draws bounding boxes of server entities
3999         if (!sv.active)
4000                 return;
4001         R_SetupGenericShader(false);
4002         SV_VM_Begin();
4003         for (i = 0;i < numsurfaces;i++)
4004         {
4005                 edict = PRVM_EDICT_NUM(surfacelist[i]);
4006                 switch ((int)edict->fields.server->solid)
4007                 {
4008                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
4009                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
4010                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
4011                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4012                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
4013                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
4014                 }
4015                 color[3] *= r_showbboxes.value;
4016                 color[3] = bound(0, color[3], 1);
4017                 GL_DepthTest(!r_showdisabledepthtest.integer);
4018                 GL_CullFace(r_refdef.view.cullface_front);
4019                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4020         }
4021         SV_VM_End();
4022 }
4023
4024 static void R_DrawEntityBBoxes(void)
4025 {
4026         int i;
4027         prvm_edict_t *edict;
4028         vec3_t center;
4029         // this function draws bounding boxes of server entities
4030         if (!sv.active)
4031                 return;
4032         SV_VM_Begin();
4033         for (i = 0;i < prog->num_edicts;i++)
4034         {
4035                 edict = PRVM_EDICT_NUM(i);
4036                 if (edict->priv.server->free)
4037                         continue;
4038                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4039                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4040         }
4041         SV_VM_End();
4042 }
4043
4044 int nomodelelements[24] =
4045 {
4046         5, 2, 0,
4047         5, 1, 2,
4048         5, 0, 3,
4049         5, 3, 1,
4050         0, 2, 4,
4051         2, 1, 4,
4052         3, 0, 4,
4053         1, 3, 4
4054 };
4055
4056 float nomodelvertex3f[6*3] =
4057 {
4058         -16,   0,   0,
4059          16,   0,   0,
4060           0, -16,   0,
4061           0,  16,   0,
4062           0,   0, -16,
4063           0,   0,  16
4064 };
4065
4066 float nomodelcolor4f[6*4] =
4067 {
4068         0.0f, 0.0f, 0.5f, 1.0f,
4069         0.0f, 0.0f, 0.5f, 1.0f,
4070         0.0f, 0.5f, 0.0f, 1.0f,
4071         0.0f, 0.5f, 0.0f, 1.0f,
4072         0.5f, 0.0f, 0.0f, 1.0f,
4073         0.5f, 0.0f, 0.0f, 1.0f
4074 };
4075
4076 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4077 {
4078         int i;
4079         float f1, f2, *c;
4080         float color4f[6*4];
4081         // this is only called once per entity so numsurfaces is always 1, and
4082         // surfacelist is always {0}, so this code does not handle batches
4083         R_Mesh_Matrix(&ent->matrix);
4084
4085         if (ent->flags & EF_ADDITIVE)
4086         {
4087                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4088                 GL_DepthMask(false);
4089         }
4090         else if (ent->alpha < 1)
4091         {
4092                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4093                 GL_DepthMask(false);
4094         }
4095         else
4096         {
4097                 GL_BlendFunc(GL_ONE, GL_ZERO);
4098                 GL_DepthMask(true);
4099         }
4100         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4101         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4102         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4103         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4104         R_SetupGenericShader(false);
4105         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4106         if (r_refdef.fogenabled)
4107         {
4108                 vec3_t org;
4109                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4110                 R_Mesh_ColorPointer(color4f, 0, 0);
4111                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4112                 f1 = FogPoint_World(org);
4113                 f2 = 1 - f1;
4114                 for (i = 0, c = color4f;i < 6;i++, c += 4)
4115                 {
4116                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4117                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4118                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4119                         c[3] *= ent->alpha;
4120                 }
4121         }
4122         else if (ent->alpha != 1)
4123         {
4124                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4125                 R_Mesh_ColorPointer(color4f, 0, 0);
4126                 for (i = 0, c = color4f;i < 6;i++, c += 4)
4127                         c[3] *= ent->alpha;
4128         }
4129         else
4130                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4131         R_Mesh_ResetTextureState();
4132         R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
4133 }
4134
4135 void R_DrawNoModel(entity_render_t *ent)
4136 {
4137         vec3_t org;
4138         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4139         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4140                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4141         //else
4142         //      R_DrawNoModelCallback(ent, 0);
4143 }
4144
4145 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4146 {
4147         vec3_t right1, right2, diff, normal;
4148
4149         VectorSubtract (org2, org1, normal);
4150
4151         // calculate 'right' vector for start
4152         VectorSubtract (r_refdef.view.origin, org1, diff);
4153         CrossProduct (normal, diff, right1);
4154         VectorNormalize (right1);
4155
4156         // calculate 'right' vector for end
4157         VectorSubtract (r_refdef.view.origin, org2, diff);
4158         CrossProduct (normal, diff, right2);
4159         VectorNormalize (right2);
4160
4161         vert[ 0] = org1[0] + width * right1[0];
4162         vert[ 1] = org1[1] + width * right1[1];
4163         vert[ 2] = org1[2] + width * right1[2];
4164         vert[ 3] = org1[0] - width * right1[0];
4165         vert[ 4] = org1[1] - width * right1[1];
4166         vert[ 5] = org1[2] - width * right1[2];
4167         vert[ 6] = org2[0] - width * right2[0];
4168         vert[ 7] = org2[1] - width * right2[1];
4169         vert[ 8] = org2[2] - width * right2[2];
4170         vert[ 9] = org2[0] + width * right2[0];
4171         vert[10] = org2[1] + width * right2[1];
4172         vert[11] = org2[2] + width * right2[2];
4173 }
4174
4175 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4176
4177 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)
4178 {
4179         float fog = 1.0f;
4180         float vertex3f[12];
4181
4182         if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4183                 fog = FogPoint_World(origin);
4184
4185         R_Mesh_Matrix(&identitymatrix);
4186         GL_BlendFunc(blendfunc1, blendfunc2);
4187
4188         if(v_flipped_state)
4189         {
4190                 scalex1 = -scalex1;
4191                 scalex2 = -scalex2;
4192                 GL_CullFace(r_refdef.view.cullface_front);
4193         }
4194         else
4195                 GL_CullFace(r_refdef.view.cullface_back);
4196         GL_CullFace(GL_NONE);
4197
4198         GL_DepthMask(false);
4199         GL_DepthRange(0, depthshort ? 0.0625 : 1);
4200         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4201         GL_DepthTest(!depthdisable);
4202
4203         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4204         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4205         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4206         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4207         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4208         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4209         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4210         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4211         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4212         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4213         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4214         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4215
4216         R_Mesh_VertexPointer(vertex3f, 0, 0);
4217         R_Mesh_ColorPointer(NULL, 0, 0);
4218         R_Mesh_ResetTextureState();
4219         R_SetupGenericShader(true);
4220         R_Mesh_TexBind(0, R_GetTexture(texture));
4221         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4222         // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4223         GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4224         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4225
4226         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4227         {
4228                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4229                 GL_BlendFunc(blendfunc1, GL_ONE);
4230                 fog = 1 - fog;
4231                 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4232                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4233         }
4234 }
4235
4236 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4237 {
4238         int i;
4239         float *vertex3f;
4240         float v[3];
4241         VectorSet(v, x, y, z);
4242         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4243                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4244                         break;
4245         if (i == mesh->numvertices)
4246         {
4247                 if (mesh->numvertices < mesh->maxvertices)
4248                 {
4249                         VectorCopy(v, vertex3f);
4250                         mesh->numvertices++;
4251                 }
4252                 return mesh->numvertices;
4253         }
4254         else
4255                 return i;
4256 }
4257
4258 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4259 {
4260         int i;
4261         int *e, element[3];
4262         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4263         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4264         e = mesh->element3i + mesh->numtriangles * 3;
4265         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4266         {
4267                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4268                 if (mesh->numtriangles < mesh->maxtriangles)
4269                 {
4270                         *e++ = element[0];
4271                         *e++ = element[1];
4272                         *e++ = element[2];
4273                         mesh->numtriangles++;
4274                 }
4275                 element[1] = element[2];
4276         }
4277 }
4278
4279 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4280 {
4281         int i;
4282         int *e, element[3];
4283         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4284         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4285         e = mesh->element3i + mesh->numtriangles * 3;
4286         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4287         {
4288                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4289                 if (mesh->numtriangles < mesh->maxtriangles)
4290                 {
4291                         *e++ = element[0];
4292                         *e++ = element[1];
4293                         *e++ = element[2];
4294                         mesh->numtriangles++;
4295                 }
4296                 element[1] = element[2];
4297         }
4298 }
4299
4300 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4301 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4302 {
4303         int planenum, planenum2;
4304         int w;
4305         int tempnumpoints;
4306         mplane_t *plane, *plane2;
4307         double maxdist;
4308         double temppoints[2][256*3];
4309         // figure out how large a bounding box we need to properly compute this brush
4310         maxdist = 0;
4311         for (w = 0;w < numplanes;w++)
4312                 maxdist = max(maxdist, planes[w].dist);
4313         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4314         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4315         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4316         {
4317                 w = 0;
4318                 tempnumpoints = 4;
4319                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4320                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4321                 {
4322                         if (planenum2 == planenum)
4323                                 continue;
4324                         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);
4325                         w = !w;
4326                 }
4327                 if (tempnumpoints < 3)
4328                         continue;
4329                 // generate elements forming a triangle fan for this polygon
4330                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4331         }
4332 }
4333
4334 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)
4335 {
4336         texturelayer_t *layer;
4337         layer = t->currentlayers + t->currentnumlayers++;
4338         layer->type = type;
4339         layer->depthmask = depthmask;
4340         layer->blendfunc1 = blendfunc1;
4341         layer->blendfunc2 = blendfunc2;
4342         layer->texture = texture;
4343         layer->texmatrix = *matrix;
4344         layer->color[0] = r * r_refdef.view.colorscale;
4345         layer->color[1] = g * r_refdef.view.colorscale;
4346         layer->color[2] = b * r_refdef.view.colorscale;
4347         layer->color[3] = a;
4348 }
4349
4350 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4351 {
4352         double index, f;
4353         index = parms[2] + r_refdef.scene.time * parms[3];
4354         index -= floor(index);
4355         switch (func)
4356         {
4357         default:
4358         case Q3WAVEFUNC_NONE:
4359         case Q3WAVEFUNC_NOISE:
4360         case Q3WAVEFUNC_COUNT:
4361                 f = 0;
4362                 break;
4363         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4364         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4365         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4366         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4367         case Q3WAVEFUNC_TRIANGLE:
4368                 index *= 4;
4369                 f = index - floor(index);
4370                 if (index < 1)
4371                         f = f;
4372                 else if (index < 2)
4373                         f = 1 - f;
4374                 else if (index < 3)
4375                         f = -f;
4376                 else
4377                         f = -(1 - f);
4378                 break;
4379         }
4380         return (float)(parms[0] + parms[1] * f);
4381 }
4382
4383 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4384 {
4385         int i;
4386         model_t *model = ent->model;
4387         float f;
4388         float tcmat[12];
4389         q3shaderinfo_layer_tcmod_t *tcmod;
4390
4391         // switch to an alternate material if this is a q1bsp animated material
4392         {
4393                 texture_t *texture = t;
4394                 int s = ent->skinnum;
4395                 if ((unsigned int)s >= (unsigned int)model->numskins)
4396                         s = 0;
4397                 if (model->skinscenes)
4398                 {
