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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
30
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
32
33 //
34 // screen size info
35 //
36 r_refdef_t r_refdef;
37
38 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
39 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
40 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
41 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
42 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
43 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
44 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
45 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
46
47 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
48 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
49 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "1", "light equalizing: ensure at least this ambient/diffuse ratio"};
50 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
51 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
52
53 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
54
55 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
56 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
57 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
58 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
59 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)"};
60 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
61 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
62 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"};
63 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"};
64 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
65 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"};
66 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"};
67 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"};
68 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
69 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
70 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
71 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
72 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
73 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
74 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
75 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
76 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
77 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
78 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
79 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
80 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
81 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
82 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
83 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
84 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
85 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
86 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
87 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"};
88 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "4", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
89 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
90 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
91
92 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
93 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
94 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
95 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
96 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
97 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
98 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
99 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
100
101 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)"};
102
103 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
104 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)"};
105 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
106 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
107 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
108 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
109 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)"};
110 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)"};
111 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)"};
112 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)"};
113 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)"};
114
115 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)"};
116 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
117 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"};
118 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
119 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
120
121 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
122 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
123 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
124 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
125
126 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
127 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
128 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
129 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
130 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
131 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
132 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
133
134 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
135 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
136 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
137 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)"};
138
139 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"};
140
141 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"};
142
143 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
144
145 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
146 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
147 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"};
148 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
149 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
150 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
151 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
152
153 extern cvar_t v_glslgamma;
154
155 extern qboolean v_flipped_state;
156
157 static struct r_bloomstate_s
158 {
159         qboolean enabled;
160         qboolean hdr;
161
162         int bloomwidth, bloomheight;
163
164         int screentexturewidth, screentextureheight;
165         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
166
167         int bloomtexturewidth, bloomtextureheight;
168         rtexture_t *texture_bloom;
169
170         // arrays for rendering the screen passes
171         float screentexcoord2f[8];
172         float bloomtexcoord2f[8];
173         float offsettexcoord2f[8];
174
175         r_viewport_t viewport;
176 }
177 r_bloomstate;
178
179 r_waterstate_t r_waterstate;
180
181 /// shadow volume bsp struct with automatically growing nodes buffer
182 svbsp_t r_svbsp;
183
184 rtexture_t *r_texture_blanknormalmap;
185 rtexture_t *r_texture_white;
186 rtexture_t *r_texture_grey128;
187 rtexture_t *r_texture_black;
188 rtexture_t *r_texture_notexture;
189 rtexture_t *r_texture_whitecube;
190 rtexture_t *r_texture_normalizationcube;
191 rtexture_t *r_texture_fogattenuation;
192 rtexture_t *r_texture_gammaramps;
193 unsigned int r_texture_gammaramps_serial;
194 //rtexture_t *r_texture_fogintensity;
195
196 unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
197 unsigned int r_numqueries;
198 unsigned int r_maxqueries;
199
200 typedef struct r_qwskincache_s
201 {
202         char name[MAX_QPATH];
203         skinframe_t *skinframe;
204 }
205 r_qwskincache_t;
206
207 static r_qwskincache_t *r_qwskincache;
208 static int r_qwskincache_size;
209
210 /// vertex coordinates for a quad that covers the screen exactly
211 const float r_screenvertex3f[12] =
212 {
213         0, 0, 0,
214         1, 0, 0,
215         1, 1, 0,
216         0, 1, 0
217 };
218
219 extern void R_DrawModelShadows(void);
220
221 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
222 {
223         int i;
224         for (i = 0;i < verts;i++)
225         {
226                 out[0] = in[0] * r;
227                 out[1] = in[1] * g;
228                 out[2] = in[2] * b;
229                 out[3] = in[3];
230                 in += 4;
231                 out += 4;
232         }
233 }
234
235 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
236 {
237         int i;
238         for (i = 0;i < verts;i++)
239         {
240                 out[0] = r;
241                 out[1] = g;
242                 out[2] = b;
243                 out[3] = a;
244                 out += 4;
245         }
246 }
247
248 // FIXME: move this to client?
249 void FOG_clear(void)
250 {
251         if (gamemode == GAME_NEHAHRA)
252         {
253                 Cvar_Set("gl_fogenable", "0");
254                 Cvar_Set("gl_fogdensity", "0.2");
255                 Cvar_Set("gl_fogred", "0.3");
256                 Cvar_Set("gl_foggreen", "0.3");
257                 Cvar_Set("gl_fogblue", "0.3");
258         }
259         r_refdef.fog_density = 0;
260         r_refdef.fog_red = 0;
261         r_refdef.fog_green = 0;
262         r_refdef.fog_blue = 0;
263         r_refdef.fog_alpha = 1;
264         r_refdef.fog_start = 0;
265         r_refdef.fog_end = 0;
266 }
267
268 static void R_BuildBlankTextures(void)
269 {
270         unsigned char data[4];
271         data[2] = 128; // normal X
272         data[1] = 128; // normal Y
273         data[0] = 255; // normal Z
274         data[3] = 128; // height
275         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
276         data[0] = 255;
277         data[1] = 255;
278         data[2] = 255;
279         data[3] = 255;
280         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
281         data[0] = 128;
282         data[1] = 128;
283         data[2] = 128;
284         data[3] = 255;
285         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
286         data[0] = 0;
287         data[1] = 0;
288         data[2] = 0;
289         data[3] = 255;
290         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
291 }
292
293 static void R_BuildNoTexture(void)
294 {
295         int x, y;
296         unsigned char pix[16][16][4];
297         // this makes a light grey/dark grey checkerboard texture
298         for (y = 0;y < 16;y++)
299         {
300                 for (x = 0;x < 16;x++)
301                 {
302                         if ((y < 8) ^ (x < 8))
303                         {
304                                 pix[y][x][0] = 128;
305                                 pix[y][x][1] = 128;
306                                 pix[y][x][2] = 128;
307                                 pix[y][x][3] = 255;
308                         }
309                         else
310                         {
311                                 pix[y][x][0] = 64;
312                                 pix[y][x][1] = 64;
313                                 pix[y][x][2] = 64;
314                                 pix[y][x][3] = 255;
315                         }
316                 }
317         }
318         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
319 }
320
321 static void R_BuildWhiteCube(void)
322 {
323         unsigned char data[6*1*1*4];
324         memset(data, 255, sizeof(data));
325         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
326 }
327
328 static void R_BuildNormalizationCube(void)
329 {
330         int x, y, side;
331         vec3_t v;
332         vec_t s, t, intensity;
333 #define NORMSIZE 64
334         unsigned char data[6][NORMSIZE][NORMSIZE][4];
335         for (side = 0;side < 6;side++)
336         {
337                 for (y = 0;y < NORMSIZE;y++)
338                 {
339                         for (x = 0;x < NORMSIZE;x++)
340                         {
341                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
342                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
343                                 switch(side)
344                                 {
345                                 default:
346                                 case 0:
347                                         v[0] = 1;
348                                         v[1] = -t;
349                                         v[2] = -s;
350                                         break;
351                                 case 1:
352                                         v[0] = -1;
353                                         v[1] = -t;
354                                         v[2] = s;
355                                         break;
356                                 case 2:
357                                         v[0] = s;
358                                         v[1] = 1;
359                                         v[2] = t;
360                                         break;
361                                 case 3:
362                                         v[0] = s;
363                                         v[1] = -1;
364                                         v[2] = -t;
365                                         break;
366                                 case 4:
367                                         v[0] = s;
368                                         v[1] = -t;
369                                         v[2] = 1;
370                                         break;
371                                 case 5:
372                                         v[0] = -s;
373                                         v[1] = -t;
374                                         v[2] = -1;
375                                         break;
376                                 }
377                                 intensity = 127.0f / sqrt(DotProduct(v, v));
378                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
379                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
380                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
381                                 data[side][y][x][3] = 255;
382                         }
383                 }
384         }
385         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
386 }
387
388 static void R_BuildFogTexture(void)
389 {
390         int x, b;
391 #define FOGWIDTH 256
392         unsigned char data1[FOGWIDTH][4];
393         //unsigned char data2[FOGWIDTH][4];
394         double d, r, alpha;
395
396         r_refdef.fogmasktable_start = r_refdef.fog_start;
397         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
398         r_refdef.fogmasktable_range = r_refdef.fogrange;
399         r_refdef.fogmasktable_density = r_refdef.fog_density;
400
401         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
402         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
403         {
404                 d = (x * r - r_refdef.fogmasktable_start);
405                 if(developer.integer >= 100)
406                         Con_Printf("%f ", d);
407                 d = max(0, d);
408                 if (r_fog_exp2.integer)
409                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
410                 else
411                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
412                 if(developer.integer >= 100)
413                         Con_Printf(" : %f ", alpha);
414                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
415                 if(developer.integer >= 100)
416                         Con_Printf(" = %f\n", alpha);
417                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
418         }
419
420         for (x = 0;x < FOGWIDTH;x++)
421         {
422                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
423                 data1[x][0] = b;
424                 data1[x][1] = b;
425                 data1[x][2] = b;
426                 data1[x][3] = 255;
427                 //data2[x][0] = 255 - b;
428                 //data2[x][1] = 255 - b;
429                 //data2[x][2] = 255 - b;
430                 //data2[x][3] = 255;
431         }
432         if (r_texture_fogattenuation)
433         {
434                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
435                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
436         }
437         else
438         {
439                 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);
440                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
441         }
442 }
443
444 static const char *builtinshaderstring =
445 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
446 "// written by Forest 'LordHavoc' Hale\n"
447 "\n"
448 "// enable various extensions depending on permutation:\n"
449 "\n" 
450 "#ifdef USESHADOWMAPRECT\n"
451 "# extension GL_ARB_texture_rectangle : enable\n"
452 "#endif\n"
453 "\n"
454 "#ifdef USESHADOWMAP2D\n"
455 "# ifdef GL_EXT_gpu_shader4\n"
456 "#   extension GL_EXT_gpu_shader4 : enable\n"
457 "# endif\n"
458 "# ifdef GL_ARB_texture_gather\n"
459 "#   extension GL_ARB_texture_gather : enable\n"
460 "# else\n"
461 "#   ifdef GL_AMD_texture_texture4\n"
462 "#     extension GL_AMD_texture_texture4 : enable\n"
463 "#   endif\n"
464 "# endif\n"
465 "#endif\n"
466 "\n"
467 "#ifdef USESHADOWMAPCUBE\n"
468 "# extension GL_EXT_gpu_shader4 : enable\n"
469 "#endif\n"
470 "\n"
471 "#ifdef USESHADOWSAMPLER\n"
472 "# extension GL_ARB_shadow : enable\n"
473 "#endif\n"
474 "\n"
475 "// common definitions between vertex shader and fragment shader:\n"
476 "\n"
477 "//#ifdef __GLSL_CG_DATA_TYPES\n"
478 "//# define myhalf half\n"
479 "//# define myhalf2 half2\n"
480 "//# define myhalf3half3\n"
481 "//# define myhalf4 half4\n"
482 "//#else\n"
483 "# define myhalf float\n"
484 "# define myhalf2 vec2\n"
485 "# define myhalf3 vec3\n"
486 "# define myhalf4 vec4\n"
487 "//#endif\n"
488 "\n"
489 "#ifdef MODE_DEPTH_OR_SHADOW\n"
490 "\n"
491 "# ifdef VERTEX_SHADER\n"
492 "void main(void)\n"
493 "{\n"
494 "       gl_Position = ftransform();\n"
495 "}\n"
496 "# endif\n"
497 "\n"
498 "#else\n"
499 "#ifdef MODE_SHOWDEPTH\n"
500 "# ifdef VERTEX_SHADER\n"
501 "void main(void)\n"
502 "{\n"
503 "       gl_Position = ftransform();\n"
504 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
505 "}\n"
506 "# endif\n"
507 "# ifdef FRAGMENT_SHADER\n"
508 "void main(void)\n"
509 "{\n"
510 "       gl_FragColor = gl_Color;\n"
511 "}\n"
512 "# endif\n"
513 "\n"
514 "#else // !MODE_SHOWDEPTH\n"
515 "\n"
516 "#ifdef MODE_POSTPROCESS\n"
517 "# ifdef VERTEX_SHADER\n"
518 "void main(void)\n"
519 "{\n"
520 "       gl_FrontColor = gl_Color;\n"
521 "       gl_Position = ftransform();\n"
522 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
523 "#ifdef USEBLOOM\n"
524 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
525 "#endif\n"
526 "}\n"
527 "# endif\n"
528 "# ifdef FRAGMENT_SHADER\n"
529 "\n"
530 "uniform sampler2D Texture_First;\n"
531 "#ifdef USEBLOOM\n"
532 "uniform sampler2D Texture_Second;\n"
533 "#endif\n"
534 "#ifdef USEGAMMARAMPS\n"
535 "uniform sampler2D Texture_GammaRamps;\n"
536 "#endif\n"
537 "#ifdef USESATURATION\n"
538 "uniform float Saturation;\n"
539 "#endif\n"
540 "#ifdef USEVIEWTINT\n"
541 "uniform vec4 TintColor;\n"
542 "#endif\n"
543 "//uncomment these if you want to use them:\n"
544 "uniform vec4 UserVec1;\n"
545 "// uniform vec4 UserVec2;\n"
546 "// uniform vec4 UserVec3;\n"
547 "// uniform vec4 UserVec4;\n"
548 "// uniform float ClientTime;\n"
549 "uniform vec2 PixelSize;\n"
550 "void main(void)\n"
551 "{\n"
552 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
553 "#ifdef USEBLOOM\n"
554 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
555 "#endif\n"
556 "#ifdef USEVIEWTINT\n"
557 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
558 "#endif\n"
559 "\n"
560 "#ifdef USEPOSTPROCESSING\n"
561 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
562 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
563 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
564 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
565 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
566 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
567 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
568 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
569 "#endif\n"
570 "\n"
571 "#ifdef USESATURATION\n"
572 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
573 "       myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
574 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
575 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
576 "#endif\n"
577 "\n"
578 "#ifdef USEGAMMARAMPS\n"
579 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
580 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
581 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
582 "#endif\n"
583 "}\n"
584 "# endif\n"
585 "\n"
586 "\n"
587 "#else\n"
588 "#ifdef MODE_GENERIC\n"
589 "# ifdef VERTEX_SHADER\n"
590 "void main(void)\n"
591 "{\n"
592 "       gl_FrontColor = gl_Color;\n"
593 "#  ifdef USEDIFFUSE\n"
594 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
595 "#  endif\n"
596 "#  ifdef USESPECULAR\n"
597 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
598 "#  endif\n"
599 "       gl_Position = ftransform();\n"
600 "}\n"
601 "# endif\n"
602 "# ifdef FRAGMENT_SHADER\n"
603 "\n"
604 "#  ifdef USEDIFFUSE\n"
605 "uniform sampler2D Texture_First;\n"
606 "#  endif\n"
607 "#  ifdef USESPECULAR\n"
608 "uniform sampler2D Texture_Second;\n"
609 "#  endif\n"
610 "\n"
611 "void main(void)\n"
612 "{\n"
613 "       gl_FragColor = gl_Color;\n"
614 "#  ifdef USEDIFFUSE\n"
615 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
616 "#  endif\n"
617 "\n"
618 "#  ifdef USESPECULAR\n"
619 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
620 "#  endif\n"
621 "#  ifdef USECOLORMAPPING\n"
622 "       gl_FragColor *= tex2;\n"
623 "#  endif\n"
624 "#  ifdef USEGLOW\n"
625 "       gl_FragColor += tex2;\n"
626 "#  endif\n"
627 "#  ifdef USEVERTEXTEXTUREBLEND\n"
628 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
629 "#  endif\n"
630 "}\n"
631 "# endif\n"
632 "\n"
633 "#else // !MODE_GENERIC\n"
634 "\n"
635 "varying vec2 TexCoord;\n"
636 "#ifdef USEVERTEXTEXTUREBLEND\n"
637 "varying vec2 TexCoord2;\n"
638 "#endif\n"
639 "varying vec2 TexCoordLightmap;\n"
640 "\n"
641 "#ifdef MODE_LIGHTSOURCE\n"
642 "varying vec3 CubeVector;\n"
643 "#endif\n"
644 "\n"
645 "#ifdef MODE_LIGHTSOURCE\n"
646 "varying vec3 LightVector;\n"
647 "#endif\n"
648 "#ifdef MODE_LIGHTDIRECTION\n"
649 "varying vec3 LightVector;\n"
650 "#endif\n"
651 "\n"
652 "varying vec3 EyeVector;\n"
653 "#ifdef USEFOG\n"
654 "varying vec3 EyeVectorModelSpace;\n"
655 "#endif\n"
656 "\n"
657 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
658 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
659 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
660 "\n"
661 "#ifdef MODE_WATER\n"
662 "varying vec4 ModelViewProjectionPosition;\n"
663 "#endif\n"
664 "#ifdef MODE_REFRACTION\n"
665 "varying vec4 ModelViewProjectionPosition;\n"
666 "#endif\n"
667 "#ifdef USEREFLECTION\n"
668 "varying vec4 ModelViewProjectionPosition;\n"
669 "#endif\n"
670 "\n"
671 "\n"
672 "\n"
673 "\n"
674 "\n"
675 "// vertex shader specific:\n"
676 "#ifdef VERTEX_SHADER\n"
677 "\n"
678 "uniform vec3 LightPosition;\n"
679 "uniform vec3 EyePosition;\n"
680 "uniform vec3 LightDir;\n"
681 "\n"
682 "// 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"
683 "\n"
684 "void main(void)\n"
685 "{\n"
686 "       gl_FrontColor = gl_Color;\n"
687 "       // copy the surface texcoord\n"
688 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
689 "#ifdef USEVERTEXTEXTUREBLEND\n"
690 "       TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
691 "#endif\n"
692 "#ifndef MODE_LIGHTSOURCE\n"
693 "# ifndef MODE_LIGHTDIRECTION\n"
694 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
695 "# endif\n"
696 "#endif\n"
697 "\n"
698 "#ifdef MODE_LIGHTSOURCE\n"
699 "       // transform vertex position into light attenuation/cubemap space\n"
700 "       // (-1 to +1 across the light box)\n"
701 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
702 "\n"
703 "       // transform unnormalized light direction into tangent space\n"
704 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
705 "       //  normalize it per pixel)\n"
706 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
707 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
708 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
709 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
710 "#endif\n"
711 "\n"
712 "#ifdef MODE_LIGHTDIRECTION\n"
713 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
714 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
715 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
716 "#endif\n"
717 "\n"
718 "       // transform unnormalized eye direction into tangent space\n"
719 "#ifndef USEFOG\n"
720 "       vec3 EyeVectorModelSpace;\n"
721 "#endif\n"
722 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
723 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
724 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
725 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
726 "\n"
727 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
728 "       VectorS = gl_MultiTexCoord1.xyz;\n"
729 "       VectorT = gl_MultiTexCoord2.xyz;\n"
730 "       VectorR = gl_MultiTexCoord3.xyz;\n"
731 "#endif\n"
732 "\n"
733 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
734 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
735 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
736 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
737 "//#endif\n"
738 "\n"
739 "// transform vertex to camera space, using ftransform to match non-VS\n"
740 "       // rendering\n"
741 "       gl_Position = ftransform();\n"
742 "\n"
743 "#ifdef MODE_WATER\n"
744 "       ModelViewProjectionPosition = gl_Position;\n"
745 "#endif\n"
746 "#ifdef MODE_REFRACTION\n"
747 "       ModelViewProjectionPosition = gl_Position;\n"
748 "#endif\n"
749 "#ifdef USEREFLECTION\n"
750 "       ModelViewProjectionPosition = gl_Position;\n"
751 "#endif\n"
752 "}\n"
753 "\n"
754 "#endif // VERTEX_SHADER\n"
755 "\n"
756 "\n"
757 "\n"
758 "\n"
759 "// fragment shader specific:\n"
760 "#ifdef FRAGMENT_SHADER\n"
761 "\n"
762 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
763 "uniform sampler2D Texture_Normal;\n"
764 "uniform sampler2D Texture_Color;\n"
765 "uniform sampler2D Texture_Gloss;\n"
766 "uniform sampler2D Texture_Glow;\n"
767 "uniform sampler2D Texture_SecondaryNormal;\n"
768 "uniform sampler2D Texture_SecondaryColor;\n"
769 "uniform sampler2D Texture_SecondaryGloss;\n"
770 "uniform sampler2D Texture_SecondaryGlow;\n"
771 "uniform sampler2D Texture_Pants;\n"
772 "uniform sampler2D Texture_Shirt;\n"
773 "uniform sampler2D Texture_FogMask;\n"
774 "uniform sampler2D Texture_Lightmap;\n"
775 "uniform sampler2D Texture_Deluxemap;\n"
776 "uniform sampler2D Texture_Refraction;\n"
777 "uniform sampler2D Texture_Reflection;\n"
778 "uniform sampler2D Texture_Attenuation;\n"
779 "uniform samplerCube Texture_Cube;\n"
780 "\n"
781 "#define showshadowmap 0\n"
782 "\n"
783 "#ifdef USESHADOWMAPRECT\n"
784 "# ifdef USESHADOWSAMPLER\n"
785 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
786 "# else\n"
787 "uniform sampler2DRect Texture_ShadowMapRect;\n"
788 "# endif\n"
789 "#endif\n"
790 "\n"
791 "#ifdef USESHADOWMAP2D\n"
792 "# ifdef USESHADOWSAMPLER\n"
793 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
794 "# else\n"
795 "uniform sampler2D Texture_ShadowMap2D;\n"
796 "# endif\n"
797 "#endif\n"
798 "\n"
799 "#ifdef USESHADOWMAPVSDCT\n"
800 "uniform samplerCube Texture_CubeProjection;\n"
801 "#endif\n"
802 "\n"
803 "#ifdef USESHADOWMAPCUBE\n"
804 "# ifdef USESHADOWSAMPLER\n"
805 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
806 "# else\n"
807 "uniform samplerCube Texture_ShadowMapCube;\n"
808 "# endif\n"
809 "#endif\n"
810 "\n"
811 "uniform myhalf3 LightColor;\n"
812 "uniform myhalf3 AmbientColor;\n"
813 "uniform myhalf3 DiffuseColor;\n"
814 "uniform myhalf3 SpecularColor;\n"
815 "uniform myhalf3 Color_Pants;\n"
816 "uniform myhalf3 Color_Shirt;\n"
817 "uniform myhalf3 FogColor;\n"
818 "\n"
819 "uniform myhalf4 TintColor;\n"
820 "\n"
821 "\n"
822 "//#ifdef MODE_WATER\n"
823 "uniform vec4 DistortScaleRefractReflect;\n"
824 "uniform vec4 ScreenScaleRefractReflect;\n"
825 "uniform vec4 ScreenCenterRefractReflect;\n"
826 "uniform myhalf4 RefractColor;\n"
827 "uniform myhalf4 ReflectColor;\n"
828 "uniform myhalf ReflectFactor;\n"
829 "uniform myhalf ReflectOffset;\n"
830 "//#else\n"
831 "//# ifdef MODE_REFRACTION\n"
832 "//uniform vec4 DistortScaleRefractReflect;\n"
833 "//uniform vec4 ScreenScaleRefractReflect;\n"
834 "//uniform vec4 ScreenCenterRefractReflect;\n"
835 "//uniform myhalf4 RefractColor;\n"
836 "//#  ifdef USEREFLECTION\n"
837 "//uniform myhalf4 ReflectColor;\n"
838 "//#  endif\n"
839 "//# else\n"
840 "//#  ifdef USEREFLECTION\n"
841 "//uniform vec4 DistortScaleRefractReflect;\n"
842 "//uniform vec4 ScreenScaleRefractReflect;\n"
843 "//uniform vec4 ScreenCenterRefractReflect;\n"
844 "//uniform myhalf4 ReflectColor;\n"
845 "//#  endif\n"
846 "//# endif\n"
847 "//#endif\n"
848 "\n"
849 "uniform myhalf3 GlowColor;\n"
850 "uniform myhalf SceneBrightness;\n"
851 "\n"
852 "uniform float OffsetMapping_Scale;\n"
853 "uniform float OffsetMapping_Bias;\n"
854 "uniform float FogRangeRecip;\n"
855 "\n"
856 "uniform myhalf AmbientScale;\n"
857 "uniform myhalf DiffuseScale;\n"
858 "uniform myhalf SpecularScale;\n"
859 "uniform myhalf SpecularPower;\n"
860 "\n"
861 "#ifdef USEOFFSETMAPPING\n"
862 "vec2 OffsetMapping(vec2 TexCoord)\n"
863 "{\n"
864 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
865 "       // 14 sample relief mapping: linear search and then binary search\n"
866 "       // this basically steps forward a small amount repeatedly until it finds\n"
867 "       // itself inside solid, then jitters forward and back using decreasing\n"
868 "       // amounts to find the impact\n"
869 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
870 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
871 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
872 "       vec3 RT = vec3(TexCoord, 1);\n"
873 "       OffsetVector *= 0.1;\n"
874 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
875 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
876 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
877 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
878 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
879 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
880 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
881 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
882 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
883 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
884 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
885 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
886 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
887 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
888 "       return RT.xy;\n"
889 "#else\n"
890 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
891 "       // this basically moves forward the full distance, and then backs up based\n"
892 "       // on height of samples\n"
893 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
894 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
895 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
896 "       TexCoord += OffsetVector;\n"
897 "       OffsetVector *= 0.333;\n"
898 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
899 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
900 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
901 "       return TexCoord;\n"
902 "#endif\n"
903 "}\n"
904 "#endif // USEOFFSETMAPPING\n"
905 "\n"
906 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
907 "uniform vec2 ShadowMap_TextureScale;\n"
908 "uniform vec4 ShadowMap_Parameters;\n"
909 "#endif\n"
910 "\n"
911 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
912 "vec3 GetShadowMapTC2D(vec3 dir)\n"
913 "{\n"
914 "       vec3 adir = abs(dir);\n"
915 "# ifndef USESHADOWMAPVSDCT\n"
916 "       vec2 tc;\n"
917 "       vec2 offset;\n"
918 "       float ma;\n"
919 "       if (adir.x > adir.y)\n"
920 "       {\n"
921 "               if (adir.x > adir.z) // X\n"
922 "               {\n"
923 "                       ma = adir.x;\n"
924 "                       tc = dir.zy;\n"
925 "                       offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
926 "               }\n"
927 "               else // Z\n"
928 "               {\n"
929 "                       ma = adir.z;\n"
930 "                       tc = dir.xy;\n"
931 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
932 "               }\n"
933 "       }\n"
934 "       else\n"
935 "       {\n"
936 "               if (adir.y > adir.z) // Y\n"
937 "               {\n"
938 "                       ma = adir.y;\n"
939 "                       tc = dir.xz;\n"
940 "                       offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
941 "               }\n"
942 "               else // Z\n"
943 "               {\n"
944 "                       ma = adir.z;\n"
945 "                       tc = dir.xy;\n"
946 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
947 "               }\n"
948 "       }\n"
949 "\n"
950 "       vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
951 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
952 "       stc.z += ShadowMap_Parameters.z;\n"
953 "#  if showshadowmap\n"
954 "       stc.xy *= ShadowMap_TextureScale;\n"
955 "#  endif\n"
956 "       return stc;\n"
957 "# else\n"
958 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
959 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
960 "       vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
961 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
962 "       stc.z += ShadowMap_Parameters.z;\n"
963 "#  if showshadowmap\n"
964 "       stc.xy *= ShadowMap_TextureScale;\n"
965 "#  endif\n"
966 "       return stc;\n"
967 "# endif\n"
968 "}\n"
969 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
970 "\n"
971 "#ifdef USESHADOWMAPCUBE\n"
972 "vec4 GetShadowMapTCCube(vec3 dir)\n"
973 "{\n"
974 "    vec3 adir = abs(dir);\n"
975 "    return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
976 "}\n"
977 "#endif\n"
978 "\n"
979 "#if !showshadowmap\n"
980 "# ifdef USESHADOWMAPRECT\n"
981 "float ShadowMapCompare(vec3 dir)\n"
982 "{\n"
983 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
984 "       float f;\n"
985 "#  ifdef USESHADOWSAMPLER\n"
986 "\n"
987 "#    ifdef USESHADOWMAPPCF\n"
988 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
989 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
990 "#    else\n"
991 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
992 "#    endif\n"
993 "\n"
994 "#  else\n"
995 "\n"
996 "#    ifdef USESHADOWMAPPCF\n"
997 "#      if USESHADOWMAPPCF > 1\n"
998 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
999 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1000 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1001 "    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1002 "    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1003 "    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1004 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1005 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1006 "#      else\n"
1007 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1008 "    vec2 offset = fract(shadowmaptc.xy);\n"
1009 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1010 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1011 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1012 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1013 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1014 "#      endif\n"
1015 "#    else\n"
1016 "    f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1017 "#    endif\n"
1018 "\n"
1019 "#  endif\n"
1020 "       return f;\n"
1021 "}\n"
1022 "# endif\n"
1023 "\n"
1024 "# ifdef USESHADOWMAP2D\n"
1025 "float ShadowMapCompare(vec3 dir)\n"
1026 "{\n"
1027 "    vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1028 "    float f;\n"
1029 "\n"
1030 "#  ifdef USESHADOWSAMPLER\n"
1031 "#    ifdef USESHADOWMAPPCF\n"
1032 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1033 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1034 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1035 "#    else\n"
1036 "    f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1037 "#    endif\n"
1038 "#  else\n"
1039 "#    ifdef USESHADOWMAPPCF\n"
1040 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1041 "#      ifdef GL_ARB_texture_gather\n"
1042 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1043 "#      else\n"
1044 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1045 "#      endif\n"
1046 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1047 "    center *= ShadowMap_TextureScale;\n"
1048 "    vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1049 "    vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1050 "    vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1051 "    vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1052 "    vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1053 "                mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1054 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1055 "#     else\n"
1056 "#      ifdef GL_EXT_gpu_shader4\n"
1057 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1058 "#      else\n"
1059 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1060 "#      endif\n"
1061 "#      if USESHADOWMAPPCF > 1\n"       
1062 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1063 "    center *= ShadowMap_TextureScale;\n"
1064 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1065 "    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1066 "    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1067 "    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1068 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1069 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1070 "#      else\n"
1071 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1072 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1073 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1074 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1075 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1076 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1077 "#      endif\n"      
1078 "#     endif\n"
1079 "#    else\n"
1080 "    f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1081 "#    endif\n"
1082 "#  endif\n"
1083 "    return f;\n"
1084 "}\n"
1085 "# endif\n"
1086 "\n"
1087 "# ifdef USESHADOWMAPCUBE\n"
1088 "float ShadowMapCompare(vec3 dir)\n"
1089 "{\n"
1090 "    // apply depth texture cubemap as light filter\n"
1091 "    vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1092 "    float f;\n"
1093 "#  ifdef USESHADOWSAMPLER\n"
1094 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1095 "#  else\n"
1096 "    f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1097 "#  endif\n"
1098 "    return f;\n"
1099 "}\n"
1100 "# endif\n"
1101 "#endif\n"
1102 "\n"
1103 "#ifdef MODE_WATER\n"
1104 "\n"
1105 "// water pass\n"
1106 "void main(void)\n"
1107 "{\n"
1108 "#ifdef USEOFFSETMAPPING\n"
1109 "       // apply offsetmapping\n"
1110 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1111 "#define TexCoord TexCoordOffset\n"
1112 "#endif\n"
1113 "\n"
1114 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1115 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1116 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1117 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1118 "       // FIXME temporary hack to detect the case that the reflection\n"
1119 "       // gets blackened at edges due to leaving the area that contains actual\n"
1120 "       // content.\n"
1121 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1122 "       // 'appening.\n"
1123 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1124 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1125 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1126 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1127 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1128 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1129 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1130 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1131 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1132 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1133 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1134 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1135 "}\n"
1136 "\n"
1137 "#else // !MODE_WATER\n"
1138 "#ifdef MODE_REFRACTION\n"
1139 "\n"
1140 "// refraction pass\n"
1141 "void main(void)\n"
1142 "{\n"
1143 "#ifdef USEOFFSETMAPPING\n"
1144 "       // apply offsetmapping\n"
1145 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1146 "#define TexCoord TexCoordOffset\n"
1147 "#endif\n"
1148 "\n"
1149 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1150 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1151 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1152 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1153 "       // FIXME temporary hack to detect the case that the reflection\n"
1154 "       // gets blackened at edges due to leaving the area that contains actual\n"
1155 "       // content.\n"
1156 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1157 "       // 'appening.\n"
1158 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1159 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1160 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1161 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1162 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1163 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1164 "}\n"
1165 "\n"
1166 "#else // !MODE_REFRACTION\n"
1167 "void main(void)\n"
1168 "{\n"
1169 "#ifdef USEOFFSETMAPPING\n"
1170 "       // apply offsetmapping\n"
1171 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1172 "#define TexCoord TexCoordOffset\n"
1173 "#endif\n"
1174 "\n"
1175 "       // combine the diffuse textures (base, pants, shirt)\n"
1176 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1177 "#ifdef USECOLORMAPPING\n"
1178 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1179 "#endif\n"
1180 "#ifdef USEVERTEXTEXTUREBLEND\n"
1181 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1182 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1183 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1184 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1185 "       color.a = 1.0;\n"
1186 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1187 "#endif\n"
1188 "\n"
1189 "#ifdef USEDIFFUSE\n"
1190 "       // get the surface normal and the gloss color\n"
1191 "# ifdef USEVERTEXTEXTUREBLEND\n"
1192 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1193 "#  ifdef USESPECULAR\n"
1194 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1195 "#  endif\n"
1196 "# else\n"
1197 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1198 "#  ifdef USESPECULAR\n"
1199 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1200 "#  endif\n"
1201 "# endif\n"
1202 "#endif\n"
1203 "\n"
1204 "\n"
1205 "\n"
1206 "#ifdef MODE_LIGHTSOURCE\n"
1207 "       // light source\n"
1208 "\n"
1209 "       // calculate surface normal, light normal, and specular normal\n"
1210 "       // compute color intensity for the two textures (colormap and glossmap)\n"
1211 "       // scale by light color and attenuation as efficiently as possible\n"
1212 "       // (do as much scalar math as possible rather than vector math)\n"
1213 "# ifdef USEDIFFUSE\n"
1214 "       // get the light normal\n"
1215 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1216 "# endif\n"
1217 "# ifdef USESPECULAR\n"
1218 "#  ifndef USEEXACTSPECULARMATH\n"
1219 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1220 "\n"
1221 "#  endif\n"
1222 "       // calculate directional shading\n"
1223 "#  ifdef USEEXACTSPECULARMATH\n"
1224 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
1225 "#  else\n"
1226 "       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"
1227 "#  endif\n"
1228 "# else\n"
1229 "#  ifdef USEDIFFUSE\n"
1230 "       // calculate directional shading\n"
1231 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1232 "#  else\n"
1233 "       // calculate directionless shading\n"
1234 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1235 "#  endif\n"
1236 "# endif\n"
1237 "\n"
1238 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1239 "#if !showshadowmap\n"
1240 "    color.rgb *= ShadowMapCompare(CubeVector);\n"
1241 "#endif\n"
1242 "#endif\n"
1243 "\n"
1244 "# ifdef USECUBEFILTER\n"
1245 "       // apply light cubemap filter\n"
1246 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1247 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1248 "# endif\n"