4399                         if (model->skinscenes[s].framecount > 1)
4400                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4401                         else
4402                                 s = model->skinscenes[s].firstframe;
4403                 }
4404                 if (s > 0)
4405                         t = t + s * model->num_surfaces;
4406                 if (t->animated)
4407                 {
4408                         // use an alternate animation if the entity's frame is not 0,
4409                         // and only if the texture has an alternate animation
4410                         if (ent->frame2 != 0 && t->anim_total[1])
4411                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4412                         else
4413                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4414                 }
4415                 texture->currentframe = t;
4416         }
4417
4418         // update currentskinframe to be a qw skin or animation frame
4419         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4420         {
4421                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4422                 {
4423                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4424                         Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
4425                         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);
4426                 }
4427                 t->currentskinframe = r_qwskincache_skinframe[i];
4428                 if (t->currentskinframe == NULL)
4429                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4430         }
4431         else if (t->numskinframes >= 2)
4432                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4433         if (t->backgroundnumskinframes >= 2)
4434                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4435
4436         t->currentmaterialflags = t->basematerialflags;
4437         t->currentalpha = ent->alpha;
4438         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4439         {
4440                 t->currentalpha *= r_wateralpha.value;
4441                 /*
4442                  * FIXME what is this supposed to do?
4443                 // if rendering refraction/reflection, disable transparency
4444                 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4445                         t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4446                 */
4447         }
4448         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled)
4449                 t->currentalpha *= t->r_water_wateralpha;
4450         if(!r_waterstate.enabled)
4451                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4452         if (!(ent->flags & RENDER_LIGHT))
4453                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4454         else if (rsurface.modeltexcoordlightmap2f == NULL)
4455         {
4456                 // pick a model lighting mode
4457                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4458                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4459                 else
4460                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4461         }
4462         if (ent->effects & EF_ADDITIVE)
4463                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4464         else if (t->currentalpha < 1)
4465                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4466         if (ent->effects & EF_DOUBLESIDED)
4467                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4468         if (ent->effects & EF_NODEPTHTEST)
4469                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4470         if (ent->flags & RENDER_VIEWMODEL)
4471                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4472         if (t->backgroundnumskinframes)
4473                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4474         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4475         {
4476                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4477                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4478         }
4479         else
4480                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4481
4482         // there is no tcmod
4483         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4484                 t->currenttexmatrix = r_waterscrollmatrix;
4485
4486         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4487         {
4488                 matrix4x4_t matrix;
4489                 switch(tcmod->tcmod)
4490                 {
4491                 case Q3TCMOD_COUNT:
4492                 case Q3TCMOD_NONE:
4493                         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4494                                 matrix = r_waterscrollmatrix;
4495                         else
4496                                 matrix = identitymatrix;
4497                         break;
4498                 case Q3TCMOD_ENTITYTRANSLATE:
4499                         // this is used in Q3 to allow the gamecode to control texcoord
4500                         // scrolling on the entity, which is not supported in darkplaces yet.
4501                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4502                         break;
4503                 case Q3TCMOD_ROTATE:
4504                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4505                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4506                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4507                         break;
4508                 case Q3TCMOD_SCALE:
4509                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4510                         break;
4511                 case Q3TCMOD_SCROLL:
4512                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4513                         break;
4514                 case Q3TCMOD_STRETCH:
4515                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4516                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4517                         break;
4518                 case Q3TCMOD_TRANSFORM:
4519                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
4520                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
4521                         VectorSet(tcmat +  6, 0                   , 0                , 1);
4522                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
4523                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4524                         break;
4525                 case Q3TCMOD_TURBULENT:
4526                         // this is handled in the RSurf_PrepareVertices function
4527                         matrix = identitymatrix;
4528                         break;
4529                 }
4530                 // either replace or concatenate the transformation
4531                 if (i < 1)
4532                         t->currenttexmatrix = matrix;
4533                 else
4534                 {
4535                         matrix4x4_t temp = t->currenttexmatrix;
4536                         Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4537                 }
4538         }
4539
4540         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4541         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4542         t->glosstexture = r_texture_black;
4543         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4544         t->backgroundglosstexture = r_texture_black;
4545         t->specularpower = r_shadow_glossexponent.value;
4546         // TODO: store reference values for these in the texture?
4547         t->specularscale = 0;
4548         if (r_shadow_gloss.integer > 0)
4549         {
4550                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4551                 {
4552                         if (r_shadow_glossintensity.value > 0)
4553                         {
4554                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4555                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4556                                 t->specularscale = r_shadow_glossintensity.value;
4557                         }
4558                 }
4559                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4560                 {
4561                         t->glosstexture = r_texture_white;
4562                         t->backgroundglosstexture = r_texture_white;
4563                         t->specularscale = r_shadow_gloss2intensity.value;
4564                 }
4565         }
4566
4567         // lightmaps mode looks bad with dlights using actual texturing, so turn
4568         // off the colormap and glossmap, but leave the normalmap on as it still
4569         // accurately represents the shading involved
4570         if (gl_lightmaps.integer)
4571         {
4572                 t->basetexture = r_texture_grey128;
4573                 t->backgroundbasetexture = NULL;
4574                 t->specularscale = 0;
4575                 t->currentmaterialflags &= ~(MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_WATERALPHA | MATERIALFLAG_WATER | MATERIALFLAG_SKY | MATERIALFLAG_ALPHATEST | MATERIALFLAG_BLENDED | MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4576                 t->currentmaterialflags |= MATERIALFLAG_WALL;
4577         }
4578
4579         Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4580         VectorClear(t->dlightcolor);
4581         t->currentnumlayers = 0;
4582         if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
4583         {
4584                 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
4585                 {
4586                         int blendfunc1, blendfunc2, depthmask;
4587                         if (t->currentmaterialflags & MATERIALFLAG_ADD)
4588                         {
4589                                 blendfunc1 = GL_SRC_ALPHA;
4590                                 blendfunc2 = GL_ONE;
4591                         }
4592                         else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4593                         {
4594                                 blendfunc1 = GL_SRC_ALPHA;
4595                                 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4596                         }
4597                         else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4598                         {
4599                                 blendfunc1 = t->customblendfunc[0];
4600                                 blendfunc2 = t->customblendfunc[1];
4601                         }
4602                         else
4603                         {
4604                                 blendfunc1 = GL_ONE;
4605                                 blendfunc2 = GL_ZERO;
4606                         }
4607                         depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4608                         if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
4609                         {
4610                                 int layerflags = 0;
4611                                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4612                                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4613                                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4614                                 {
4615                                         // fullbright is not affected by r_refdef.lightmapintensity
4616                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4617                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4618                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4619                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4620                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4621                                 }
4622                                 else
4623                                 {
4624                                         vec3_t ambientcolor;
4625                                         float colorscale;
4626                                         // set the color tint used for lights affecting this surface
4627                                         VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4628                                         colorscale = 2;
4629                                         // q3bsp has no lightmap updates, so the lightstylevalue that
4630                                         // would normally be baked into the lightmap must be
4631                                         // applied to the color
4632                                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4633                                         if (ent->model->type == mod_brushq3)
4634                                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4635                                         colorscale *= r_refdef.lightmapintensity;
4636                                         VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor);
4637                                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4638                                         // basic lit geometry
4639                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4640                                         // add pants/shirt if needed
4641                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4642                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
4643                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4644                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4645                                         // now add ambient passes if needed
4646                                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4647                                         {
4648                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
4649                                                 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4650                                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4651                                                 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4652                                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4653                                         }
4654                                 }
4655                                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4656                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
4657                                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4658                                 {
4659                                         // if this is opaque use alpha blend which will darken the earlier
4660                                         // passes cheaply.
4661                                         //
4662                                         // if this is an alpha blended material, all the earlier passes
4663                                         // were darkened by fog already, so we only need to add the fog
4664                                         // color ontop through the fog mask texture
4665                                         //
4666                                         // if this is an additive blended material, all the earlier passes
4667                                         // were darkened by fog already, and we should not add fog color
4668                                         // (because the background was not darkened, there is no fog color
4669                                         // that was lost behind it).
4670                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
4671                                 }
4672                         }
4673                 }
4674         }
4675 }
4676
4677 void R_UpdateAllTextureInfo(entity_render_t *ent)
4678 {
4679         int i;
4680         if (ent->model)
4681                 for (i = 0;i < ent->model->num_texturesperskin;i++)
4682                         R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4683 }
4684
4685 rsurfacestate_t rsurface;
4686
4687 void R_Mesh_ResizeArrays(int newvertices)
4688 {
4689         float *base;
4690         if (rsurface.array_size >= newvertices)
4691                 return;
4692         if (rsurface.array_modelvertex3f)
4693                 Mem_Free(rsurface.array_modelvertex3f);
4694         rsurface.array_size = (newvertices + 1023) & ~1023;
4695         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4696         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
4697         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
4698         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
4699         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
4700         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
4701         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4702         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4703         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
4704         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
4705         rsurface.array_color4f           = base + rsurface.array_size * 27;
4706         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4707 }
4708
4709 void RSurf_ActiveWorldEntity(void)
4710 {
4711         model_t *model = r_refdef.scene.worldmodel;
4712         if (rsurface.array_size < model->surfmesh.num_vertices)
4713                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4714         rsurface.matrix = identitymatrix;
4715         rsurface.inversematrix = identitymatrix;
4716         R_Mesh_Matrix(&identitymatrix);
4717         VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4718         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4719         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4720         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4721         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4722         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4723         rsurface.frameblend[0].frame = 0;
4724         rsurface.frameblend[0].lerp = 1;
4725         rsurface.frameblend[1].frame = 0;
4726         rsurface.frameblend[1].lerp = 0;
4727         rsurface.frameblend[2].frame = 0;
4728         rsurface.frameblend[2].lerp = 0;
4729         rsurface.frameblend[3].frame = 0;
4730         rsurface.frameblend[3].lerp = 0;
4731         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4732         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4733         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4734         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4735         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4736         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4737         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4738         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4739         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4740         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4741         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4742         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4743         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4744         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4745         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4746         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4747         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4748         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4749         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4750         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4751         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4752         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4753         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4754         rsurface.modelelement3i = model->surfmesh.data_element3i;
4755         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4756         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4757         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4758         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4759         rsurface.modelsurfaces = model->data_surfaces;
4760         rsurface.generatedvertex = false;
4761         rsurface.vertex3f  = rsurface.modelvertex3f;
4762         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4763         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4764         rsurface.svector3f = rsurface.modelsvector3f;
4765         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4766         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4767         rsurface.tvector3f = rsurface.modeltvector3f;
4768         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4769         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4770         rsurface.normal3f  = rsurface.modelnormal3f;
4771         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4772         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4773         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4774 }
4775
4776 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4777 {
4778         model_t *model = ent->model;
4779         if (rsurface.array_size < model->surfmesh.num_vertices)
4780                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4781         rsurface.matrix = ent->matrix;
4782         rsurface.inversematrix = ent->inversematrix;
4783         R_Mesh_Matrix(&rsurface.matrix);
4784         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4785         rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4786         rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4787         rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4788         rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4789         rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4790         rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4791         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4792         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4793         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4794         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4795         rsurface.frameblend[0] = ent->frameblend[0];
4796         rsurface.frameblend[1] = ent->frameblend[1];
4797         rsurface.frameblend[2] = ent->frameblend[2];
4798         rsurface.frameblend[3] = ent->frameblend[3];
4799         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4800         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4801         if (ent->model->brush.submodel)
4802         {
4803                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4804                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4805         }
4806         if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4807         {
4808                 if (wanttangents)
4809                 {
4810                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4811                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4812                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4813                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4814                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4815                 }
4816                 else if (wantnormals)
4817                 {
4818                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4819                         rsurface.modelsvector3f = NULL;
4820                         rsurface.modeltvector3f = NULL;
4821                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4822                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4823                 }
4824                 else
4825                 {
4826                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4827                         rsurface.modelsvector3f = NULL;
4828                         rsurface.modeltvector3f = NULL;
4829                         rsurface.modelnormal3f = NULL;
4830                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4831                 }
4832                 rsurface.modelvertex3f_bufferobject = 0;
4833                 rsurface.modelvertex3f_bufferoffset = 0;
4834                 rsurface.modelsvector3f_bufferobject = 0;
4835                 rsurface.modelsvector3f_bufferoffset = 0;
4836                 rsurface.modeltvector3f_bufferobject = 0;
4837                 rsurface.modeltvector3f_bufferoffset = 0;
4838                 rsurface.modelnormal3f_bufferobject = 0;
4839                 rsurface.modelnormal3f_bufferoffset = 0;
4840                 rsurface.generatedvertex = true;
4841         }
4842         else
4843         {
4844                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4845                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4846                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4847                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4848                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4849                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4850                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4851                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4852                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4853                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4854                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4855                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4856                 rsurface.generatedvertex = false;
4857         }
4858         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4859         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4860         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4861         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4862         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4863         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4864         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4865         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4866         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4867         rsurface.modelelement3i = model->surfmesh.data_element3i;
4868         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4869         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4870         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4871         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4872         rsurface.modelsurfaces = model->data_surfaces;
4873         rsurface.vertex3f  = rsurface.modelvertex3f;
4874         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4875         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4876         rsurface.svector3f = rsurface.modelsvector3f;
4877         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4878         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4879         rsurface.tvector3f = rsurface.modeltvector3f;
4880         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4881         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4882         rsurface.normal3f  = rsurface.modelnormal3f;
4883         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4884         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4885         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4886 }
4887
4888 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4889 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4890 {
4891         int deformindex;
4892         int texturesurfaceindex;
4893         int i, j;
4894         float amplitude;
4895         float animpos;
4896         float scale;
4897         const float *v1, *in_tc;
4898         float *out_tc;
4899         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4900         float waveparms[4];
4901         q3shaderinfo_deform_t *deform;
4902         // 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
4903         if (rsurface.generatedvertex)
4904         {
4905                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4906                         generatenormals = true;
4907                 for (i = 0;i < Q3MAXDEFORMS;i++)
4908                 {
4909                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4910                         {
4911                                 generatetangents = true;
4912                                 generatenormals = true;
4913                         }
4914                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4915                                 generatenormals = true;
4916                 }
4917                 if (generatenormals && !rsurface.modelnormal3f)
4918                 {
4919                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4920                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4921                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4922                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4923                 }
4924                 if (generatetangents && !rsurface.modelsvector3f)
4925                 {
4926                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4927                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4928                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4929                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4930                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4931                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4932                         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);
4933                 }
4934         }
4935         rsurface.vertex3f  = rsurface.modelvertex3f;
4936         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4937         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4938         rsurface.svector3f = rsurface.modelsvector3f;
4939         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4940         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4941         rsurface.tvector3f = rsurface.modeltvector3f;
4942         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4943         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4944         rsurface.normal3f  = rsurface.modelnormal3f;
4945         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4946         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4947         // if vertices are deformed (sprite flares and things in maps, possibly
4948         // water waves, bulges and other deformations), generate them into
4949         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4950         // (may be static model data or generated data for an animated model, or
4951         //  the previous deform pass)
4952         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4953         {
4954                 switch (deform->deform)
4955                 {
4956                 default:
4957                 case Q3DEFORM_PROJECTIONSHADOW:
4958                 case Q3DEFORM_TEXT0:
4959                 case Q3DEFORM_TEXT1:
4960                 case Q3DEFORM_TEXT2:
4961                 case Q3DEFORM_TEXT3:
4962                 case Q3DEFORM_TEXT4:
4963                 case Q3DEFORM_TEXT5:
4964                 case Q3DEFORM_TEXT6:
4965                 case Q3DEFORM_TEXT7:
4966                 case Q3DEFORM_NONE:
4967                         break;
4968                 case Q3DEFORM_AUTOSPRITE:
4969                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4970                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4971                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4972                         VectorNormalize(newforward);
4973                         VectorNormalize(newright);
4974                         VectorNormalize(newup);
4975                         // make deformed versions of only the model vertices used by the specified surfaces
4976                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4977                         {
4978                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4979                                 // a single autosprite surface can contain multiple sprites...
4980                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
4981                                 {
4982                                         VectorClear(center);
4983                                         for (i = 0;i < 4;i++)
4984                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4985                                         VectorScale(center, 0.25f, center);
4986                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
4987                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4988                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4989                                         for (i = 0;i < 4;i++)
4990                                         {
4991                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4992                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4993                                         }
4994                                 }
4995                                 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);
4996                                 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);
4997                         }
4998                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4999                         rsurface.vertex3f_bufferobject = 0;
5000                         rsurface.vertex3f_bufferoffset = 0;
5001                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5002                         rsurface.svector3f_bufferobject = 0;
5003                         rsurface.svector3f_bufferoffset = 0;
5004                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5005                         rsurface.tvector3f_bufferobject = 0;
5006                         rsurface.tvector3f_bufferoffset = 0;
5007                         rsurface.normal3f = rsurface.array_deformednormal3f;
5008                         rsurface.normal3f_bufferobject = 0;
5009                         rsurface.normal3f_bufferoffset = 0;
5010                         break;
5011                 case Q3DEFORM_AUTOSPRITE2:
5012                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5013                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5014                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5015                         VectorNormalize(newforward);
5016                         VectorNormalize(newright);
5017                         VectorNormalize(newup);
5018                         // make deformed versions of only the model vertices used by the specified surfaces
5019                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5020                         {
5021                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5022                                 const float *v1, *v2;
5023                                 vec3_t start, end;
5024                                 float f, l;
5025                                 struct
5026                                 {
5027                                         float length2;
5028                                         const float *v1;
5029                                         const float *v2;
5030                                 }
5031                                 shortest[2];
5032                                 memset(shortest, 0, sizeof(shortest));
5033                                 // a single autosprite surface can contain multiple sprites...