1249 "#endif // MODE_LIGHTSOURCE\n"
1250 "\n"
1251 "\n"
1252 "\n"
1253 "\n"
1254 "#ifdef MODE_LIGHTDIRECTION\n"
1255 "       // directional model lighting\n"
1256 "# ifdef USEDIFFUSE\n"
1257 "       // get the light normal\n"
1258 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1259 "# endif\n"
1260 "# ifdef USESPECULAR\n"
1261 "       // calculate directional shading\n"
1262 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1263 "#  ifdef USEEXACTSPECULARMATH\n"
1264 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1265 "#  else\n"
1266 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1267 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1268 "#  endif\n"
1269 "# else\n"
1270 "#  ifdef USEDIFFUSE\n"
1271 "\n"
1272 "       // calculate directional shading\n"
1273 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1274 "#  else\n"
1275 "       color.rgb *= AmbientColor;\n"
1276 "#  endif\n"
1277 "# endif\n"
1278 "#endif // MODE_LIGHTDIRECTION\n"
1279 "\n"
1280 "\n"
1281 "\n"
1282 "\n"
1283 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1284 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1285 "\n"
1286 "       // get the light normal\n"
1287 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1288 "       myhalf3 diffusenormal;\n"
1289 "       diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1290 "       diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1291 "       diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1292 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1293 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1294 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1295 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1296 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1297 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1298 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1299 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1300 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1301 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1302 "               // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1303 "# ifdef USESPECULAR\n"
1304 "#  ifdef USEEXACTSPECULARMATH\n"
1305 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1306 "#  else\n"
1307 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1308 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1309 "#  endif\n"
1310 "# endif\n"
1311 "\n"
1312 "       // apply lightmap color\n"
1313 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1314 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1315 "\n"
1316 "\n"
1317 "\n"
1318 "\n"
1319 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1320 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1321 "\n"
1322 "       // get the light normal\n"
1323 "       myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1324 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1325 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1326 "# ifdef USESPECULAR\n"
1327 "#  ifdef USEEXACTSPECULARMATH\n"
1328 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1329 "#  else\n"
1330 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1331 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1332 "#  endif\n"
1333 "# endif\n"
1334 "\n"
1335 "       // apply lightmap color\n"
1336 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1337 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1338 "\n"
1339 "\n"
1340 "\n"
1341 "\n"
1342 "#ifdef MODE_LIGHTMAP\n"
1343 "       // apply lightmap color\n"
1344 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1345 "#endif // MODE_LIGHTMAP\n"
1346 "\n"
1347 "\n"
1348 "\n"
1349 "\n"
1350 "#ifdef MODE_VERTEXCOLOR\n"
1351 "       // apply lightmap color\n"
1352 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1353 "#endif // MODE_VERTEXCOLOR\n"
1354 "\n"
1355 "\n"
1356 "\n"
1357 "\n"
1358 "#ifdef MODE_FLATCOLOR\n"
1359 "#endif // MODE_FLATCOLOR\n"
1360 "\n"
1361 "\n"
1362 "\n"
1363 "\n"
1364 "\n"
1365 "\n"
1366 "\n"
1367 "       color *= TintColor;\n"
1368 "\n"
1369 "#ifdef USEGLOW\n"
1370 "#ifdef USEVERTEXTEXTUREBLEND\n"
1371 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1372 "#else\n"
1373 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
1374 "#endif\n"
1375 "#endif\n"
1376 "\n"
1377 "       color.rgb *= SceneBrightness;\n"
1378 "\n"
1379 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1380 "#ifdef USEFOG\n"
1381 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1382 "#endif\n"
1383 "\n"
1384 "       // 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"
1385 "#ifdef USEREFLECTION\n"
1386 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1387 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1388 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1389 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1390 "       // FIXME temporary hack to detect the case that the reflection\n"
1391 "       // gets blackened at edges due to leaving the area that contains actual\n"
1392 "       // content.\n"
1393 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1394 "       // 'appening.\n"
1395 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1396 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1397 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1398 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1399 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1400 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1401 "#endif\n"
1402 "\n"
1403 "       gl_FragColor = vec4(color);\n"
1404 "\n"
1405 "#if showshadowmap\n"
1406 "# ifdef USESHADOWMAPRECT\n"
1407 "#  ifdef USESHADOWSAMPLER\n"
1408 "       gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1409 "#  else\n"
1410 "       gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1411 "#  endif\n"
1412 "# endif\n"
1413 "# ifdef USESHADOWMAP2D\n"
1414 "#  ifdef USESHADOWSAMPLER\n"
1415 "    gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1416 "#  else\n"
1417 "    gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1418 "#  endif\n"
1419 "# endif\n"
1420 "\n"
1421 "# ifdef USESHADOWMAPCUBE\n"
1422 "#  ifdef USESHADOWSAMPLER\n"
1423 "    gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1424 "#  else\n"
1425 "    gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1426 "#  endif\n"
1427 "# endif\n"
1428 "#endif\n"
1429 "}\n"
1430 "#endif // !MODE_REFRACTION\n"
1431 "#endif // !MODE_WATER\n"
1432 "\n"
1433 "#endif // FRAGMENT_SHADER\n"
1434 "\n"
1435 "#endif // !MODE_GENERIC\n"
1436 "#endif // !MODE_POSTPROCESS\n"
1437 "#endif // !MODE_SHOWDEPTH\n"
1438 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1439 ;
1440
1441 typedef struct shaderpermutationinfo_s
1442 {
1443         const char *pretext;
1444         const char *name;
1445 }
1446 shaderpermutationinfo_t;
1447
1448 typedef struct shadermodeinfo_s
1449 {
1450         const char *vertexfilename;
1451         const char *geometryfilename;
1452         const char *fragmentfilename;
1453         const char *pretext;
1454         const char *name;
1455 }
1456 shadermodeinfo_t;
1457
1458 typedef enum shaderpermutation_e
1459 {
1460         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1461         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1462         SHADERPERMUTATION_VIEWTINT = 1<<1, ///< view tint (postprocessing only)
1463         SHADERPERMUTATION_COLORMAPPING = 1<<2, ///< indicates this is a colormapped skin
1464         SHADERPERMUTATION_SATURATION = 1<<2, ///< saturation (postprocessing only)
1465         SHADERPERMUTATION_FOG = 1<<3, ///< tint the color by fog color or black if using additive blend mode
1466         SHADERPERMUTATION_GAMMARAMPS = 1<<3, ///< gamma (postprocessing only)
1467         SHADERPERMUTATION_CUBEFILTER = 1<<4, ///< (lightsource) use cubemap light filter
1468         SHADERPERMUTATION_GLOW = 1<<5, ///< (lightmap) blend in an additive glow texture
1469         SHADERPERMUTATION_BLOOM = 1<<5, ///< bloom (postprocessing only)
1470         SHADERPERMUTATION_SPECULAR = 1<<6, ///< (lightsource or deluxemapping) render specular effects
1471         SHADERPERMUTATION_POSTPROCESSING = 1<<6, ///< user defined postprocessing (postprocessing only)
1472         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<7, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1473         SHADERPERMUTATION_REFLECTION = 1<<8, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1474         SHADERPERMUTATION_OFFSETMAPPING = 1<<9, ///< adjust texcoords to roughly simulate a displacement mapped surface
1475         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1476         SHADERPERMUTATION_SHADOWMAPRECT = 1<<11, ///< (lightsource) use shadowmap rectangle texture as light filter
1477         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<12, ///< (lightsource) use shadowmap cubemap texture as light filter
1478         SHADERPERMUTATION_SHADOWMAP2D = 1<<13, ///< (lightsource) use shadowmap rectangle texture as light filter
1479         SHADERPERMUTATION_SHADOWMAPPCF = 1<<14, ///< (lightsource) use percentage closer filtering on shadowmap test results
1480         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<15, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1481         SHADERPERMUTATION_SHADOWSAMPLER = 1<<16, ///< (lightsource) use hardware shadowmap test
1482         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<17, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1483         SHADERPERMUTATION_LIMIT = 1<<18, ///< size of permutations array
1484         SHADERPERMUTATION_COUNT = 18 ///< size of shaderpermutationinfo array
1485 }
1486 shaderpermutation_t;
1487
1488 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1489 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1490 {
1491         {"#define USEDIFFUSE\n", " diffuse"},
1492         {"#define USEVERTEXTEXTUREBLEND\n#define USEVIEWTINT\n", " vertextextureblend/tint"},
1493         {"#define USECOLORMAPPING\n#define USESATURATION\n", " colormapping/saturation"},
1494         {"#define USEFOG\n#define USEGAMMARAMPS\n", " fog/gammaramps"},
1495         {"#define USECUBEFILTER\n", " cubefilter"},
1496         {"#define USEGLOW\n#define USEBLOOM\n", " glow/bloom"},
1497         {"#define USESPECULAR\n#define USEPOSTPROCESSING", " specular/postprocessing"},
1498         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1499         {"#define USEREFLECTION\n", " reflection"},
1500         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1501         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1502         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1503         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1504         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1505         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1506         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1507         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1508         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1509 };
1510
1511 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1512 typedef enum shadermode_e
1513 {
1514         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1515         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1516         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1517         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1518         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1519         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1520         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1521         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1522         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1523         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1524         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1525         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1526         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1527         SHADERMODE_COUNT
1528 }
1529 shadermode_t;
1530
1531 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1532 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1533 {
1534         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1535         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1536         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1537         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1538         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1539         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1540         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1541         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1542         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1543         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1544         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1545         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1546         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1547 };
1548
1549 struct r_glsl_permutation_s;
1550 typedef struct r_glsl_permutation_s
1551 {
1552         /// hash lookup data
1553         struct r_glsl_permutation_s *hashnext;
1554         unsigned int mode;
1555         unsigned int permutation;
1556
1557         /// indicates if we have tried compiling this permutation already
1558         qboolean compiled;
1559         /// 0 if compilation failed
1560         int program;
1561         /// locations of detected uniforms in program object, or -1 if not found
1562         int loc_Texture_First;
1563         int loc_Texture_Second;
1564         int loc_Texture_GammaRamps;
1565         int loc_Texture_Normal;
1566         int loc_Texture_Color;
1567         int loc_Texture_Gloss;
1568         int loc_Texture_Glow;
1569         int loc_Texture_SecondaryNormal;
1570         int loc_Texture_SecondaryColor;
1571         int loc_Texture_SecondaryGloss;
1572         int loc_Texture_SecondaryGlow;
1573         int loc_Texture_Pants;
1574         int loc_Texture_Shirt;
1575         int loc_Texture_FogMask;
1576         int loc_Texture_Lightmap;
1577         int loc_Texture_Deluxemap;
1578         int loc_Texture_Attenuation;
1579         int loc_Texture_Cube;
1580         int loc_Texture_Refraction;
1581         int loc_Texture_Reflection;
1582         int loc_Texture_ShadowMapRect;
1583         int loc_Texture_ShadowMapCube;
1584         int loc_Texture_ShadowMap2D;
1585         int loc_Texture_CubeProjection;
1586         int loc_FogColor;
1587         int loc_LightPosition;
1588         int loc_EyePosition;
1589         int loc_Color_Pants;
1590         int loc_Color_Shirt;
1591         int loc_FogRangeRecip;
1592         int loc_AmbientScale;
1593         int loc_DiffuseScale;
1594         int loc_SpecularScale;
1595         int loc_SpecularPower;
1596         int loc_GlowColor;
1597         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1598         int loc_OffsetMapping_Scale;
1599         int loc_TintColor;
1600         int loc_AmbientColor;
1601         int loc_DiffuseColor;
1602         int loc_SpecularColor;
1603         int loc_LightDir;
1604         int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1605         int loc_GammaCoeff; ///< 1 / gamma
1606         int loc_DistortScaleRefractReflect;
1607         int loc_ScreenScaleRefractReflect;
1608         int loc_ScreenCenterRefractReflect;
1609         int loc_RefractColor;
1610         int loc_ReflectColor;
1611         int loc_ReflectFactor;
1612         int loc_ReflectOffset;
1613         int loc_UserVec1;
1614         int loc_UserVec2;
1615         int loc_UserVec3;
1616         int loc_UserVec4;
1617         int loc_ClientTime;
1618         int loc_PixelSize;
1619         int loc_Saturation;
1620         int loc_ShadowMap_TextureScale;
1621         int loc_ShadowMap_Parameters;
1622 }
1623 r_glsl_permutation_t;
1624
1625 #define SHADERPERMUTATION_HASHSIZE 4096
1626
1627 /// information about each possible shader permutation
1628 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1629 /// currently selected permutation
1630 r_glsl_permutation_t *r_glsl_permutation;
1631 /// storage for permutations linked in the hash table
1632 memexpandablearray_t r_glsl_permutationarray;
1633
1634 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1635 {
1636         //unsigned int hashdepth = 0;
1637         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1638         r_glsl_permutation_t *p;
1639         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1640         {
1641                 if (p->mode == mode && p->permutation == permutation)
1642                 {
1643                         //if (hashdepth > 10)
1644                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1645                         return p;
1646                 }
1647                 //hashdepth++;
1648         }
1649         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1650         p->mode = mode;
1651         p->permutation = permutation;
1652         p->hashnext = r_glsl_permutationhash[mode][hashindex];
1653         r_glsl_permutationhash[mode][hashindex] = p;
1654         //if (hashdepth > 10)
1655         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1656         return p;
1657 }
1658
1659 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1660 {
1661         char *shaderstring;
1662         if (!filename || !filename[0])
1663                 return NULL;
1664         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1665         if (shaderstring)
1666         {
1667                 if (printfromdisknotice)
1668                         Con_DPrint("from disk... ");
1669                 return shaderstring;
1670         }
1671         else if (!strcmp(filename, "glsl/default.glsl"))
1672         {
1673                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1674                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1675         }
1676         return shaderstring;
1677 }
1678
1679 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1680 {
1681         int i;
1682         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1683         int vertstrings_count = 0;
1684         int geomstrings_count = 0;
1685         int fragstrings_count = 0;
1686         char *vertexstring, *geometrystring, *fragmentstring;
1687         const char *vertstrings_list[32+3];
1688         const char *geomstrings_list[32+3];
1689         const char *fragstrings_list[32+3];
1690         char permutationname[256];
1691
1692         if (p->compiled)
1693                 return;
1694         p->compiled = true;
1695         p->program = 0;
1696
1697         permutationname[0] = 0;
1698         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1699         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1700         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1701
1702         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1703
1704         // the first pretext is which type of shader to compile as
1705         // (later these will all be bound together as a program object)
1706         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1707         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1708         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1709
1710         // the second pretext is the mode (for example a light source)
1711         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1712         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1713         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1714         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1715
1716         // now add all the permutation pretexts
1717         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1718         {
1719                 if (permutation & (1<<i))
1720                 {
1721                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1722                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1723                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1724                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1725                 }
1726                 else
1727                 {
1728                         // keep line numbers correct
1729                         vertstrings_list[vertstrings_count++] = "\n";
1730                         geomstrings_list[geomstrings_count++] = "\n";
1731                         fragstrings_list[fragstrings_count++] = "\n";
1732                 }
1733         }
1734
1735         // now append the shader text itself
1736         vertstrings_list[vertstrings_count++] = vertexstring;
1737         geomstrings_list[geomstrings_count++] = geometrystring;
1738         fragstrings_list[fragstrings_count++] = fragmentstring;
1739
1740         // if any sources were NULL, clear the respective list
1741         if (!vertexstring)
1742                 vertstrings_count = 0;
1743         if (!geometrystring)
1744                 geomstrings_count = 0;
1745         if (!fragmentstring)
1746                 fragstrings_count = 0;
1747
1748         // compile the shader program
1749         if (vertstrings_count + geomstrings_count + fragstrings_count)
1750                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1751         if (p->program)
1752         {
1753                 CHECKGLERROR
1754                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1755                 // look up all the uniform variable names we care about, so we don't
1756                 // have to look them up every time we set them
1757                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1758                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1759                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1760                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1761                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1762                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1763                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1764                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1765                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1766                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1767                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1768                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1769                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1770                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1771                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1772                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1773                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1774                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1775                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1776                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1777                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1778                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1779                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1780                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");  