5034                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5035                                 {
5036                                         VectorClear(center);
5037                                         for (i = 0;i < 4;i++)
5038                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5039                                         VectorScale(center, 0.25f, center);
5040                                         // find the two shortest edges, then use them to define the
5041                                         // axis vectors for rotating around the central axis
5042                                         for (i = 0;i < 6;i++)
5043                                         {
5044                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5045                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5046 #if 0
5047                                                 Debug_PolygonBegin(NULL, 0);
5048                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5049                                                 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);
5050                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5051                                                 Debug_PolygonEnd();
5052 #endif
5053                                                 l = VectorDistance2(v1, v2);
5054                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5055                                                 if (v1[2] != v2[2])
5056                                                         l += (1.0f / 1024.0f);
5057                                                 if (shortest[0].length2 > l || i == 0)
5058                                                 {
5059                                                         shortest[1] = shortest[0];
5060                                                         shortest[0].length2 = l;
5061                                                         shortest[0].v1 = v1;
5062                                                         shortest[0].v2 = v2;
5063                                                 }
5064                                                 else if (shortest[1].length2 > l || i == 1)
5065                                                 {
5066                                                         shortest[1].length2 = l;
5067                                                         shortest[1].v1 = v1;
5068                                                         shortest[1].v2 = v2;
5069                                                 }
5070                                         }
5071                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5072                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5073 #if 0
5074                                         Debug_PolygonBegin(NULL, 0);
5075                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5076                                         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);
5077                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5078                                         Debug_PolygonEnd();
5079 #endif
5080                                         // this calculates the right vector from the shortest edge
5081                                         // and the up vector from the edge midpoints
5082                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5083                                         VectorNormalize(right);
5084                                         VectorSubtract(end, start, up);
5085                                         VectorNormalize(up);
5086                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5087                                         //VectorSubtract(rsurface.modelorg, center, forward);
5088                                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5089                                         VectorNegate(forward, forward);
5090                                         VectorReflect(forward, 0, up, forward);
5091                                         VectorNormalize(forward);
5092                                         CrossProduct(up, forward, newright);
5093                                         VectorNormalize(newright);
5094 #if 0
5095                                         Debug_PolygonBegin(NULL, 0);
5096                                         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);
5097                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5098                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
5099                                         Debug_PolygonEnd();
5100 #endif
5101 #if 0
5102                                         Debug_PolygonBegin(NULL, 0);
5103                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5104                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5105                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
5106                                         Debug_PolygonEnd();
5107 #endif
5108                                         // rotate the quad around the up axis vector, this is made
5109                                         // especially easy by the fact we know the quad is flat,
5110                                         // so we only have to subtract the center position and
5111                                         // measure distance along the right vector, and then
5112                                         // multiply that by the newright vector and add back the
5113                                         // center position
5114                                         // we also need to subtract the old position to undo the
5115                                         // displacement from the center, which we do with a
5116                                         // DotProduct, the subtraction/addition of center is also
5117                                         // optimized into DotProducts here
5118                                         l = DotProduct(right, center);
5119                                         for (i = 0;i < 4;i++)
5120                                         {
5121                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5122                                                 f = DotProduct(right, v1) - l;
5123                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5124                                         }
5125                                 }
5126                                 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);
5127                                 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);
5128                         }
5129                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5130                         rsurface.vertex3f_bufferobject = 0;
5131                         rsurface.vertex3f_bufferoffset = 0;
5132                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5133                         rsurface.svector3f_bufferobject = 0;
5134                         rsurface.svector3f_bufferoffset = 0;
5135                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5136                         rsurface.tvector3f_bufferobject = 0;
5137                         rsurface.tvector3f_bufferoffset = 0;
5138                         rsurface.normal3f = rsurface.array_deformednormal3f;
5139                         rsurface.normal3f_bufferobject = 0;
5140                         rsurface.normal3f_bufferoffset = 0;
5141                         break;
5142                 case Q3DEFORM_NORMAL:
5143                         // deform the normals to make reflections wavey
5144                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5145                         {
5146                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5147                                 for (j = 0;j < surface->num_vertices;j++)
5148                                 {
5149                                         float vertex[3];
5150                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
5151                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5152                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
5153                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5154                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5155                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5156                                         VectorNormalize(normal);
5157                                 }
5158                                 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);
5159                         }
5160                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5161                         rsurface.svector3f_bufferobject = 0;
5162                         rsurface.svector3f_bufferoffset = 0;
5163                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5164                         rsurface.tvector3f_bufferobject = 0;
5165                         rsurface.tvector3f_bufferoffset = 0;
5166                         rsurface.normal3f = rsurface.array_deformednormal3f;
5167                         rsurface.normal3f_bufferobject = 0;
5168                         rsurface.normal3f_bufferoffset = 0;
5169                         break;
5170                 case Q3DEFORM_WAVE:
5171                         // deform vertex array to make wavey water and flags and such
5172                         waveparms[0] = deform->waveparms[0];
5173                         waveparms[1] = deform->waveparms[1];
5174                         waveparms[2] = deform->waveparms[2];
5175                         waveparms[3] = deform->waveparms[3];
5176                         // this is how a divisor of vertex influence on deformation
5177                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5178                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5179                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5180                         {
5181                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5182                                 for (j = 0;j < surface->num_vertices;j++)
5183                                 {
5184                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
5185                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
5186                                         // if the wavefunc depends on time, evaluate it per-vertex
5187                                         if (waveparms[3])
5188                                         {
5189                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5190                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5191                                         }
5192                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
5193                                 }
5194                         }
5195                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5196                         rsurface.vertex3f_bufferobject = 0;
5197                         rsurface.vertex3f_bufferoffset = 0;
5198                         break;
5199                 case Q3DEFORM_BULGE:
5200                         // deform vertex array to make the surface have moving bulges
5201                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5202                         {
5203                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5204                                 for (j = 0;j < surface->num_vertices;j++)
5205                                 {
5206                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5207                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5208                                 }
5209                         }
5210                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5211                         rsurface.vertex3f_bufferobject = 0;
5212                         rsurface.vertex3f_bufferoffset = 0;
5213                         break;
5214                 case Q3DEFORM_MOVE:
5215                         // deform vertex array
5216                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5217                         VectorScale(deform->parms, scale, waveparms);
5218                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5219                         {
5220                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5221                                 for (j = 0;j < surface->num_vertices;j++)
5222                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5223                         }
5224                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5225                         rsurface.vertex3f_bufferobject = 0;
5226                         rsurface.vertex3f_bufferoffset = 0;
5227                         break;
5228                 }
5229         }
5230         // generate texcoords based on the chosen texcoord source
5231         switch(rsurface.texture->tcgen.tcgen)
5232         {
5233         default:
5234         case Q3TCGEN_TEXTURE:
5235                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
5236                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
5237                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
5238                 break;
5239         case Q3TCGEN_LIGHTMAP:
5240                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
5241                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
5242                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
5243                 break;
5244         case Q3TCGEN_VECTOR:
5245                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5246                 {
5247                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5248                         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)
5249                         {
5250                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5251                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5252                         }
5253                 }
5254                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5255                 rsurface.texcoordtexture2f_bufferobject  = 0;
5256                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5257                 break;
5258         case Q3TCGEN_ENVIRONMENT:
5259                 // make environment reflections using a spheremap
5260                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5261                 {
5262                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5263                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5264                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5265                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5266                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5267                         {
5268                                 float l, d, eyedir[3];
5269                                 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5270                                 l = 0.5f / VectorLength(eyedir);
5271                                 d = DotProduct(normal, eyedir)*2;
5272                                 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5273                                 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5274                         }
5275                 }
5276                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5277                 rsurface.texcoordtexture2f_bufferobject  = 0;
5278                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5279                 break;
5280         }
5281         // the only tcmod that needs software vertex processing is turbulent, so
5282         // check for it here and apply the changes if needed
5283         // and we only support that as the first one
5284         // (handling a mixture of turbulent and other tcmods would be problematic
5285         //  without punting it entirely to a software path)
5286         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5287         {
5288                 amplitude = rsurface.texture->tcmods[0].parms[1];
5289                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5290                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5291                 {
5292                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5293                         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)
5294                         {
5295                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5296                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5297                         }
5298                 }
5299                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5300                 rsurface.texcoordtexture2f_bufferobject  = 0;
5301                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5302         }