1781                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1782                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1783                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1784                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1785                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1786                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1787                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1788                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1789                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1790                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1791                 p->loc_GlowColor                  = qglGetUniformLocationARB(p->program, "GlowColor");
1792                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1793                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1794                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1795                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1796                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1797                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1798                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1799                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1800                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1801                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1802                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1803                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1804                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1805                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1806                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1807                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1808                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1809                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1810                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1811                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1812                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1813                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
1814                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
1815                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1816                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1817                 // initialize the samplers to refer to the texture units we use
1818                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1819                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1820                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1821                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1822                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1823                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1824                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1825                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1826                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1827                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1828                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1829                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1830                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1831                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1832                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1833                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1834                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1835                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1836                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1837                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1838                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , GL20TU_SHADOWMAPRECT);
1839                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
1840                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
1841                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1842                 CHECKGLERROR
1843                 if (developer.integer)
1844                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1845         }
1846         else
1847                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1848
1849         // free the strings
1850         if (vertexstring)
1851                 Mem_Free(vertexstring);
1852         if (geometrystring)
1853                 Mem_Free(geometrystring);
1854         if (fragmentstring)
1855                 Mem_Free(fragmentstring);
1856 }
1857
1858 void R_GLSL_Restart_f(void)
1859 {
1860         unsigned int i, limit;
1861         r_glsl_permutation_t *p;
1862         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1863         for (i = 0;i < limit;i++)
1864         {
1865                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1866                 {
1867                         GL_Backend_FreeProgram(p->program);
1868                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1869                 }
1870         }
1871         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1872 }
1873
1874 void R_GLSL_DumpShader_f(void)
1875 {
1876         int i;
1877
1878         qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1879         if(!file)
1880         {
1881                 Con_Printf("failed to write to glsl/default.glsl\n");
1882                 return;
1883         }
1884
1885         FS_Print(file, "/* The engine may define the following macros:\n");
1886         FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1887         for (i = 0;i < SHADERMODE_COUNT;i++)
1888                 FS_Print(file, shadermodeinfo[i].pretext);
1889         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1890                 FS_Print(file, shaderpermutationinfo[i].pretext);
1891         FS_Print(file, "*/\n");
1892         FS_Print(file, builtinshaderstring);
1893         FS_Close(file);
1894
1895         Con_Printf("glsl/default.glsl written\n");
1896 }
1897
1898 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1899 {
1900         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1901         if (r_glsl_permutation != perm)
1902         {
1903                 r_glsl_permutation = perm;
1904                 if (!r_glsl_permutation->program)
1905                 {
1906                         if (!r_glsl_permutation->compiled)
1907                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1908                         if (!r_glsl_permutation->program)
1909                         {
1910                                 // remove features until we find a valid permutation
1911                                 int i;
1912                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1913                                 {
1914                                         // reduce i more quickly whenever it would not remove any bits
1915                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1916                                         if (!(permutation & j))
1917                                                 continue;
1918                                         permutation -= j;
1919                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1920                                         if (!r_glsl_permutation->compiled)
1921                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
1922                                         if (r_glsl_permutation->program)
1923                                                 break;
1924                                 }
1925                                 if (i >= SHADERPERMUTATION_COUNT)
1926                                 {
1927                                         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");
1928                                         Cvar_SetValueQuick(&r_glsl, 0);
1929                                         R_GLSL_Restart_f(); // unload shaders
1930                                         return; // no bit left to clear
1931                                 }
1932                         }
1933                 }
1934                 CHECKGLERROR
1935                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1936         }
1937 }
1938
1939 void R_SetupGenericShader(qboolean usetexture)
1940 {
1941         if (gl_support_fragment_shader)
1942         {
1943                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1944                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1945                 else if (r_glsl_permutation)
1946                 {
1947                         r_glsl_permutation = NULL;
1948                         qglUseProgramObjectARB(0);CHECKGLERROR
1949                 }
1950         }
1951 }
1952
1953 void R_SetupGenericTwoTextureShader(int texturemode)
1954 {
1955         if (gl_support_fragment_shader)
1956         {
1957                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1958                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1959                 else if (r_glsl_permutation)
1960                 {
1961                         r_glsl_permutation = NULL;
1962                         qglUseProgramObjectARB(0);CHECKGLERROR
1963                 }
1964         }
1965         if (!r_glsl_permutation)
1966         {
1967                 if (texturemode == GL_DECAL && gl_combine.integer)
1968                         texturemode = GL_INTERPOLATE_ARB;
1969                 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1970         }
1971 }
1972
1973 void R_SetupDepthOrShadowShader(void)
1974 {
1975         if (gl_support_fragment_shader)
1976         {
1977                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1978                         R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1979                 else if (r_glsl_permutation)
1980                 {
1981                         r_glsl_permutation = NULL;
1982                         qglUseProgramObjectARB(0);CHECKGLERROR
1983                 }
1984         }
1985 }
1986
1987 void R_SetupShowDepthShader(void)
1988 {
1989         if (gl_support_fragment_shader)
1990         {
1991                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1992                         R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
1993                 else if (r_glsl_permutation)
1994                 {
1995                         r_glsl_permutation = NULL;
1996                         qglUseProgramObjectARB(0);CHECKGLERROR
1997                 }
1998         }
1999 }
2000
2001 extern rtexture_t *r_shadow_attenuationgradienttexture;
2002 extern rtexture_t *r_shadow_attenuation2dtexture;
2003 extern rtexture_t *r_shadow_attenuation3dtexture;
2004 extern qboolean r_shadow_usingshadowmaprect;
2005 extern qboolean r_shadow_usingshadowmapcube;
2006 extern qboolean r_shadow_usingshadowmap2d;
2007 extern float r_shadow_shadowmap_texturescale[2];
2008 extern float r_shadow_shadowmap_parameters[4];
2009 extern qboolean r_shadow_shadowmapvsdct;
2010 extern qboolean r_shadow_shadowmapsampler;
2011 extern int r_shadow_shadowmappcf;
2012 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2013 {
2014         // select a permutation of the lighting shader appropriate to this
2015         // combination of texture, entity, light source, and fogging, only use the
2016         // minimum features necessary to avoid wasting rendering time in the
2017         // fragment shader on features that are not being used
2018         unsigned int permutation = 0;
2019         unsigned int mode = 0;
2020         // TODO: implement geometry-shader based shadow volumes someday
2021         if (r_glsl_offsetmapping.integer)
2022         {
2023                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2024                 if (r_glsl_offsetmapping_reliefmapping.integer)
2025                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2026         }
2027         if (rsurfacepass == RSURFPASS_BACKGROUND)
2028         {
2029                 // distorted background
2030                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2031                         mode = SHADERMODE_WATER;
2032                 else
2033                         mode = SHADERMODE_REFRACTION;
2034         }
2035         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2036         {
2037                 // light source
2038                 mode = SHADERMODE_LIGHTSOURCE;
2039                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2040                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2041                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2042                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2043                 if (diffusescale > 0)
2044                         permutation |= SHADERPERMUTATION_DIFFUSE;
2045                 if (specularscale > 0)
2046                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2047                 if (r_refdef.fogenabled)
2048                         permutation |= SHADERPERMUTATION_FOG;
2049                 if (rsurface.texture->colormapping)
2050                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2051                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2052                 {
2053                         if (r_shadow_usingshadowmaprect)
2054                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2055                         if (r_shadow_usingshadowmap2d)
2056                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2057                         if (r_shadow_usingshadowmapcube)
2058                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2059                         else if(r_shadow_shadowmapvsdct)
2060                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2061
2062                         if (r_shadow_shadowmapsampler)
2063                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2064                         if (r_shadow_shadowmappcf > 1)
2065                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2066                         else if (r_shadow_shadowmappcf)
2067                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2068                 }
2069         }
2070         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2071         {
2072                 // unshaded geometry (fullbright or ambient model lighting)
2073                 mode = SHADERMODE_FLATCOLOR;
2074                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2075                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2076                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2077                         permutation |= SHADERPERMUTATION_GLOW;
2078                 if (r_refdef.fogenabled)
2079                         permutation |= SHADERPERMUTATION_FOG;
2080                 if (rsurface.texture->colormapping)
2081                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2082                 if (r_glsl_offsetmapping.integer)
2083                 {
2084                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2085                         if (r_glsl_offsetmapping_reliefmapping.integer)
2086                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2087                 }
2088                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2089                         permutation |= SHADERPERMUTATION_REFLECTION;
2090         }
2091         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2092         {
2093                 // directional model lighting
2094                 mode = SHADERMODE_LIGHTDIRECTION;
2095                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2096                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2097                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2098                         permutation |= SHADERPERMUTATION_GLOW;
2099                 permutation |= SHADERPERMUTATION_DIFFUSE;
2100                 if (specularscale > 0)
2101                         permutation |= SHADERPERMUTATION_SPECULAR;
2102                 if (r_refdef.fogenabled)
2103                         permutation |= SHADERPERMUTATION_FOG;
2104                 if (rsurface.texture->colormapping)
2105                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2106                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2107                         permutation |= SHADERPERMUTATION_REFLECTION;
2108         }
2109         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2110         {
2111                 // ambient model lighting
2112                 mode = SHADERMODE_LIGHTDIRECTION;
2113                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2114                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2115                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2116                         permutation |= SHADERPERMUTATION_GLOW;
2117                 if (r_refdef.fogenabled)
2118                         permutation |= SHADERPERMUTATION_FOG;
2119                 if (rsurface.texture->colormapping)
2120                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2121                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2122                         permutation |= SHADERPERMUTATION_REFLECTION;
2123         }
2124         else
2125         {
2126                 // lightmapped wall
2127                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2128                 {
2129                         // deluxemapping (light direction texture)
2130                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2131                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2132                         else
2133                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2134                         permutation |= SHADERPERMUTATION_DIFFUSE;
2135                         if (specularscale > 0)
2136                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2137                 }
2138                 else if (r_glsl_deluxemapping.integer >= 2)
2139                 {
2140                         // fake deluxemapping (uniform light direction in tangentspace)
2141                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2142                         permutation |= SHADERPERMUTATION_DIFFUSE;
2143                         if (specularscale > 0)
2144                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2145                 }
2146                 else if (rsurface.uselightmaptexture)
2147                 {
2148                         // ordinary lightmapping (q1bsp, q3bsp)
2149                         mode = SHADERMODE_LIGHTMAP;
2150                 }
2151                 else
2152                 {
2153                         // ordinary vertex coloring (q3bsp)
2154                         mode = SHADERMODE_VERTEXCOLOR;
2155                 }
2156                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2157                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2158                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2159                         permutation |= SHADERPERMUTATION_GLOW;
2160                 if (r_refdef.fogenabled)
2161                         permutation |= SHADERPERMUTATION_FOG;
2162                 if (rsurface.texture->colormapping)
2163                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2164                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2165                         permutation |= SHADERPERMUTATION_REFLECTION;
2166         }
2167         if(permutation & SHADERPERMUTATION_SPECULAR)
2168                 if(r_shadow_glossexact.integer)
2169                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2170         R_SetupShader_SetPermutation(mode, permutation);
2171         if (mode == SHADERMODE_LIGHTSOURCE)
2172         {
2173                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2174                 if (permutation & SHADERPERMUTATION_DIFFUSE)
2175                 {
2176                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2177                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2178                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2179                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2180                 }
2181                 else
2182                 {
2183                         // ambient only is simpler
2184                         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]);
2185                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2186                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2187                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2188                 }
2189                 // additive passes are only darkened by fog, not tinted
2190                 if (r_glsl_permutation->loc_FogColor >= 0)