5303         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
5304         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5305         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5306         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5307 }
5308
5309 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5310 {
5311         int i, j;
5312         const msurface_t *surface = texturesurfacelist[0];
5313         const msurface_t *surface2;
5314         int firstvertex;
5315         int endvertex;
5316         int numvertices;
5317         int numtriangles;
5318         // TODO: lock all array ranges before render, rather than on each surface
5319         if (texturenumsurfaces == 1)
5320         {
5321                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5322                 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));
5323         }
5324         else if (r_batchmode.integer == 2)
5325         {
5326                 #define MAXBATCHTRIANGLES 4096
5327                 int batchtriangles = 0;
5328                 int batchelements[MAXBATCHTRIANGLES*3];
5329                 for (i = 0;i < texturenumsurfaces;i = j)
5330                 {
5331                         surface = texturesurfacelist[i];
5332                         j = i + 1;
5333                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5334                         {
5335                                 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));
5336                                 continue;
5337                         }
5338                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5339                         batchtriangles = surface->num_triangles;
5340                         firstvertex = surface->num_firstvertex;
5341                         endvertex = surface->num_firstvertex + surface->num_vertices;
5342                         for (;j < texturenumsurfaces;j++)
5343                         {
5344                                 surface2 = texturesurfacelist[j];
5345                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5346                                         break;
5347                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5348                                 batchtriangles += surface2->num_triangles;
5349                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5350                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5351                         }
5352                         surface2 = texturesurfacelist[j-1];
5353                         numvertices = endvertex - firstvertex;
5354                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5355                 }
5356         }
5357         else if (r_batchmode.integer == 1)
5358         {
5359                 for (i = 0;i < texturenumsurfaces;i = j)
5360                 {
5361                         surface = texturesurfacelist[i];
5362                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5363                                 if (texturesurfacelist[j] != surface2)
5364                                         break;
5365                         surface2 = texturesurfacelist[j-1];
5366                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5367                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5368                         GL_LockArrays(surface->num_firstvertex, numvertices);
5369                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5370                 }
5371         }
5372         else
5373         {
5374                 for (i = 0;i < texturenumsurfaces;i++)
5375                 {
5376                         surface = texturesurfacelist[i];
5377                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5378                         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));
5379                 }
5380         }
5381 }
5382
5383 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5384 {
5385         int i, planeindex, vertexindex;
5386         float d, bestd;
5387         vec3_t vert;
5388         const float *v;
5389         r_waterstate_waterplane_t *p, *bestp;
5390         msurface_t *surface;
5391         if (r_waterstate.renderingscene)
5392                 return;
5393         for (i = 0;i < texturenumsurfaces;i++)
5394         {
5395                 surface = texturesurfacelist[i];
5396                 if (lightmaptexunit >= 0)
5397                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5398                 if (deluxemaptexunit >= 0)
5399                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5400                 // pick the closest matching water plane
5401                 bestd = 0;
5402                 bestp = NULL;
5403                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5404                 {
5405                         d = 0;
5406                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5407                         {
5408                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5409                                 d += fabs(PlaneDiff(vert, &p->plane));
5410                         }
5411                         if (bestd > d || !bestp)
5412                         {
5413                                 bestd = d;
5414                                 bestp = p;
5415                         }
5416                 }
5417                 if (bestp)
5418                 {
5419                         if (refractiontexunit >= 0)
5420                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5421                         if (reflectiontexunit >= 0)
5422                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5423                 }
5424                 else
5425                 {
5426                         if (refractiontexunit >= 0)
5427                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5428                         if (reflectiontexunit >= 0)
5429                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5430                 }
5431                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5432                 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));
5433         }
5434 }
5435
5436 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5437 {
5438         int i;
5439         int j;
5440         const msurface_t *surface = texturesurfacelist[0];
5441         const msurface_t *surface2;
5442         int firstvertex;
5443         int endvertex;
5444         int numvertices;
5445         int numtriangles;
5446         // TODO: lock all array ranges before render, rather than on each surface
5447         if (texturenumsurfaces == 1)
5448         {
5449                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5450                 if (deluxemaptexunit >= 0)
5451                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5452                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5453                 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));
5454         }
5455         else if (r_batchmode.integer == 2)
5456         {
5457                 #define MAXBATCHTRIANGLES 4096
5458                 int batchtriangles = 0;
5459                 int batchelements[MAXBATCHTRIANGLES*3];
5460                 for (i = 0;i < texturenumsurfaces;i = j)
5461                 {
5462                         surface = texturesurfacelist[i];
5463                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5464                         if (deluxemaptexunit >= 0)
5465                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5466                         j = i + 1;
5467                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5468                         {
5469                                 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));
5470                                 continue;
5471                         }
5472                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5473                         batchtriangles = surface->num_triangles;
5474                         firstvertex = surface->num_firstvertex;
5475                         endvertex = surface->num_firstvertex + surface->num_vertices;
5476                         for (;j < texturenumsurfaces;j++)
5477                         {
5478                                 surface2 = texturesurfacelist[j];
5479                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5480                                         break;
5481                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5482                                 batchtriangles += surface2->num_triangles;
5483                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5484                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5485                         }
5486                         surface2 = texturesurfacelist[j-1];
5487                         numvertices = endvertex - firstvertex;
5488                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5489                 }
5490         }
5491         else if (r_batchmode.integer == 1)
5492         {
5493 #if 0
5494                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5495                 for (i = 0;i < texturenumsurfaces;i = j)
5496                 {
5497                         surface = texturesurfacelist[i];
5498                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5499                                 if (texturesurfacelist[j] != surface2)
5500                                         break;
5501                         Con_Printf(" %i", j - i);
5502                 }
5503                 Con_Printf("\n");
5504                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5505 #endif
5506                 for (i = 0;i < texturenumsurfaces;i = j)
5507                 {
5508                         surface = texturesurfacelist[i];
5509                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5510                         if (deluxemaptexunit >= 0)
5511                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5512                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5513                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5514                                         break;
5515 #if 0
5516                         Con_Printf(" %i", j - i);
5517 #endif
5518                         surface2 = texturesurfacelist[j-1];
5519                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5520                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5521                         GL_LockArrays(surface->num_firstvertex, numvertices);
5522                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5523                 }
5524 #if 0
5525                 Con_Printf("\n");
5526 #endif
5527         }
5528         else
5529         {
5530                 for (i = 0;i < texturenumsurfaces;i++)
5531                 {
5532                         surface = texturesurfacelist[i];
5533                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5534                         if (deluxemaptexunit >= 0)
5535                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5536                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5537                         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));
5538                 }
5539         }
5540 }
5541
5542 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5543 {
5544         int j;
5545         int texturesurfaceindex;
5546         if (r_showsurfaces.integer == 2)
5547         {
5548                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5549                 {
5550                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5551                         for (j = 0;j < surface->num_triangles;j++)
5552                         {
5553                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5554                                 GL_Color(f, f, f, 1);
5555                                 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)));
5556                         }
5557                 }
5558         }
5559         else
5560         {
5561                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5562                 {
5563                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5564                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
5565                         GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
5566                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5567                         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));
5568                 }
5569         }
5570 }
5571
5572 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5573 {
5574         int texturesurfaceindex;
5575         int i;
5576         float f;
5577         float *v, *c, *c2;
5578         if (rsurface.lightmapcolor4f)
5579         {
5580                 // generate color arrays for the surfaces in this list
5581                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5582                 {
5583                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5584                         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)
5585                         {
5586                                 f = FogPoint_Model(v);
5587                                 c2[0] = c[0] * f;
5588                                 c2[1] = c[1] * f;
5589                                 c2[2] = c[2] * f;
5590                                 c2[3] = c[3];
5591                         }
5592                 }
5593         }
5594         else
5595         {
5596                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5597                 {
5598                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5599                         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)
5600                         {
5601                                 f = FogPoint_Model(v);
5602                                 c2[0] = f;
5603                                 c2[1] = f;
5604                                 c2[2] = f;
5605                                 c2[3] = 1;
5606                         }
5607                 }
5608         }
5609         rsurface.lightmapcolor4f = rsurface.array_color4f;
5610         rsurface.lightmapcolor4f_bufferobject = 0;
5611         rsurface.lightmapcolor4f_bufferoffset = 0;
5612 }
5613
5614 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5615 {
5616         int texturesurfaceindex;
5617         int i;
5618         float *c, *c2;
5619         if (!rsurface.lightmapcolor4f)
5620                 return;
5621         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5622         {
5623                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5624                 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)
5625                 {
5626                         c2[0] = c[0] * r;
5627                         c2[1] = c[1] * g;
5628                         c2[2] = c[2] * b;
5629                         c2[3] = c[3] * a;
5630                 }
5631         }
5632         rsurface.lightmapcolor4f = rsurface.array_color4f;
5633         rsurface.lightmapcolor4f_bufferobject = 0;
5634         rsurface.lightmapcolor4f_bufferoffset = 0;
5635 }
5636
5637 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5638 {
5639         // TODO: optimize
5640         rsurface.lightmapcolor4f = NULL;
5641         rsurface.lightmapcolor4f_bufferobject = 0;
5642         rsurface.lightmapcolor4f_bufferoffset = 0;
5643         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5644         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5645         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5646         GL_Color(r, g, b, a);
5647         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5648 }
5649
5650 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5651 {
5652         // TODO: optimize applyfog && applycolor case
5653         // just apply fog if necessary, and tint the fog color array if necessary
5654         rsurface.lightmapcolor4f = NULL;
5655         rsurface.lightmapcolor4f_bufferobject = 0;
5656         rsurface.lightmapcolor4f_bufferoffset = 0;
5657         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5658         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5659         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5660         GL_Color(r, g, b, a);
5661         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5662 }
5663
5664 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5665 {
5666         int texturesurfaceindex;
5667         int i;
5668         float *c;
5669         // TODO: optimize
5670         if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5671         {
5672                 // generate color arrays for the surfaces in this list
5673                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5674                 {