2191                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2192                 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2193                 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2194         }
2195         else
2196         {
2197                 if (mode == SHADERMODE_LIGHTDIRECTION)
2198                 {
2199                         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);
2200                         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);
2201                         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);
2202                         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]);
2203                 }
2204                 else
2205                 {
2206                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2207                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2208                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2209                 }
2210                 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]);
2211                 if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
2212                 // additive passes are only darkened by fog, not tinted
2213                 if (r_glsl_permutation->loc_FogColor >= 0)
2214                 {
2215                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2216                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2217                         else
2218                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2219                 }
2220                 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);
2221                 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]);
2222                 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]);
2223                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2224                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2225                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2226                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2227         }
2228         if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2229         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2230         if (r_glsl_permutation->loc_Color_Pants >= 0)
2231         {
2232                 if (rsurface.texture->currentskinframe->pants)
2233                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2234                 else
2235                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2236         }
2237         if (r_glsl_permutation->loc_Color_Shirt >= 0)
2238         {
2239                 if (rsurface.texture->currentskinframe->shirt)
2240                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2241                 else
2242                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2243         }
2244         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
2245         if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2246         {
2247                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2248         }
2249         else
2250         {
2251                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2252         }
2253         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2254         CHECKGLERROR
2255 }
2256
2257 #define SKINFRAME_HASH 1024
2258
2259 typedef struct
2260 {
2261         int loadsequence; // incremented each level change
2262         memexpandablearray_t array;
2263         skinframe_t *hash[SKINFRAME_HASH];
2264 }
2265 r_skinframe_t;
2266 r_skinframe_t r_skinframe;
2267
2268 void R_SkinFrame_PrepareForPurge(void)
2269 {
2270         r_skinframe.loadsequence++;
2271         // wrap it without hitting zero
2272         if (r_skinframe.loadsequence >= 200)
2273                 r_skinframe.loadsequence = 1;
2274 }
2275
2276 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2277 {
2278         if (!skinframe)
2279                 return;
2280         // mark the skinframe as used for the purging code
2281         skinframe->loadsequence = r_skinframe.loadsequence;
2282 }
2283
2284 void R_SkinFrame_Purge(void)
2285 {
2286         int i;
2287         skinframe_t *s;
2288         for (i = 0;i < SKINFRAME_HASH;i++)
2289         {
2290                 for (s = r_skinframe.hash[i];s;s = s->next)
2291                 {
2292                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2293                         {
2294                                 if (s->merged == s->base)
2295                                         s->merged = NULL;
2296                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2297                                 R_PurgeTexture(s->stain );s->stain  = NULL;
2298                                 R_PurgeTexture(s->merged);s->merged = NULL;
2299                                 R_PurgeTexture(s->base  );s->base   = NULL;
2300                                 R_PurgeTexture(s->pants );s->pants  = NULL;
2301                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
2302                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
2303                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
2304                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
2305                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
2306                                 s->loadsequence = 0;
2307                         }
2308                 }
2309         }
2310 }
2311
2312 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2313         skinframe_t *item;
2314         char basename[MAX_QPATH];
2315
2316         Image_StripImageExtension(name, basename, sizeof(basename));
2317
2318         if( last == NULL ) {
2319                 int hashindex;
2320                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2321                 item = r_skinframe.hash[hashindex];
2322         } else {
2323                 item = last->next;
2324         }
2325
2326         // linearly search through the hash bucket
2327         for( ; item ; item = item->next ) {
2328                 if( !strcmp( item->basename, basename ) ) {
2329                         return item;
2330                 }
2331         }
2332         return NULL;
2333 }
2334
2335 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2336 {
2337         skinframe_t *item;
2338         int hashindex;
2339         char basename[MAX_QPATH];
2340
2341         Image_StripImageExtension(name, basename, sizeof(basename));
2342
2343         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2344         for (item = r_skinframe.hash[hashindex];item;item = item->next)
2345                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2346                         break;
2347
2348         if (!item) {
2349                 rtexture_t *dyntexture;
2350                 // check whether its a dynamic texture
2351                 dyntexture = CL_GetDynTexture( basename );
2352                 if (!add && !dyntexture)
2353                         return NULL;
2354                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2355                 memset(item, 0, sizeof(*item));
2356                 strlcpy(item->basename, basename, sizeof(item->basename));
2357                 item->base = dyntexture; // either NULL or dyntexture handle
2358                 item->textureflags = textureflags;
2359                 item->comparewidth = comparewidth;
2360                 item->compareheight = compareheight;
2361                 item->comparecrc = comparecrc;
2362                 item->next = r_skinframe.hash[hashindex];
2363                 r_skinframe.hash[hashindex] = item;
2364         }
2365         else if( item->base == NULL )
2366         {
2367                 rtexture_t *dyntexture;
2368                 // check whether its a dynamic texture
2369                 // 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]
2370                 dyntexture = CL_GetDynTexture( basename );
2371                 item->base = dyntexture; // either NULL or dyntexture handle
2372         }
2373
2374         R_SkinFrame_MarkUsed(item);
2375         return item;
2376 }
2377
2378 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2379         { \
2380                 unsigned long long avgcolor[5], wsum; \
2381                 int pix, comp, w; \
2382                 avgcolor[0] = 0; \
2383                 avgcolor[1] = 0; \
2384                 avgcolor[2] = 0; \
2385                 avgcolor[3] = 0; \
2386                 avgcolor[4] = 0; \
2387                 wsum = 0; \
2388                 for(pix = 0; pix < cnt; ++pix) \
2389                 { \
2390                         w = 0; \
2391                         for(comp = 0; comp < 3; ++comp) \
2392                                 w += getpixel; \
2393                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2394                         { \
2395                                 ++wsum; \
2396                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2397                                 w = getpixel; \
2398                                 for(comp = 0; comp < 3; ++comp) \
2399                                         avgcolor[comp] += getpixel * w; \
2400                                 avgcolor[3] += w; \
2401                         } \
2402                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2403                         avgcolor[4] += getpixel; \
2404                 } \
2405                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2406                         avgcolor[3] = 1; \
2407                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2408                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2409                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2410                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2411         }
2412
2413 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
2414 {
2415         // FIXME: it should be possible to disable loading various layers using
2416         // cvars, to prevent wasted loading time and memory usage if the user does
2417         // not want them
2418         qboolean loadnormalmap = true;
2419         qboolean loadgloss = true;
2420         qboolean loadpantsandshirt = true;
2421         qboolean loadglow = true;
2422         int j;
2423         unsigned char *pixels;
2424         unsigned char *bumppixels;
2425         unsigned char *basepixels = NULL;
2426         int basepixels_width;
2427         int basepixels_height;
2428         skinframe_t *skinframe;
2429
2430         if (has_alpha)
2431                 *has_alpha = false;
2432
2433         if (cls.state == ca_dedicated)
2434                 return NULL;
2435
2436         // return an existing skinframe if already loaded
2437         // if loading of the first image fails, don't make a new skinframe as it
2438         // would cause all future lookups of this to be missing
2439         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2440         if (skinframe && skinframe->base)
2441                 return skinframe;
2442
2443         basepixels = loadimagepixelsbgra(name, complain, true);
2444         if (basepixels == NULL)
2445                 return NULL;
2446
2447         if (developer_loading.integer)
2448                 Con_Printf("loading skin \"%s\"\n", name);
2449
2450         // we've got some pixels to store, so really allocate this new texture now
2451         if (!skinframe)
2452                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2453         skinframe->stain = NULL;
2454         skinframe->merged = NULL;
2455         skinframe->base = r_texture_notexture;
2456         skinframe->pants = NULL;
2457         skinframe->shirt = NULL;
2458         skinframe->nmap = r_texture_blanknormalmap;
2459         skinframe->gloss = NULL;
2460         skinframe->glow = NULL;
2461         skinframe->fog = NULL;
2462
2463         basepixels_width = image_width;
2464         basepixels_height = image_height;
2465         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);
2466
2467         if (textureflags & TEXF_ALPHA)
2468         {
2469                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2470                         if (basepixels[j] < 255)
2471                                 break;
2472                 if (j < basepixels_width * basepixels_height * 4)
2473                 {
2474                         // has transparent pixels
2475                         if (has_alpha)
2476                                 *has_alpha = true;
2477                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2478                         for (j = 0;j < image_width * image_height * 4;j += 4)
2479                         {
2480                                 pixels[j+0] = 255;
2481                                 pixels[j+1] = 255;
2482                                 pixels[j+2] = 255;
2483                                 pixels[j+3] = basepixels[j+3];
2484                         }
2485                         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);
2486                         Mem_Free(pixels);
2487                 }
2488         }
2489
2490         R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2491         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2492
2493         // _norm is the name used by tenebrae and has been adopted as standard
2494         if (loadnormalmap)
2495         {
2496                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2497                 {
2498                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2499                         Mem_Free(pixels);
2500                         pixels = NULL;
2501                 }
2502                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2503                 {
2504                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2505                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2506                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2507                         Mem_Free(pixels);
2508                         Mem_Free(bumppixels);
2509                 }
2510                 else if (r_shadow_bumpscale_basetexture.value > 0)
2511                 {
2512                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2513                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2514                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2515                         Mem_Free(pixels);
2516                 }
2517         }
2518         // _luma is supported for tenebrae compatibility
2519         // (I think it's a very stupid name, but oh well)
2520         // _glow is the preferred name
2521         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;}
2522         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;}
2523         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;}
2524         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;}
2525
2526         if (basepixels)
2527                 Mem_Free(basepixels);
2528
2529         return skinframe;
2530 }
2531
2532 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2533 {
2534         return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, NULL);
2535 }
2536
2537 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)
2538 {
2539         int i;
2540         if (!force)
2541         {
2542                 for (i = 0;i < width*height;i++)
2543                         if (((unsigned char *)&palette[in[i]])[3] > 0)
2544                                 break;
2545                 if (i == width*height)
2546                         return NULL;
2547         }
2548         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2549 }
2550
2551 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2552 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2553 {
2554         int i;
2555         unsigned char *temp1, *temp2;
2556         skinframe_t *skinframe;
2557
2558         if (cls.state == ca_dedicated)
2559                 return NULL;
2560
2561         // if already loaded just return it, otherwise make a new skinframe
2562         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2563         if (skinframe && skinframe->base)
2564                 return skinframe;
2565
2566         skinframe->stain = NULL;
2567         skinframe->merged = NULL;
2568         skinframe->base = r_texture_notexture;
2569         skinframe->pants = NULL;
2570         skinframe->shirt = NULL;
2571         skinframe->nmap = r_texture_blanknormalmap;
2572         skinframe->gloss = NULL;
2573         skinframe->glow = NULL;
2574         skinframe->fog = NULL;
2575
2576         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2577         if (!skindata)
2578                 return NULL;
2579
2580         if (developer_loading.integer)
2581                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2582
2583         if (r_shadow_bumpscale_basetexture.value > 0)
2584         {
2585                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2586                 temp2 = temp1 + width * height * 4;
2587                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2588                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2589                 Mem_Free(temp1);
2590         }
2591         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2592         if (textureflags & TEXF_ALPHA)
2593         {
2594                 for (i = 3;i < width * height * 4;i += 4)
2595                         if (skindata[i] < 255)
2596                                 break;
2597                 if (i < width * height * 4)
2598                 {
2599                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2600                         memcpy(fogpixels, skindata, width * height * 4);
2601                         for (i = 0;i < width * height * 4;i += 4)
2602                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2603                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2604                         Mem_Free(fogpixels);
2605                 }
2606         }
2607
2608         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2609         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2610
2611         return skinframe;
2612 }
2613
2614 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2615 {
2616         int i;
2617         unsigned char *temp1, *temp2;
2618         unsigned int *palette;
2619         skinframe_t *skinframe;
2620
2621         if (cls.state == ca_dedicated)
2622                 return NULL;
2623
2624         // if already loaded just return it, otherwise make a new skinframe
2625         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2626         if (skinframe && skinframe->base)
2627                 return skinframe;
2628
2629         palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2630
2631         skinframe->stain = NULL;
2632         skinframe->merged = NULL;
2633         skinframe->base = r_texture_notexture;
2634         skinframe->pants = NULL;
2635         skinframe->shirt = NULL;
2636         skinframe->nmap = r_texture_blanknormalmap;
2637         skinframe->gloss = NULL;
2638         skinframe->glow = NULL;
2639         skinframe->fog = NULL;
2640
2641         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2642         if (!skindata)
2643                 return NULL;
2644
2645         if (developer_loading.integer)
2646                 Con_Printf("loading quake skin \"%s\"\n", name);
2647
2648         if (r_shadow_bumpscale_basetexture.value > 0)
2649         {
2650                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2651                 temp2 = temp1 + width * height * 4;
2652                 // use either a custom palette or the quake palette
2653                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2654                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2655                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2656                 Mem_Free(temp1);
2657         }
2658         // use either a custom palette, or the quake palette
2659         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2660         if (loadglowtexture)
2661                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2662         if (loadpantsandshirt)
2663         {
2664                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2665                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2666         }
2667         if (skinframe->pants || skinframe->shirt)
2668                 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
2669         if (textureflags & TEXF_ALPHA)
2670         {
2671                 for (i = 0;i < width * height;i++)
2672                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2673                                 break;
2674                 if (i < width * height)
2675                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2676         }
2677
2678         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2679         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2680
2681         return skinframe;
2682 }
2683
2684 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
2685 {
2686         int i;
2687         skinframe_t *skinframe;
2688
2689         if (cls.state == ca_dedicated)
2690                 return NULL;
2691
2692         // if already loaded just return it, otherwise make a new skinframe
2693         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2694         if (skinframe && skinframe->base)
2695                 return skinframe;
2696
2697         skinframe->stain = NULL;
2698         skinframe->merged = NULL;
2699         skinframe->base = r_texture_notexture;
2700         skinframe->pants = NULL;
2701         skinframe->shirt = NULL;
2702         skinframe->nmap = r_texture_blanknormalmap;
2703         skinframe->gloss = NULL;
2704         skinframe->glow = NULL;
2705         skinframe->fog = NULL;
2706
2707         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2708         if (!skindata)
2709                 return NULL;
2710
2711         if (developer_loading.integer)
2712                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2713
2714         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, skinframe->basename, palette, skinframe->textureflags, true);
2715         if (textureflags & TEXF_ALPHA)
2716         {
2717                 for (i = 0;i < width * height;i++)
2718                         if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
2719                                 break;
2720                 if (i < width * height)
2721                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, skinframe->textureflags, true); // fog mask
2722         }
2723
2724         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2725         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2726
2727         return skinframe;
2728 }
2729
2730 skinframe_t *R_SkinFrame_LoadMissing(void)
2731 {
2732         skinframe_t *skinframe;
2733
2734         if (cls.state == ca_dedicated)
2735                 return NULL;
2736
2737         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2738         skinframe->stain = NULL;
2739         skinframe->merged = NULL;
2740         skinframe->base = r_texture_notexture;
2741         skinframe->pants = NULL;
2742         skinframe->shirt = NULL;
2743         skinframe->nmap = r_texture_blanknormalmap;
2744         skinframe->gloss = NULL;
2745         skinframe->glow = NULL;
2746         skinframe->fog = NULL;
2747
2748         skinframe->avgcolor[0] = rand() / RAND_MAX;
2749         skinframe->avgcolor[1] = rand() / RAND_MAX;
2750         skinframe->avgcolor[2] = rand() / RAND_MAX;
2751         skinframe->avgcolor[3] = 1;
2752
2753         return skinframe;
2754 }
2755
2756 void gl_main_start(void)
2757 {
2758         r_numqueries = 0;
2759         r_maxqueries = 0;
2760         memset(r_queries, 0, sizeof(r_queries));
2761
2762         r_qwskincache = NULL;
2763         r_qwskincache_size = 0;
2764
2765         // set up r_skinframe loading system for textures
2766         memset(&r_skinframe, 0, sizeof(r_skinframe));
2767         r_skinframe.loadsequence = 1;
2768         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2769
2770         r_main_texturepool = R_AllocTexturePool();
2771         R_BuildBlankTextures();
2772         R_BuildNoTexture();
2773         if (gl_texturecubemap)
2774         {
2775                 R_BuildWhiteCube();
2776                 R_BuildNormalizationCube();
2777         }
2778         r_texture_fogattenuation = NULL;
2779         r_texture_gammaramps = NULL;
2780         //r_texture_fogintensity = NULL;
2781         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2782         memset(&r_waterstate, 0, sizeof(r_waterstate));
2783         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
2784         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
2785         memset(&r_svbsp, 0, sizeof (r_svbsp));
2786
2787         r_refdef.fogmasktable_density = 0;
2788 }
2789
2790 extern rtexture_t *loadingscreentexture;
2791 void gl_main_shutdown(void)
2792 {
2793         if (r_maxqueries)
2794                 qglDeleteQueriesARB(r_maxqueries, r_queries);
2795
2796         r_numqueries = 0;
2797         r_maxqueries = 0;
2798         memset(r_queries, 0, sizeof(r_queries));
2799
2800         r_qwskincache = NULL;
2801         r_qwskincache_size = 0;
2802
2803         // clear out the r_skinframe state
2804         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2805         memset(&r_skinframe, 0, sizeof(r_skinframe));
2806
2807         if (r_svbsp.nodes)
2808                 Mem_Free(r_svbsp.nodes);
2809         memset(&r_svbsp, 0, sizeof (r_svbsp));
2810         R_FreeTexturePool(&r_main_texturepool);
2811         loadingscreentexture = NULL;
2812         r_texture_blanknormalmap = NULL;
2813         r_texture_white = NULL;
2814         r_texture_grey128 = NULL;
2815         r_texture_black = NULL;
2816         r_texture_whitecube = NULL;
2817         r_texture_normalizationcube = NULL;
2818         r_texture_fogattenuation = NULL;
2819         r_texture_gammaramps = NULL;
2820         //r_texture_fogintensity = NULL;
2821         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2822         memset(&r_waterstate, 0, sizeof(r_waterstate));
2823         R_GLSL_Restart_f();
2824 }
2825
2826 extern void CL_ParseEntityLump(char *entitystring);
2827 void gl_main_newmap(void)
2828 {
2829         // FIXME: move this code to client
2830         int l;
2831         char *entities, entname[MAX_QPATH];
2832         if (r_qwskincache)
2833                 Mem_Free(r_qwskincache);
2834         r_qwskincache = NULL;
2835         r_qwskincache_size = 0;
2836         if (cl.worldmodel)
2837         {
2838                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2839                 l = (int)strlen(entname) - 4;
2840                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2841                 {
2842                         memcpy(entname + l, ".ent", 5);
2843                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2844                         {
2845                                 CL_ParseEntityLump(entities);
2846                                 Mem_Free(entities);
2847                                 return;
2848                         }
2849                 }
2850                 if (cl.worldmodel->brush.entities)
2851                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
2852         }
2853 }
2854
2855 void GL_Main_Init(void)
2856 {
2857         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2858
2859         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2860         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2861         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2862         if (gamemode == GAME_NEHAHRA)
2863         {
2864                 Cvar_RegisterVariable (&gl_fogenable);
2865                 Cvar_RegisterVariable (&gl_fogdensity);
2866                 Cvar_RegisterVariable (&gl_fogred);
2867                 Cvar_RegisterVariable (&gl_foggreen);
2868                 Cvar_RegisterVariable (&gl_fogblue);
2869                 Cvar_RegisterVariable (&gl_fogstart);
2870                 Cvar_RegisterVariable (&gl_fogend);
2871                 Cvar_RegisterVariable (&gl_skyclip);
2872         }
2873         Cvar_RegisterVariable(&r_motionblur);
2874         Cvar_RegisterVariable(&r_motionblur_maxblur);
2875         Cvar_RegisterVariable(&r_motionblur_bmin);
2876         Cvar_RegisterVariable(&r_motionblur_vmin);
2877         Cvar_RegisterVariable(&r_motionblur_vmax);
2878         Cvar_RegisterVariable(&r_motionblur_vcoeff);
2879         Cvar_RegisterVariable(&r_motionblur_randomize);
2880         Cvar_RegisterVariable(&r_damageblur);
2881         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
2882         Cvar_RegisterVariable(&r_equalize_entities_minambient);
2883         Cvar_RegisterVariable(&r_equalize_entities_by);
2884         Cvar_RegisterVariable(&r_equalize_entities_to);
2885         Cvar_RegisterVariable(&r_animcache);
2886         Cvar_RegisterVariable(&r_depthfirst);
2887         Cvar_RegisterVariable(&r_useinfinitefarclip);
2888         Cvar_RegisterVariable(&r_nearclip);
2889         Cvar_RegisterVariable(&r_showbboxes);
2890         Cvar_RegisterVariable(&r_showsurfaces);
2891         Cvar_RegisterVariable(&r_showtris);
2892         Cvar_RegisterVariable(&r_shownormals);
2893         Cvar_RegisterVariable(&r_showlighting);
2894         Cvar_RegisterVariable(&r_showshadowvolumes);
2895         Cvar_RegisterVariable(&r_showcollisionbrushes);
2896         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2897         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2898         Cvar_RegisterVariable(&r_showdisabledepthtest);
2899         Cvar_RegisterVariable(&r_drawportals);
2900         Cvar_RegisterVariable(&r_drawentities);
2901         Cvar_RegisterVariable(&r_cullentities_trace);
2902         Cvar_RegisterVariable(&r_cullentities_trace_samples);
2903         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2904         Cvar_RegisterVariable(&r_cullentities_trace_delay);
2905         Cvar_RegisterVariable(&r_drawviewmodel);
2906         Cvar_RegisterVariable(&r_speeds);
2907         Cvar_RegisterVariable(&r_fullbrights);
2908         Cvar_RegisterVariable(&r_wateralpha);
2909         Cvar_RegisterVariable(&r_dynamic);
2910         Cvar_RegisterVariable(&r_fullbright);
2911         Cvar_RegisterVariable(&r_shadows);
2912         Cvar_RegisterVariable(&r_shadows_darken);
2913         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
2914         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
2915         Cvar_RegisterVariable(&r_shadows_throwdistance);
2916         Cvar_RegisterVariable(&r_shadows_throwdirection);
2917         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2918         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2919         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2920         Cvar_RegisterVariable(&r_fog_exp2);
2921         Cvar_RegisterVariable(&r_drawfog);
2922         Cvar_RegisterVariable(&r_textureunits);
2923         Cvar_RegisterVariable(&r_glsl);
2924         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2925         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2926         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2927         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2928         Cvar_RegisterVariable(&r_glsl_postprocess);
2929         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2930         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2931         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2932         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2933         Cvar_RegisterVariable(&r_glsl_usegeneric);
2934         Cvar_RegisterVariable(&r_water);
2935         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2936         Cvar_RegisterVariable(&r_water_clippingplanebias);
2937         Cvar_RegisterVariable(&r_water_refractdistort);
2938         Cvar_RegisterVariable(&r_water_reflectdistort);
2939         Cvar_RegisterVariable(&r_lerpsprites);
2940         Cvar_RegisterVariable(&r_lerpmodels);
2941         Cvar_RegisterVariable(&r_lerplightstyles);
2942         Cvar_RegisterVariable(&r_waterscroll);
2943         Cvar_RegisterVariable(&r_bloom);
2944         Cvar_RegisterVariable(&r_bloom_colorscale);
2945         Cvar_RegisterVariable(&r_bloom_brighten);
2946         Cvar_RegisterVariable(&r_bloom_blur);
2947         Cvar_RegisterVariable(&r_bloom_resolution);
2948         Cvar_RegisterVariable(&r_bloom_colorexponent);
2949         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2950         Cvar_RegisterVariable(&r_hdr);
2951         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2952         Cvar_RegisterVariable(&r_hdr_glowintensity);
2953         Cvar_RegisterVariable(&r_hdr_range);
2954         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2955         Cvar_RegisterVariable(&developer_texturelogging);
2956         Cvar_RegisterVariable(&gl_lightmaps);
2957         Cvar_RegisterVariable(&r_test);
2958         Cvar_RegisterVariable(&r_batchmode);
2959         Cvar_RegisterVariable(&r_glsl_saturation);
2960         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2961                 Cvar_SetValue("r_fullbrights", 0);
2962         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2963
2964         Cvar_RegisterVariable(&r_track_sprites);
2965         Cvar_RegisterVariable(&r_track_sprites_flags);
2966         Cvar_RegisterVariable(&r_track_sprites_scalew);
2967         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2968 }
2969
2970 extern void R_Textures_Init(void);
2971 extern void GL_Draw_Init(void);
2972 extern void GL_Main_Init(void);
2973 extern void R_Shadow_Init(void);
2974 extern void R_Sky_Init(void);
2975 extern void GL_Surf_Init(void);
2976 extern void R_Particles_Init(void);
2977 extern void R_Explosion_Init(void);
2978 extern void gl_backend_init(void);
2979 extern void Sbar_Init(void);
2980 extern void R_LightningBeams_Init(void);
2981 extern void Mod_RenderInit(void);
2982
2983 void Render_Init(void)
2984 {
2985         gl_backend_init();
2986         R_Textures_Init();
2987         GL_Main_Init();
2988         GL_Draw_Init();
2989         R_Shadow_Init();
2990         R_Sky_Init();
2991         GL_Surf_Init();
2992         Sbar_Init();
2993         R_Particles_Init();
2994         R_Explosion_Init();
2995         R_LightningBeams_Init();
2996         Mod_RenderInit();
2997 }
2998
2999 /*
3000 ===============
3001 GL_Init
3002 ===============
3003 */
3004 extern char *ENGINE_EXTENSIONS;
3005 void GL_Init (void)
3006 {
3007         gl_renderer = (const char *)qglGetString(GL_RENDERER);
3008         gl_vendor = (const char *)qglGetString(GL_VENDOR);
3009         gl_version = (const char *)qglGetString(GL_VERSION);
3010         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3011
3012         if (!gl_extensions)
3013                 gl_extensions = "";
3014         if (!gl_platformextensions)
3015                 gl_platformextensions = "";
3016
3017         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3018         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3019         Con_Printf("GL_VERSION: %s\n", gl_version);
3020         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3021         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3022
3023         VID_CheckExtensions();
3024
3025         // LordHavoc: report supported extensions
3026         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3027
3028         // clear to black (loading plaque will be seen over this)
3029         CHECKGLERROR
3030         qglClearColor(0,0,0,1);CHECKGLERROR
3031         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
3032 }
3033
3034 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3035 {
3036         int i;
3037         mplane_t *p;
3038         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3039         {
3040                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
3041                 if (i == 4)
3042                         continue;
3043                 p = r_refdef.view.frustum + i;
3044                 switch(p->signbits)
3045                 {
3046                 default:
3047                 case 0:
3048                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3049                                 return true;
3050                         break;
3051                 case 1:
3052                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3053                                 return true;
3054                         break;
3055                 case 2:
3056                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3057                                 return true;
3058                         break;
3059                 case 3:
3060                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3061                                 return true;
3062                         break;
3063                 case 4:
3064                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3065                                 return true;
3066                         break;
3067                 case 5:
3068                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3069                                 return true;
3070                         break;
3071                 case 6:
3072                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3073                                 return true;
3074                         break;
3075                 case 7:
3076                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3077                                 return true;
3078                         break;
3079                 }
3080         }
3081         return false;
3082 }
3083
3084 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3085 {
3086         int i;
3087         const mplane_t *p;
3088         for (i = 0;i < numplanes;i++)
3089         {
3090                 p = planes + i;
3091                 switch(p->signbits)
3092                 {
3093                 default:
3094                 case 0:
3095                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3096                                 return true;
3097                         break;
3098                 case 1:
3099                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3100                                 return true;
3101                         break;
3102                 case 2:
3103                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3104                                 return true;
3105                         break;
3106                 case 3:
3107                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3108                                 return true;
3109                         break;
3110                 case 4:
3111                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3112                                 return true;
3113                         break;
3114                 case 5:
3115                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3116                                 return true;
3117                         break;
3118                 case 6:
3119                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3120                                 return true;
3121                         break;
3122                 case 7:
3123                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3124                                 return true;
3125                         break;
3126                 }
3127         }
3128         return false;
3129 }
3130
3131 //==================================================================================
3132
3133 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3134
3135 /**
3136  * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3137  * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3138  * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3139  */
3140
3141 typedef struct r_animcache_entity_s
3142 {
3143         float *vertex3f;
3144         float *normal3f;
3145         float *svector3f;
3146         float *tvector3f;
3147         int maxvertices;
3148         qboolean wantnormals;
3149         qboolean wanttangents;
3150 }
3151 r_animcache_entity_t;
3152
3153 typedef struct r_animcache_s
3154 {
3155         r_animcache_entity_t entity[MAX_EDICTS*2];
3156         int maxindex;
3157         int currentindex;
3158 }
3159 r_animcache_t;
3160
3161 static r_animcache_t r_animcachestate;
3162
3163 void R_AnimCache_Free(void)
3164 {
3165         int idx;
3166         for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
3167         {
3168                 r_animcachestate.entity[idx].maxvertices = 0;
3169                 Mem_Free(r_animcachestate.entity[idx].vertex3f);
3170                 r_animcachestate.entity[idx].vertex3f = NULL;
3171                 r_animcachestate.entity[idx].normal3f = NULL;
3172                 r_animcachestate.entity[idx].svector3f = NULL;
3173                 r_animcachestate.entity[idx].tvector3f = NULL;
3174         }
3175         r_animcachestate.currentindex = 0;
3176         r_animcachestate.maxindex = 0;
3177 }
3178
3179 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
3180 {
3181         int arraySize;
3182         float *base;
3183         r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
3184
3185         if (cache->maxvertices >= numvertices)
3186                 return;
3187
3188         // Release existing memory
3189         if (cache->vertex3f)
3190                 Mem_Free(cache->vertex3f);
3191
3192         // Pad by 1024 verts
3193         cache->maxvertices = (numvertices + 1023) & ~1023;
3194         arraySize = cache->maxvertices * 3;
3195
3196         // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
3197         base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
3198         r_animcachestate.entity[cacheIdx].vertex3f = base;
3199         r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
3200         r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
3201         r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3202
3203 //      Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3204 }
3205
3206 void R_AnimCache_NewFrame(void)
3207 {
3208         int i;
3209
3210         if (r_animcache.integer && r_drawentities.integer)
3211                 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3212         else if (r_animcachestate.maxindex)
3213                 R_AnimCache_Free();
3214
3215         r_animcachestate.currentindex = 0;
3216
3217         for (i = 0;i < r_refdef.scene.numentities;i++)
3218                 r_refdef.scene.entities[i]->animcacheindex = -1;
3219 }
3220
3221 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3222 {
3223         dp_model_t *model = ent->model;
3224         r_animcache_entity_t *c;
3225         // see if it's already cached this frame
3226         if (ent->animcacheindex >= 0)
3227         {
3228                 // add normals/tangents if needed
3229                 c = r_animcachestate.entity + ent->animcacheindex;
3230                 if (c->wantnormals)
3231                         wantnormals = false;
3232                 if (c->wanttangents)
3233                         wanttangents = false;
3234                 if (wantnormals || wanttangents)
3235                         model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3236         }
3237         else
3238         {
3239                 // see if this ent is worth caching
3240                 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3241                         return false;
3242                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3243                         return false;
3244                 // assign it a cache entry and make sure the arrays are big enough
3245                 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3246                 ent->animcacheindex = r_animcachestate.currentindex++;
3247                 c = r_animcachestate.entity + ent->animcacheindex;
3248                 c->wantnormals = wantnormals;
3249                 c->wanttangents = wanttangents;
3250                 model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3251         }
3252         return true;
3253 }
3254
3255 void R_AnimCache_CacheVisibleEntities(void)
3256 {
3257         int i;
3258         qboolean wantnormals;
3259         qboolean wanttangents;
3260
3261         if (!r_animcachestate.maxindex)
3262                 return;
3263
3264         wantnormals = !r_showsurfaces.integer;
3265         wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
3266
3267         // TODO: thread this?