5675                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5676                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5677                         {
5678                                 if (surface->lightmapinfo->samples)
5679                                 {
5680                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5681                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5682                                         VectorScale(lm, scale, c);
5683                                         if (surface->lightmapinfo->styles[1] != 255)
5684                                         {
5685                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5686                                                 lm += size3;
5687                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5688                                                 VectorMA(c, scale, lm, c);
5689                                                 if (surface->lightmapinfo->styles[2] != 255)
5690                                                 {
5691                                                         lm += size3;
5692                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5693                                                         VectorMA(c, scale, lm, c);
5694                                                         if (surface->lightmapinfo->styles[3] != 255)
5695                                                         {
5696                                                                 lm += size3;
5697                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5698                                                                 VectorMA(c, scale, lm, c);
5699                                                         }
5700                                                 }
5701                                         }
5702                                 }
5703                                 else
5704                                         VectorClear(c);
5705                                 c[3] = 1;
5706                         }
5707                 }
5708                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5709                 rsurface.lightmapcolor4f_bufferobject = 0;
5710                 rsurface.lightmapcolor4f_bufferoffset = 0;
5711         }
5712         else
5713         {
5714                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5715                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5716                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5717         }
5718         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5719         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5720         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5721         GL_Color(r, g, b, a);
5722         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5723 }
5724
5725 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5726 {
5727         int texturesurfaceindex;
5728         int i;
5729         float f;
5730         float *v, *c, *c2;
5731         vec3_t ambientcolor;
5732         vec3_t diffusecolor;
5733         vec3_t lightdir;
5734         // TODO: optimize
5735         // model lighting
5736         VectorCopy(rsurface.modellight_lightdir, lightdir);
5737         f = 0.5f * r_refdef.lightmapintensity;
5738         ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5739         ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5740         ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5741         diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5742         diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5743         diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5744         if (VectorLength2(diffusecolor) > 0)
5745         {
5746                 // generate color arrays for the surfaces in this list
5747                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5748                 {
5749                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5750                         int numverts = surface->num_vertices;
5751                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5752                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5753                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5754                         // q3-style directional shading
5755                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5756                         {
5757                                 if ((f = DotProduct(c2, lightdir)) > 0)
5758                                         VectorMA(ambientcolor, f, diffusecolor, c);
5759                                 else
5760                                         VectorCopy(ambientcolor, c);
5761                                 c[3] = a;
5762                         }
5763                 }
5764                 r = 1;
5765                 g = 1;
5766                 b = 1;
5767                 a = 1;
5768                 applycolor = false;
5769                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5770                 rsurface.lightmapcolor4f_bufferobject = 0;
5771                 rsurface.lightmapcolor4f_bufferoffset = 0;
5772         }
5773         else
5774         {
5775                 r = ambientcolor[0];
5776                 g = ambientcolor[1];
5777                 b = ambientcolor[2];
5778                 rsurface.lightmapcolor4f = NULL;
5779                 rsurface.lightmapcolor4f_bufferobject = 0;
5780                 rsurface.lightmapcolor4f_bufferoffset = 0;
5781         }
5782         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5783         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5784         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5785         GL_Color(r, g, b, a);
5786         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5787 }
5788
5789 void RSurf_SetupDepthAndCulling(void)
5790 {
5791         // submodels are biased to avoid z-fighting with world surfaces that they
5792         // may be exactly overlapping (avoids z-fighting artifacts on certain
5793         // doors and things in Quake maps)
5794         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5795         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5796         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5797         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5798 }
5799
5800 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5801 {
5802         // transparent sky would be ridiculous
5803         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5804                 return;
5805         R_SetupGenericShader(false);
5806         if (skyrendernow)
5807         {
5808                 skyrendernow = false;
5809                 // we have to force off the water clipping plane while rendering sky
5810                 R_SetupView(false);
5811                 R_Sky();
5812                 R_SetupView(true);
5813                 // restore entity matrix
5814                 R_Mesh_Matrix(&rsurface.matrix);
5815         }
5816         RSurf_SetupDepthAndCulling();
5817         GL_DepthMask(true);
5818         // LordHavoc: HalfLife maps have freaky skypolys so don't use
5819         // skymasking on them, and Quake3 never did sky masking (unlike
5820         // software Quake and software Quake2), so disable the sky masking
5821         // in Quake3 maps as it causes problems with q3map2 sky tricks,
5822         // and skymasking also looks very bad when noclipping outside the
5823         // level, so don't use it then either.
5824         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5825         {
5826                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5827                 R_Mesh_ColorPointer(NULL, 0, 0);
5828                 R_Mesh_ResetTextureState();
5829                 if (skyrendermasked)
5830                 {
5831                         R_SetupDepthOrShadowShader();
5832                         // depth-only (masking)
5833                         GL_ColorMask(0,0,0,0);
5834                         // just to make sure that braindead drivers don't draw
5835                         // anything despite that colormask...
5836                         GL_BlendFunc(GL_ZERO, GL_ONE);
5837                 }
5838                 else
5839                 {
5840                         R_SetupGenericShader(false);
5841                         // fog sky
5842                         GL_BlendFunc(GL_ONE, GL_ZERO);
5843                 }
5844                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5845                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5846                 if (skyrendermasked)
5847                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5848         }
5849         R_Mesh_ResetTextureState();
5850         GL_Color(1, 1, 1, 1);
5851 }
5852
5853 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5854 {
5855         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5856                 return;
5857
5858         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5859         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5860         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5861         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5862         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5863         if (rsurface.texture->backgroundcurrentskinframe)
5864         {
5865                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5866                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5867                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5868                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5869         }
5870         R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5871         R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5872         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5873         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5874                 R_Mesh_ColorPointer(NULL, 0, 0);
5875         else
5876                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5877
5878         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5879         {
5880                 // render background
5881                 GL_BlendFunc(GL_ONE, GL_ZERO);
5882                 GL_DepthMask(true);
5883                 GL_AlphaTest(false);
5884
5885                 GL_Color(1, 1, 1, 1);
5886                 R_Mesh_ColorPointer(NULL, 0, 0);
5887
5888                 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5889                 if (r_glsl_permutation)
5890                 {
5891                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5892                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5893                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5894                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5895                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5896                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5897                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5898                 }
5899                 GL_LockArrays(0, 0);
5900
5901                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5902                 GL_DepthMask(false);
5903                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5904                         R_Mesh_ColorPointer(NULL, 0, 0);
5905                 else
5906                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5907                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5908                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5909         }
5910
5911         R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5912         if (!r_glsl_permutation)
5913                 return;
5914
5915         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5916         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5917         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5918         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5919         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5920         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5921
5922         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5923         {
5924                 GL_BlendFunc(GL_ONE, GL_ZERO);
5925                 GL_DepthMask(true);
5926                 GL_AlphaTest(false);
5927         }
5928         else
5929         {
5930                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5931                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5932                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5933         }
5934
5935         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5936         {
5937                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5938                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5939                 else
5940                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5941         }
5942         else
5943         {
5944                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5945                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5946                 else
5947                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5948         }
5949         GL_LockArrays(0, 0);
5950 }
5951
5952 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5953 {
5954         // OpenGL 1.3 path - anything not completely ancient
5955         int texturesurfaceindex;
5956         qboolean applycolor;
5957         qboolean applyfog;
5958         rmeshstate_t m;
5959         int layerindex;
5960         const texturelayer_t *layer;
5961         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5962
5963         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5964         {
5965                 vec4_t layercolor;
5966                 int layertexrgbscale;
5967                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5968                 {
5969                         if (layerindex == 0)
5970                                 GL_AlphaTest(true);
5971                         else
5972                         {
5973                                 GL_AlphaTest(false);
5974                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5975                         }
5976                 }
5977                 GL_DepthMask(layer->depthmask && writedepth);
5978                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5979                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
5980                 {
5981                         layertexrgbscale = 4;
5982                         VectorScale(layer->color, 0.25f, layercolor);
5983                 }
5984                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
5985                 {
5986                         layertexrgbscale = 2;
5987                         VectorScale(layer->color, 0.5f, layercolor);
5988                 }
5989                 else
5990                 {
5991                         layertexrgbscale = 1;
5992                         VectorScale(layer->color, 1.0f, layercolor);
5993                 }
5994                 layercolor[3] = layer->color[3];
5995                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5996                 R_Mesh_ColorPointer(NULL, 0, 0);
5997                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5998                 switch (layer->type)
5999                 {
6000                 case TEXTURELAYERTYPE_LITTEXTURE:
6001                         memset(&m, 0, sizeof(m));
6002                         m.tex[0] = R_GetTexture(r_texture_white);
6003                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6004                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6005                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6006                         m.tex[1] = R_GetTexture(layer->texture);
6007                         m.texmatrix[1] = layer->texmatrix;
6008                         m.texrgbscale[1] = layertexrgbscale;
6009                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6010                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6011                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6012                         R_Mesh_TextureState(&m);
6013                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6014                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6015                         else if (rsurface.uselightmaptexture)
6016                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6017                         else
6018                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6019                         break;
6020                 case TEXTURELAYERTYPE_TEXTURE:
6021                         memset(&m, 0, sizeof(m));