3268
3269         for (i = 0;i < r_refdef.scene.numentities;i++)
3270         {
3271                 if (!r_refdef.viewcache.entityvisible[i])
3272                         continue;
3273                 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3274         }
3275 }
3276
3277 //==================================================================================
3278
3279 static void R_View_UpdateEntityLighting (void)
3280 {
3281         int i;
3282         entity_render_t *ent;
3283         vec3_t tempdiffusenormal, avg;
3284         vec_t f, fa, fd, fdd;
3285
3286         for (i = 0;i < r_refdef.scene.numentities;i++)
3287         {
3288                 ent = r_refdef.scene.entities[i];
3289
3290                 // skip unseen models
3291                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3292                         continue;
3293
3294                 // skip bsp models
3295                 if (ent->model && ent->model->brush.num_leafs)
3296                 {
3297                         // TODO: use modellight for r_ambient settings on world?
3298                         VectorSet(ent->modellight_ambient, 0, 0, 0);
3299                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
3300                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
3301                         continue;
3302                 }
3303
3304                 // fetch the lighting from the worldmodel data
3305                 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
3306                 VectorClear(ent->modellight_diffuse);
3307                 VectorClear(tempdiffusenormal);
3308                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3309                 {
3310                         vec3_t org;
3311                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3312                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3313                         if(ent->flags & RENDER_EQUALIZE)
3314                         {
3315                                 // first fix up ambient lighting...
3316                                 if(r_equalize_entities_minambient.value > 0)
3317                                 {
3318                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
3319                                         if(fd > 0)
3320                                         {
3321                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
3322                                                 if(fa < r_equalize_entities_minambient.value * fd)
3323                                                 {
3324                                                         // solve:
3325                                                         //   fa'/fd' = minambient
3326                                                         //   fa'+0.25*fd' = fa+0.25*fd
3327                                                         //   ...
3328                                                         //   fa' = fd' * minambient
3329                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
3330                                                         //   ...
3331                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
3332                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
3333                                                         //   ...
3334                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
3335                                                         f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
3336                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
3337                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3338                                                 }
3339                                         }
3340                                 }
3341
3342                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
3343                                 {
3344                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
3345                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
3346                                         if(f > 0)
3347                                         {
3348                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
3349                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
3350                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3351                                         }
3352                                 }
3353                         }
3354                 }
3355                 else // highly rare
3356                         VectorSet(ent->modellight_ambient, 1, 1, 1);
3357
3358                 // move the light direction into modelspace coordinates for lighting code
3359                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3360                 if(VectorLength2(ent->modellight_lightdir) == 0)
3361                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3362                 VectorNormalize(ent->modellight_lightdir);
3363         }
3364 }
3365
3366 #define MAX_LINEOFSIGHTTRACES 64
3367
3368 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3369 {
3370         int i;
3371         vec3_t boxmins, boxmaxs;
3372         vec3_t start;
3373         vec3_t end;
3374         dp_model_t *model = r_refdef.scene.worldmodel;
3375         
3376         if (!model || !model->brush.TraceLineOfSight)
3377                 return true;
3378
3379         // expand the box a little
3380         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
3381         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
3382         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
3383         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
3384         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
3385         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
3386
3387         // try center
3388         VectorCopy(eye, start);
3389         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
3390         if (model->brush.TraceLineOfSight(model, start, end))
3391                 return true;
3392
3393         // try various random positions
3394         for (i = 0;i < numsamples;i++)
3395         {
3396                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3397                 if (model->brush.TraceLineOfSight(model, start, end))
3398                         return true;
3399         }
3400
3401         return false;
3402 }
3403
3404
3405 static void R_View_UpdateEntityVisible (void)
3406 {
3407         int i, renderimask;
3408         entity_render_t *ent;
3409
3410         if (!r_drawentities.integer)
3411                 return;
3412
3413         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3414         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3415         {
3416                 // worldmodel can check visibility
3417                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3418                 for (i = 0;i < r_refdef.scene.numentities;i++)
3419                 {
3420                         ent = r_refdef.scene.entities[i];
3421                         if (!(ent->flags & renderimask))
3422                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
3423                         if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
3424                                 r_refdef.viewcache.entityvisible[i] = true;
3425                 }
3426                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3427                 {
3428                         for (i = 0;i < r_refdef.scene.numentities;i++)
3429                         {
3430                                 ent = r_refdef.scene.entities[i];
3431                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & (RENDER_VIEWMODEL + RENDER_NOCULL)) && !(ent->model && (ent->model->name[0] == '*')))
3432                                 {
3433                                         if(R_CanSeeBox(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
3434                                                 ent->last_trace_visibility = realtime;
3435                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3436                                                 r_refdef.viewcache.entityvisible[i] = 0;
3437                                 }
3438                         }
3439                 }
3440         }
3441         else
3442         {
3443                 // no worldmodel or it can't check visibility
3444                 for (i = 0;i < r_refdef.scene.numentities;i++)
3445                 {
3446                         ent = r_refdef.scene.entities[i];
3447                         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));
3448                 }
3449         }
3450 }
3451
3452 /// only used if skyrendermasked, and normally returns false
3453 int R_DrawBrushModelsSky (void)
3454 {
3455         int i, sky;
3456         entity_render_t *ent;
3457
3458         if (!r_drawentities.integer)
3459                 return false;
3460
3461         sky = false;
3462         for (i = 0;i < r_refdef.scene.numentities;i++)
3463         {
3464                 if (!r_refdef.viewcache.entityvisible[i])
3465                         continue;
3466                 ent = r_refdef.scene.entities[i];
3467                 if (!ent->model || !ent->model->DrawSky)
3468                         continue;
3469                 ent->model->DrawSky(ent);
3470                 sky = true;
3471         }
3472         return sky;
3473 }
3474
3475 static void R_DrawNoModel(entity_render_t *ent);
3476 static void R_DrawModels(void)
3477 {
3478         int i;
3479         entity_render_t *ent;
3480
3481         if (!r_drawentities.integer)
3482                 return;
3483
3484         for (i = 0;i < r_refdef.scene.numentities;i++)
3485         {
3486                 if (!r_refdef.viewcache.entityvisible[i])
3487                         continue;
3488                 ent = r_refdef.scene.entities[i];
3489                 r_refdef.stats.entities++;
3490                 if (ent->model && ent->model->Draw != NULL)
3491                         ent->model->Draw(ent);
3492                 else
3493                         R_DrawNoModel(ent);
3494         }
3495 }
3496
3497 static void R_DrawModelsDepth(void)
3498 {
3499         int i;
3500         entity_render_t *ent;
3501
3502         if (!r_drawentities.integer)
3503                 return;
3504
3505         for (i = 0;i < r_refdef.scene.numentities;i++)
3506         {
3507                 if (!r_refdef.viewcache.entityvisible[i])
3508                         continue;
3509                 ent = r_refdef.scene.entities[i];
3510                 if (ent->model && ent->model->DrawDepth != NULL)
3511                         ent->model->DrawDepth(ent);
3512         }
3513 }
3514
3515 static void R_DrawModelsDebug(void)
3516 {
3517         int i;
3518         entity_render_t *ent;
3519
3520         if (!r_drawentities.integer)
3521                 return;
3522
3523         for (i = 0;i < r_refdef.scene.numentities;i++)
3524         {
3525                 if (!r_refdef.viewcache.entityvisible[i])
3526                         continue;
3527                 ent = r_refdef.scene.entities[i];
3528                 if (ent->model && ent->model->DrawDebug != NULL)
3529                         ent->model->DrawDebug(ent);
3530         }
3531 }
3532
3533 static void R_DrawModelsAddWaterPlanes(void)
3534 {
3535         int i;
3536         entity_render_t *ent;
3537
3538         if (!r_drawentities.integer)
3539                 return;
3540
3541         for (i = 0;i < r_refdef.scene.numentities;i++)
3542         {
3543                 if (!r_refdef.viewcache.entityvisible[i])
3544                         continue;
3545                 ent = r_refdef.scene.entities[i];
3546                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3547                         ent->model->DrawAddWaterPlanes(ent);
3548         }
3549 }
3550
3551 static void R_View_SetFrustum(void)
3552 {
3553         int i;
3554         double slopex, slopey;
3555         vec3_t forward, left, up, origin;
3556
3557         // we can't trust r_refdef.view.forward and friends in reflected scenes
3558         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3559
3560 #if 0
3561         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3562         r_refdef.view.frustum[0].normal[1] = 0 - 0;
3563         r_refdef.view.frustum[0].normal[2] = -1 - 0;
3564         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3565         r_refdef.view.frustum[1].normal[1] = 0 + 0;
3566         r_refdef.view.frustum[1].normal[2] = -1 + 0;
3567         r_refdef.view.frustum[2].normal[0] = 0 - 0;
3568         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3569         r_refdef.view.frustum[2].normal[2] = -1 - 0;
3570         r_refdef.view.frustum[3].normal[0] = 0 + 0;
3571         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3572         r_refdef.view.frustum[3].normal[2] = -1 + 0;
3573 #endif
3574
3575 #if 0
3576         zNear = r_refdef.nearclip;
3577         nudge = 1.0 - 1.0 / (1<<23);
3578         r_refdef.view.frustum[4].normal[0] = 0 - 0;
3579         r_refdef.view.frustum[4].normal[1] = 0 - 0;
3580         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3581         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3582         r_refdef.view.frustum[5].normal[0] = 0 + 0;
3583         r_refdef.view.frustum[5].normal[1] = 0 + 0;
3584         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3585         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3586 #endif
3587
3588
3589
3590 #if 0
3591         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3592         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3593         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3594         r_refdef.view.frustum[0].dist = m[15] - m[12];
3595
3596         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3597         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3598         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3599         r_refdef.view.frustum[1].dist = m[15] + m[12];
3600
3601         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3602         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3603         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3604         r_refdef.view.frustum[2].dist = m[15] - m[13];
3605
3606         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3607         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3608         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3609         r_refdef.view.frustum[3].dist = m[15] + m[13];
3610
3611         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3612         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3613         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3614         r_refdef.view.frustum[4].dist = m[15] - m[14];
3615
3616         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3617         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3618         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3619         r_refdef.view.frustum[5].dist = m[15] + m[14];
3620 #endif
3621
3622         if (r_refdef.view.useperspective)
3623         {
3624                 slopex = 1.0 / r_refdef.view.frustum_x;
3625                 slopey = 1.0 / r_refdef.view.frustum_y;
3626                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3627                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
3628                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
3629                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
3630                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3631
3632                 // Leaving those out was a mistake, those were in the old code, and they
3633                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3634                 // I couldn't reproduce it after adding those normalizations. --blub
3635                 VectorNormalize(r_refdef.view.frustum[0].normal);
3636                 VectorNormalize(r_refdef.view.frustum[1].normal);
3637                 VectorNormalize(r_refdef.view.frustum[2].normal);
3638                 VectorNormalize(r_refdef.view.frustum[3].normal);
3639
3640                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3641                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
3642                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
3643                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
3644                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
3645
3646                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3647                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3648                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3649                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3650                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3651         }
3652         else
3653         {
3654                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3655                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3656                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3657                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3658                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3659                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3660                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3661                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3662                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3663                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3664         }
3665         r_refdef.view.numfrustumplanes = 5;
3666
3667         if (r_refdef.view.useclipplane)
3668         {
3669                 r_refdef.view.numfrustumplanes = 6;
3670                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3671         }
3672
3673         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3674                 PlaneClassify(r_refdef.view.frustum + i);
3675
3676         // LordHavoc: note to all quake engine coders, Quake had a special case
3677         // for 90 degrees which assumed a square view (wrong), so I removed it,
3678         // Quake2 has it disabled as well.