6022                         m.tex[0] = R_GetTexture(layer->texture);
6023                         m.texmatrix[0] = layer->texmatrix;
6024                         m.texrgbscale[0] = layertexrgbscale;
6025                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6026                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6027                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6028                         R_Mesh_TextureState(&m);
6029                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6030                         break;
6031                 case TEXTURELAYERTYPE_FOG:
6032                         memset(&m, 0, sizeof(m));
6033                         m.texrgbscale[0] = layertexrgbscale;
6034                         if (layer->texture)
6035                         {
6036                                 m.tex[0] = R_GetTexture(layer->texture);
6037                                 m.texmatrix[0] = layer->texmatrix;
6038                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6039                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6040                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6041                         }
6042                         R_Mesh_TextureState(&m);
6043                         // generate a color array for the fog pass
6044                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6045                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6046                         {
6047                                 int i;
6048                                 float f, *v, *c;
6049                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6050                                 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)
6051                                 {
6052                                         f = 1 - FogPoint_Model(v);
6053                                         c[0] = layercolor[0];
6054                                         c[1] = layercolor[1];
6055                                         c[2] = layercolor[2];
6056                                         c[3] = f * layercolor[3];
6057                                 }
6058                         }
6059                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6060                         break;
6061                 default:
6062                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6063                 }
6064                 GL_LockArrays(0, 0);
6065         }
6066         CHECKGLERROR
6067         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6068         {
6069                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6070                 GL_AlphaTest(false);
6071         }
6072 }
6073
6074 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6075 {
6076         // OpenGL 1.1 - crusty old voodoo path
6077         int texturesurfaceindex;
6078         qboolean applyfog;
6079         rmeshstate_t m;
6080         int layerindex;
6081         const texturelayer_t *layer;
6082         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6083
6084         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6085         {
6086                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6087                 {
6088                         if (layerindex == 0)
6089                                 GL_AlphaTest(true);
6090                         else
6091                         {
6092                                 GL_AlphaTest(false);
6093                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6094                         }
6095                 }
6096                 GL_DepthMask(layer->depthmask && writedepth);
6097                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6098                 R_Mesh_ColorPointer(NULL, 0, 0);
6099                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6100                 switch (layer->type)
6101                 {
6102                 case TEXTURELAYERTYPE_LITTEXTURE:
6103                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6104                         {
6105                                 // two-pass lit texture with 2x rgbscale
6106                                 // first the lightmap pass
6107                                 memset(&m, 0, sizeof(m));
6108                                 m.tex[0] = R_GetTexture(r_texture_white);
6109                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6110                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6111                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6112                                 R_Mesh_TextureState(&m);
6113                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6114                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6115                                 else if (rsurface.uselightmaptexture)
6116                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6117                                 else
6118                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6119                                 GL_LockArrays(0, 0);
6120                                 // then apply the texture to it
6121                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6122                                 memset(&m, 0, sizeof(m));
6123                                 m.tex[0] = R_GetTexture(layer->texture);
6124                                 m.texmatrix[0] = layer->texmatrix;
6125                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6126                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6127                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6128                                 R_Mesh_TextureState(&m);
6129                                 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);
6130                         }
6131                         else
6132                         {
6133                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6134                                 memset(&m, 0, sizeof(m));
6135                                 m.tex[0] = R_GetTexture(layer->texture);
6136                                 m.texmatrix[0] = layer->texmatrix;
6137                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6138                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6139                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6140                                 R_Mesh_TextureState(&m);
6141                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6142                                         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);
6143                                 else
6144                                         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);
6145                         }
6146                         break;
6147                 case TEXTURELAYERTYPE_TEXTURE:
6148                         // singletexture unlit texture with transparency support
6149                         memset(&m, 0, sizeof(m));
6150                         m.tex[0] = R_GetTexture(layer->texture);
6151                         m.texmatrix[0] = layer->texmatrix;
6152                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6153                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6154                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6155                         R_Mesh_TextureState(&m);
6156                         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);
6157                         break;
6158                 case TEXTURELAYERTYPE_FOG:
6159                         // singletexture fogging
6160                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6161                         if (layer->texture)
6162                         {
6163                                 memset(&m, 0, sizeof(m));
6164                                 m.tex[0] = R_GetTexture(layer->texture);
6165                                 m.texmatrix[0] = layer->texmatrix;
6166                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6167                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6168                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6169                                 R_Mesh_TextureState(&m);
6170                         }
6171                         else
6172                                 R_Mesh_ResetTextureState();
6173                         // generate a color array for the fog pass
6174                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6175                         {
6176                                 int i;
6177                                 float f, *v, *c;
6178                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6179                                 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)
6180                                 {
6181                                         f = 1 - FogPoint_Model(v);
6182                                         c[0] = layer->color[0];
6183                                         c[1] = layer->color[1];
6184                                         c[2] = layer->color[2];
6185                                         c[3] = f * layer->color[3];
6186                                 }
6187                         }
6188                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6189                         break;
6190                 default:
6191                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6192                 }
6193                 GL_LockArrays(0, 0);
6194         }
6195         CHECKGLERROR
6196         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6197         {
6198                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6199                 GL_AlphaTest(false);
6200         }
6201 }
6202
6203 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6204 {
6205         CHECKGLERROR
6206         RSurf_SetupDepthAndCulling();
6207         if (r_glsl.integer && gl_support_fragment_shader)
6208                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6209         else if (gl_combine.integer && r_textureunits.integer >= 2)
6210                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6211         else
6212                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6213         CHECKGLERROR
6214 }
6215
6216 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6217 {
6218         int i, j;
6219         int texturenumsurfaces, endsurface;
6220         texture_t *texture;
6221         msurface_t *surface;
6222         msurface_t *texturesurfacelist[1024];
6223
6224         // if the model is static it doesn't matter what value we give for
6225         // wantnormals and wanttangents, so this logic uses only rules applicable
6226         // to a model, knowing that they are meaningless otherwise
6227         if (ent == r_refdef.scene.worldentity)
6228                 RSurf_ActiveWorldEntity();
6229         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6230                 RSurf_ActiveModelEntity(ent, false, false);
6231         else
6232                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6233
6234         for (i = 0;i < numsurfaces;i = j)
6235         {
6236                 j = i + 1;
6237                 surface = rsurface.modelsurfaces + surfacelist[i];
6238                 texture = surface->texture;
6239                 R_UpdateTextureInfo(ent, texture);
6240                 rsurface.texture = texture->currentframe;
6241                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6242                 // scan ahead until we find a different texture
6243                 endsurface = min(i + 1024, numsurfaces);
6244                 texturenumsurfaces = 0;
6245                 texturesurfacelist[texturenumsurfaces++] = surface;
6246                 for (;j < endsurface;j++)
6247                 {
6248                         surface = rsurface.modelsurfaces + surfacelist[j];
6249                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6250                                 break;
6251                         texturesurfacelist[texturenumsurfaces++] = surface;
6252                 }
6253                 // render the range of surfaces
6254                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6255         }
6256         GL_AlphaTest(false);
6257 }
6258
6259 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6260 {
6261         CHECKGLERROR
6262         if (depthonly)
6263         {
6264                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6265                         return;
6266                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6267                         return;
6268                 RSurf_SetupDepthAndCulling();
6269                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6270                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6271         }
6272         else if (r_showsurfaces.integer)
6273         {
6274                 RSurf_SetupDepthAndCulling();
6275                 GL_DepthTest(true);
6276                 GL_BlendFunc(GL_ONE, GL_ZERO);
6277                 GL_DepthMask(true);
6278                 GL_AlphaTest(false);
6279                 R_Mesh_ColorPointer(NULL, 0, 0);
6280                 R_Mesh_ResetTextureState();
6281                 R_SetupGenericShader(false);
6282                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6283                 if (!r_refdef.view.showdebug)
6284                 {
6285                         GL_Color(0, 0, 0, 1);
6286                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6287                 }
6288                 else
6289                         RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6290         }
6291         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6292                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6293         else if (!rsurface.texture->currentnumlayers)
6294                 return;
6295         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
6296         {
6297                 // transparent surfaces get pushed off into the transparent queue
6298                 int surfacelistindex;
6299                 const msurface_t *surface;
6300                 vec3_t tempcenter, center;
6301                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6302                 {
6303                         surface = texturesurfacelist[surfacelistindex];
6304                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6305                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6306                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6307                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6308                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6309                 }
6310         }
6311         else
6312         {
6313                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6314                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6315         }
6316         CHECKGLERROR
6317 }
6318
6319 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6320 {
6321         int i, j;
6322         texture_t *texture;
6323         // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6324         if (addwaterplanes)
6325         {
6326                 for (i = 0;i < numsurfaces;i++)
6327                         if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6328                                 R_Water_AddWaterPlane(surfacelist[i]);
6329                 return;
6330         }
6331         // break the surface list down into batches by texture and use of lightmapping
6332         for (i = 0;i < numsurfaces;i = j)
6333         {
6334                 j = i + 1;
6335                 // texture is the base texture pointer, rsurface.texture is the
6336                 // current frame/skin the texture is directing us to use (for example
6337                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6338                 // use skin 1 instead)
6339                 texture = surfacelist[i]->texture;
6340                 rsurface.texture = texture->currentframe;
6341                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6342                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6343                 {
6344                         // if this texture is not the kind we want, skip ahead to the next one
6345                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6346                                 ;
6347                         continue;
6348                 }
6349                 // simply scan ahead until we find a different texture or lightmap state
6350                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6351                         ;
6352                 // render the range of surfaces
6353                 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6354         }
6355 }
6356
6357 float locboxvertex3f[6*4*3] =
6358 {
6359         1,0,1, 1,0,0, 1,1,0, 1,1,1,
6360         0,1,1, 0,1,0, 0,0,0, 0,0,1,
6361         1,1,1, 1,1,0, 0,1,0, 0,1,1,
6362         0,0,1, 0,0,0, 1,0,0, 1,0,1,
6363         0,0,1, 1,0,1, 1,1,1, 0,1,1,
6364         1,0,0, 0,0,0, 0,1,0, 1,1,0
6365 };
6366
6367 int locboxelement3i[6*2*3] =
6368 {
6369          0, 1, 2, 0, 2, 3,
6370          4, 5, 6, 4, 6, 7,
6371          8, 9,10, 8,10,11,
6372         12,13,14, 12,14,15,
6373         16,17,18, 16,18,19,
6374         20,21,22, 20,22,23
6375 };
6376
6377 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6378 {
6379         int i, j;
6380         cl_locnode_t *loc = (cl_locnode_t *)ent;
6381         vec3_t mins, size;
6382         float vertex3f[6*4*3];
6383         CHECKGLERROR
6384         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6385         GL_DepthMask(false);
6386         GL_DepthRange(0, 1);
6387         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6388         GL_DepthTest(true);
6389         GL_CullFace(GL_NONE);
6390         R_Mesh_Matrix(&identitymatrix);
6391
6392         R_Mesh_VertexPointer(vertex3f, 0, 0);
6393         R_Mesh_ColorPointer(NULL, 0, 0);
6394         R_Mesh_ResetTextureState();
6395         R_SetupGenericShader(false);
6396
6397         i = surfacelist[0];
6398         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6399                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6400                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6401                         surfacelist[0] < 0 ? 0.5f : 0.125f);
6402
6403         if (VectorCompare(loc->mins, loc->maxs))
6404         {
6405                 VectorSet(size, 2, 2, 2);
6406                 VectorMA(loc->mins, -0.5f, size, mins);
6407         }
6408         else
6409         {
6410                 VectorCopy(loc->mins, mins);
6411                 VectorSubtract(loc->maxs, loc->mins, size);
6412         }
6413
6414         for (i = 0;i < 6*4*3;)
6415                 for (j = 0;j < 3;j++, i++)
6416                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6417
6418         R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6419 }
6420
6421 void R_DrawLocs(void)
6422 {
6423         int index;
6424         cl_locnode_t *loc, *nearestloc;
6425         vec3_t center;
6426         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6427         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6428         {
6429                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6430                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6431         }
6432 }
6433
6434 void R_DrawDebugModel(entity_render_t *ent)
6435 {
6436         int i, j, k, l, flagsmask;
6437         const int *elements;
6438         q3mbrush_t *brush;
6439         msurface_t *surface;
6440         model_t *model = ent->model;
6441         vec3_t v;
6442
6443         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
6444
6445         R_Mesh_ColorPointer(NULL, 0, 0);
6446         R_Mesh_ResetTextureState();
6447         R_SetupGenericShader(false);
6448         GL_DepthRange(0, 1);
6449         GL_DepthTest(!r_showdisabledepthtest.integer);
6450         GL_DepthMask(false);
6451         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6452
6453         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6454         {
6455                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6456                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6457                 {
6458                         if (brush->colbrushf && brush->colbrushf->numtriangles)
6459                         {
6460                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6461                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6462                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6463                         }
6464                 }
6465                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6466                 {
6467                         if (surface->num_collisiontriangles)
6468                         {
6469                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6470                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6471                                 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6472                         }
6473                 }
6474         }
6475
6476         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6477
6478         if (r_showtris.integer || r_shownormals.integer)
6479         {
6480                 if (r_showdisabledepthtest.integer)
6481                 {
6482                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6483                         GL_DepthMask(false);
6484                 }
6485                 else
6486                 {
6487                         GL_BlendFunc(GL_ONE, GL_ZERO);
6488                         GL_DepthMask(true);
6489                 }
6490                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6491                 {
6492                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6493                                 continue;
6494                         rsurface.texture = surface->texture->currentframe;
6495                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6496                         {
6497                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6498                                 if (r_showtris.value > 0)
6499                                 {
6500                                         if (!rsurface.texture->currentlayers->depthmask)
6501                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6502                                         else if (ent == r_refdef.scene.worldentity)
6503                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6504                                         else
6505                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6506                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6507                                         CHECKGLERROR
6508                                         qglBegin(GL_LINES);
6509                                         for (k = 0;k < surface->num_triangles;k++, elements += 3)
6510                                         {
6511 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6512                                                 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6513                                                 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6514                                                 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6515                                         }
6516                                         qglEnd();
6517                                         CHECKGLERROR
6518                                 }
6519                                 if (r_shownormals.value > 0)
6520                                 {
6521                                         qglBegin(GL_LINES);
6522                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6523                                         {
6524                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6525                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6526                                                 qglVertex3f(v[0], v[1], v[2]);
6527                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6528                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6529                                                 qglVertex3f(v[0], v[1], v[2]);
6530                                         }
6531                                         qglEnd();
6532                                         CHECKGLERROR
6533                                         qglBegin(GL_LINES);
6534                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6535                                         {
6536                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6537                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6538                                                 qglVertex3f(v[0], v[1], v[2]);
6539                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6540                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6541                                                 qglVertex3f(v[0], v[1], v[2]);
6542                                         }
6543                                         qglEnd();
6544                                         CHECKGLERROR
6545                                         qglBegin(GL_LINES);
6546                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6547                                         {
6548                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6549                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6550                                                 qglVertex3f(v[0], v[1], v[2]);
6551                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6552                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6553                                                 qglVertex3f(v[0], v[1], v[2]);
6554                                         }
6555                                         qglEnd();
6556                                         CHECKGLERROR
6557                                 }
6558                         }
6559                 }
6560                 rsurface.texture = NULL;
6561         }
6562 }
6563
6564 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6565 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6566 {
6567         int i, j, endj, f, flagsmask;
6568         msurface_t *surface;
6569         texture_t *t;
6570         model_t *model = r_refdef.scene.worldmodel;
6571         const int maxsurfacelist = 1024;
6572         int numsurfacelist = 0;
6573         msurface_t *surfacelist[1024];
6574         if (model == NULL)
6575                 return;
6576
6577         RSurf_ActiveWorldEntity();
6578
6579         // update light styles on this submodel
6580         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6581         {
6582                 model_brush_lightstyleinfo_t *style;
6583                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6584                 {
6585                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
6586                         {
6587                                 msurface_t *surfaces = model->data_surfaces;
6588                                 int *list = style->surfacelist;
6589                                 style->value = r_refdef.scene.lightstylevalue[style->style];
6590                                 for (j = 0;j < style->numsurfaces;j++)
6591                                         surfaces[list[j]].cached_dlight = true;
6592                         }
6593                 }
6594         }
6595
6596         R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6597         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6598
6599         if (debug)
6600         {
6601                 R_DrawDebugModel(r_refdef.scene.worldentity);
6602                 return;
6603         }
6604
6605         f = 0;
6606         t = NULL;
6607         rsurface.uselightmaptexture = false;
6608         rsurface.texture = NULL;
6609         rsurface.rtlight = NULL;
6610         numsurfacelist = 0;
6611         j = model->firstmodelsurface;
6612         endj = j + model->nummodelsurfaces;
6613         while (j < endj)
6614         {
6615                 // quickly skip over non-visible surfaces
6616                 for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
6617                         ;
6618                 // quickly iterate over visible surfaces
6619                 for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
6620                 {
6621                         // process this surface
6622                         surface = model->data_surfaces + j;
6623                         // if this surface fits the criteria, add it to the list
6624                         if (surface->num_triangles)
6625                         {
6626                                 // if lightmap parameters changed, rebuild lightmap texture
6627                                 if (surface->cached_dlight)
6628                                         R_BuildLightMap(r_refdef.scene.worldentity, surface);
6629                                 // add face to draw list
6630                                 surfacelist[numsurfacelist++] = surface;
6631                                 r_refdef.stats.world_triangles += surface->num_triangles;
6632                                 if (numsurfacelist >= maxsurfacelist)
6633                                 {
6634                                         r_refdef.stats.world_surfaces += numsurfacelist;
6635                                         R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6636                                         numsurfacelist = 0;
6637                                 }
6638                         }
6639                 }
6640         }
6641         r_refdef.stats.world_surfaces += numsurfacelist;
6642         if (numsurfacelist)
6643                 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6644         GL_AlphaTest(false);
6645 }
6646
6647 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6648 {
6649         int i, j, f, flagsmask;
6650         msurface_t *surface, *endsurface;
6651         texture_t *t;
6652         model_t *model = ent->model;
6653         const int maxsurfacelist = 1024;
6654         int numsurfacelist = 0;
6655         msurface_t *surfacelist[1024];
6656         if (model == NULL)
6657                 return;
6658
6659         // if the model is static it doesn't matter what value we give for
6660         // wantnormals and wanttangents, so this logic uses only rules applicable
6661         // to a model, knowing that they are meaningless otherwise
6662         if (ent == r_refdef.scene.worldentity)
6663                 RSurf_ActiveWorldEntity();
6664         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6665                 RSurf_ActiveModelEntity(ent, false, false);
6666         else
6667                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6668
6669         // update light styles
6670         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6671         {
6672                 model_brush_lightstyleinfo_t *style;
6673                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6674                 {
6675                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
6676                         {
6677                                 msurface_t *surfaces = model->data_surfaces;
6678                                 int *list = style->surfacelist;
6679                                 style->value = r_refdef.scene.lightstylevalue[style->style];
6680                                 for (j = 0;j < style->numsurfaces;j++)
6681                                         surfaces[list[j]].cached_dlight = true;
6682                         }
6683                 }
6684         }
6685
6686         R_UpdateAllTextureInfo(ent);
6687         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6688
6689         if (debug)
6690         {
6691                 R_DrawDebugModel(ent);
6692                 return;
6693         }
6694
6695         f = 0;
6696         t = NULL;
6697         rsurface.uselightmaptexture = false;
6698         rsurface.texture = NULL;
6699         rsurface.rtlight = NULL;
6700         numsurfacelist = 0;
6701         surface = model->data_surfaces + model->firstmodelsurface;
6702         endsurface = surface + model->nummodelsurfaces;
6703         for (;surface < endsurface;surface++)
6704         {
6705                 // if this surface fits the criteria, add it to the list
6706                 if (surface->num_triangles)
6707                 {
6708                         // if lightmap parameters changed, rebuild lightmap texture
6709                         if (surface->cached_dlight)
6710                                 R_BuildLightMap(ent, surface);
6711                         // add face to draw list
6712                         surfacelist[numsurfacelist++] = surface;
6713                         r_refdef.stats.entities_triangles += surface->num_triangles;
6714                         if (numsurfacelist >= maxsurfacelist)
6715                         {
6716                                 r_refdef.stats.entities_surfaces += numsurfacelist;
6717                                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6718                                 numsurfacelist = 0;
6719                         }
6720                 }
6721         }
6722         r_refdef.stats.entities_surfaces += numsurfacelist;
6723         if (numsurfacelist)
6724                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6725         GL_AlphaTest(false);
6726 }