3679
3680         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3681         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3682         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3683         //PlaneClassify(&frustum[0]);
3684
3685         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3686         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3687         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3688         //PlaneClassify(&frustum[1]);
3689
3690         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3691         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3692         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3693         //PlaneClassify(&frustum[2]);
3694
3695         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3696         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3697         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3698         //PlaneClassify(&frustum[3]);
3699
3700         // nearclip plane
3701         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3702         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3703         //PlaneClassify(&frustum[4]);
3704 }
3705
3706 void R_View_Update(void)
3707 {
3708         R_View_SetFrustum();
3709         R_View_WorldVisibility(r_refdef.view.useclipplane);
3710         R_View_UpdateEntityVisible();
3711         R_View_UpdateEntityLighting();
3712 }
3713
3714 void R_SetupView(qboolean allowwaterclippingplane)
3715 {
3716         const double *customclipplane = NULL;
3717         double plane[4];
3718         if (r_refdef.view.useclipplane && allowwaterclippingplane)
3719         {
3720                 // LordHavoc: couldn't figure out how to make this approach the
3721                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3722                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3723                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3724                         dist = r_refdef.view.clipplane.dist;
3725                 plane[0] = r_refdef.view.clipplane.normal[0];
3726                 plane[1] = r_refdef.view.clipplane.normal[1];
3727                 plane[2] = r_refdef.view.clipplane.normal[2];
3728                 plane[3] = dist;
3729                 customclipplane = plane;
3730         }
3731
3732         if (!r_refdef.view.useperspective)
3733                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -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, customclipplane);
3734         else if (gl_stencil && r_useinfinitefarclip.integer)
3735                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
3736         else
3737                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
3738         R_SetViewport(&r_refdef.view.viewport);
3739 }
3740
3741 void R_ResetViewRendering2D(void)
3742 {
3743         r_viewport_t viewport;
3744         DrawQ_Finish();
3745
3746         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3747         R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
3748         R_SetViewport(&viewport);
3749         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
3750         GL_Color(1, 1, 1, 1);
3751         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3752         GL_BlendFunc(GL_ONE, GL_ZERO);
3753         GL_AlphaTest(false);
3754         GL_ScissorTest(false);
3755         GL_DepthMask(false);
3756         GL_DepthRange(0, 1);
3757         GL_DepthTest(false);
3758         R_Mesh_Matrix(&identitymatrix);
3759         R_Mesh_ResetTextureState();
3760         GL_PolygonOffset(0, 0);
3761         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3762         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3763         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3764         qglStencilMask(~0);CHECKGLERROR
3765         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3766         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3767         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3768         R_SetupGenericShader(true);
3769 }
3770
3771 void R_ResetViewRendering3D(void)
3772 {
3773         DrawQ_Finish();
3774
3775         R_SetupView(true);
3776         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3777         GL_Color(1, 1, 1, 1);
3778         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3779         GL_BlendFunc(GL_ONE, GL_ZERO);
3780         GL_AlphaTest(false);
3781         GL_ScissorTest(true);
3782         GL_DepthMask(true);
3783         GL_DepthRange(0, 1);
3784         GL_DepthTest(true);
3785         R_Mesh_Matrix(&identitymatrix);
3786         R_Mesh_ResetTextureState();
3787         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3788         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3789         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3790         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3791         qglStencilMask(~0);CHECKGLERROR
3792         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3793         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3794         GL_CullFace(r_refdef.view.cullface_back);
3795         R_SetupGenericShader(true);
3796 }
3797
3798 void R_RenderScene(void);
3799 void R_RenderWaterPlanes(void);
3800
3801 static void R_Water_StartFrame(void)
3802 {
3803         int i;
3804         int waterwidth, waterheight, texturewidth, textureheight;
3805         r_waterstate_waterplane_t *p;
3806
3807         // set waterwidth and waterheight to the water resolution that will be
3808         // used (often less than the screen resolution for faster rendering)
3809         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
3810         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
3811
3812         // calculate desired texture sizes
3813         // can't use water if the card does not support the texture size
3814         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3815                 texturewidth = textureheight = waterwidth = waterheight = 0;
3816         else if (gl_support_arb_texture_non_power_of_two)
3817         {
3818                 texturewidth = waterwidth;
3819                 textureheight = waterheight;
3820         }
3821         else
3822         {
3823                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
3824                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
3825         }
3826
3827         // allocate textures as needed
3828         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3829         {
3830                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3831                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3832                 {
3833                         if (p->texture_refraction)
3834                                 R_FreeTexture(p->texture_refraction);
3835                         p->texture_refraction = NULL;
3836                         if (p->texture_reflection)
3837                                 R_FreeTexture(p->texture_reflection);
3838                         p->texture_reflection = NULL;
3839                 }
3840                 memset(&r_waterstate, 0, sizeof(r_waterstate));
3841                 r_waterstate.texturewidth = texturewidth;
3842                 r_waterstate.textureheight = textureheight;
3843         }
3844
3845         if (r_waterstate.texturewidth)
3846         {
3847                 r_waterstate.enabled = true;
3848
3849                 // when doing a reduced render (HDR) we want to use a smaller area
3850                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3851                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3852
3853                 // set up variables that will be used in shader setup
3854                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
3855                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
3856                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
3857                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
3858         }
3859
3860         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3861         r_waterstate.numwaterplanes = 0;
3862 }
3863
3864 void R_Water_AddWaterPlane(msurface_t *surface)
3865 {
3866         int triangleindex, planeindex;
3867         const int *e;
3868         vec3_t vert[3];
3869         vec3_t normal;
3870         vec3_t center;
3871         mplane_t plane;
3872         r_waterstate_waterplane_t *p;
3873         texture_t *t = R_GetCurrentTexture(surface->texture);
3874         // just use the first triangle with a valid normal for any decisions
3875         VectorClear(normal);
3876         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3877         {
3878                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3879                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3880                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3881                 TriangleNormal(vert[0], vert[1], vert[2], normal);
3882                 if (VectorLength2(normal) >= 0.001)
3883                         break;
3884         }
3885
3886         VectorCopy(normal, plane.normal);
3887         VectorNormalize(plane.normal);
3888         plane.dist = DotProduct(vert[0], plane.normal);
3889         PlaneClassify(&plane);
3890         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3891         {
3892                 // skip backfaces (except if nocullface is set)
3893                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3894                         return;
3895                 VectorNegate(plane.normal, plane.normal);
3896                 plane.dist *= -1;
3897                 PlaneClassify(&plane);
3898         }
3899
3900
3901         // find a matching plane if there is one
3902         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3903                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3904                         break;
3905         if (planeindex >= r_waterstate.maxwaterplanes)
3906                 return; // nothing we can do, out of planes
3907
3908         // if this triangle does not fit any known plane rendered this frame, add one
3909         if (planeindex >= r_waterstate.numwaterplanes)
3910         {
3911                 // store the new plane
3912                 r_waterstate.numwaterplanes++;
3913                 p->plane = plane;
3914                 // clear materialflags and pvs
3915                 p->materialflags = 0;
3916                 p->pvsvalid = false;
3917         }
3918         // merge this surface's materialflags into the waterplane
3919         p->materialflags |= t->currentmaterialflags;
3920         // merge this surface's PVS into the waterplane
3921         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3922         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3923          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3924         {
3925                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3926                 p->pvsvalid = true;
3927         }
3928 }
3929
3930 static void R_Water_ProcessPlanes(void)
3931 {
3932         r_refdef_view_t originalview;
3933         r_refdef_view_t myview;
3934         int planeindex;
3935         r_waterstate_waterplane_t *p;
3936
3937         originalview = r_refdef.view;
3938
3939         // make sure enough textures are allocated
3940         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3941         {
3942                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3943                 {
3944                         if (!p->texture_refraction)
3945                                 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);
3946                         if (!p->texture_refraction)
3947                                 goto error;
3948                 }
3949
3950                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3951                 {
3952                         if (!p->texture_reflection)
3953                                 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);
3954                         if (!p->texture_reflection)
3955                                 goto error;
3956                 }
3957         }
3958
3959         // render views
3960         r_refdef.view = originalview;
3961         r_refdef.view.showdebug = false;
3962         r_refdef.view.width = r_waterstate.waterwidth;
3963         r_refdef.view.height = r_waterstate.waterheight;
3964         r_refdef.view.useclipplane = true;
3965         myview = r_refdef.view;
3966         r_waterstate.renderingscene = true;
3967         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3968         {
3969                 // render the normal view scene and copy into texture
3970                 // (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)
3971                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3972                 {
3973                         r_refdef.view = myview;
3974                         r_refdef.view.clipplane = p->plane;
3975                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3976                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3977                         PlaneClassify(&r_refdef.view.clipplane);
3978
3979                         R_ResetViewRendering3D();
3980                         R_ClearScreen(r_refdef.fogenabled);
3981                         R_View_Update();
3982                         R_RenderScene();
3983
3984                         // copy view into the screen texture
3985                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3986                         GL_ActiveTexture(0);
3987                         CHECKGLERROR
3988                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
3989                 }
3990
3991                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3992                 {
3993                         r_refdef.view = myview;
3994                         // render reflected scene and copy into texture
3995                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3996                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3997                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3998                         r_refdef.view.clipplane = p->plane;
3999                         // reverse the cullface settings for this render
4000                         r_refdef.view.cullface_front = GL_FRONT;
4001                         r_refdef.view.cullface_back = GL_BACK;
4002                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4003                         {
4004                                 r_refdef.view.usecustompvs = true;
4005                                 if (p->pvsvalid)
4006                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4007                                 else
4008                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4009                         }
4010
4011                         R_ResetViewRendering3D();
4012                         R_ClearScreen(r_refdef.fogenabled);
4013                         R_View_Update();
4014                         R_RenderScene();
4015
4016                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
4017                         GL_ActiveTexture(0);
4018                         CHECKGLERROR
4019                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4020                 }
4021         }
4022         r_waterstate.renderingscene = false;
4023         r_refdef.view = originalview;
4024         R_ResetViewRendering3D();
4025         R_ClearScreen(r_refdef.fogenabled);
4026         R_View_Update();
4027         return;
4028 error:
4029         r_refdef.view = originalview;
4030         r_waterstate.renderingscene = false;
4031         Cvar_SetValueQuick(&r_water, 0);
4032         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
4033         return;
4034 }
4035
4036 void R_Bloom_StartFrame(void)
4037 {
4038         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
4039
4040         // set bloomwidth and bloomheight to the bloom resolution that will be
4041         // used (often less than the screen resolution for faster rendering)
4042         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
4043         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
4044         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
4045         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
4046         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
4047
4048         // calculate desired texture sizes
4049         if (gl_support_arb_texture_non_power_of_two)
4050         {
4051                 screentexturewidth = r_refdef.view.width;
4052                 screentextureheight = r_refdef.view.height;
4053                 bloomtexturewidth = r_bloomstate.bloomwidth;
4054                 bloomtextureheight = r_bloomstate.bloomheight;
4055         }
4056         else
4057         {
4058                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
4059                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
4060                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
4061                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
4062         }
4063
4064         if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((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))
4065         {
4066                 Cvar_SetValueQuick(&r_hdr, 0);
4067                 Cvar_SetValueQuick(&r_bloom, 0);
4068                 Cvar_SetValueQuick(&r_motionblur, 0);
4069                 Cvar_SetValueQuick(&r_damageblur, 0);
4070         }
4071
4072         if (!(r_glsl.integer && (r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
4073                 screentexturewidth = screentextureheight = 0;
4074         if (!r_hdr.integer && !r_bloom.integer)
4075                 bloomtexturewidth = bloomtextureheight = 0;
4076
4077         // allocate textures as needed
4078         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
4079         {
4080                 if (r_bloomstate.texture_screen)
4081                         R_FreeTexture(r_bloomstate.texture_screen);
4082                 r_bloomstate.texture_screen = NULL;
4083                 r_bloomstate.screentexturewidth = screentexturewidth;
4084                 r_bloomstate.screentextureheight = screentextureheight;
4085                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
4086                         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);
4087         }
4088         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
4089         {
4090                 if (r_bloomstate.texture_bloom)
4091                         R_FreeTexture(r_bloomstate.texture_bloom);
4092                 r_bloomstate.texture_bloom = NULL;
4093                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
4094                 r_bloomstate.bloomtextureheight = bloomtextureheight;
4095                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
4096                         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);
4097         }
4098
4099         // when doing a reduced render (HDR) we want to use a smaller area
4100         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
4101         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
4102         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
4103         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
4104         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
4105
4106         // set up a texcoord array for the full resolution screen image
4107         // (we have to keep this around to copy back during final render)
4108         r_bloomstate.screentexcoord2f[0] = 0;
4109         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
4110         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
4111         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
4112         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
4113         r_bloomstate.screentexcoord2f[5] = 0;
4114         r_bloomstate.screentexcoord2f[6] = 0;
4115         r_bloomstate.screentexcoord2f[7] = 0;
4116
4117         // set up a texcoord array for the reduced resolution bloom image
4118         // (which will be additive blended over the screen image)
4119         r_bloomstate.bloomtexcoord2f[0] = 0;
4120         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4121         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
4122         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4123         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
4124         r_bloomstate.bloomtexcoord2f[5] = 0;
4125         r_bloomstate.bloomtexcoord2f[6] = 0;
4126         r_bloomstate.bloomtexcoord2f[7] = 0;
4127
4128         if (r_hdr.integer || r_bloom.integer)
4129         {
4130                 r_bloomstate.enabled = true;
4131                 r_bloomstate.hdr = r_hdr.integer != 0;
4132         }
4133
4134         R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
4135 }
4136
4137 void R_Bloom_CopyBloomTexture(float colorscale)
4138 {
4139         r_refdef.stats.bloom++;
4140
4141         // scale down screen texture to the bloom texture size
4142         CHECKGLERROR
4143         R_SetViewport(&r_bloomstate.viewport);
4144         GL_BlendFunc(GL_ONE, GL_ZERO);
4145         GL_Color(colorscale, colorscale, colorscale, 1);
4146         // TODO: optimize with multitexture or GLSL
4147         R_SetupGenericShader(true);
4148         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4149         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4150         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4151         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4152
4153         // we now have a bloom image in the framebuffer
4154         // copy it into the bloom image texture for later processing
4155         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4156         GL_ActiveTexture(0);
4157         CHECKGLERROR
4158         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4159         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4160 }
4161
4162 void R_Bloom_CopyHDRTexture(void)
4163 {
4164         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4165         GL_ActiveTexture(0);
4166         CHECKGLERROR
4167         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4168         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4169 }
4170
4171 void R_Bloom_MakeTexture(void)
4172 {
4173         int x, range, dir;
4174         float xoffset, yoffset, r, brighten;
4175
4176         r_refdef.stats.bloom++;
4177
4178         R_ResetViewRendering2D();
4179         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4180         R_Mesh_ColorPointer(NULL, 0, 0);
4181         R_SetupGenericShader(true);
4182
4183         // we have a bloom image in the framebuffer
4184         CHECKGLERROR
4185         R_SetViewport(&r_bloomstate.viewport);
4186
4187         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4188         {
4189                 x *= 2;
4190                 r = bound(0, r_bloom_colorexponent.value / x, 1);
4191                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4192                 GL_Color(r, r, r, 1);
4193                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4194                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4195                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4196                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4197
4198                 // copy the vertically blurred bloom view to a texture
4199                 GL_ActiveTexture(0);
4200                 CHECKGLERROR
4201                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4202                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4203         }
4204
4205         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4206         brighten = r_bloom_brighten.value;
4207         if (r_hdr.integer)
4208                 brighten *= r_hdr_range.value;
4209         brighten = sqrt(brighten);
4210         if(range >= 1)
4211                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
4212         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4213         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4214
4215         for (dir = 0;dir < 2;dir++)
4216         {
4217                 // blend on at multiple vertical offsets to achieve a vertical blur
4218                 // TODO: do offset blends using GLSL
4219                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
4220                 GL_BlendFunc(GL_ONE, GL_ZERO);
4221                 for (x = -range;x <= range;x++)
4222                 {
4223                         if (!dir){xoffset = 0;yoffset = x;}
4224                         else {xoffset = x;yoffset = 0;}
4225                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
4226                         yoffset /= (float)r_bloomstate.bloomtextureheight;
4227                         // compute a texcoord array with the specified x and y offset
4228                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4229                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4230                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4231                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4232                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4233                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4234                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4235                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4236                         // this r value looks like a 'dot' particle, fading sharply to
4237                         // black at the edges
4238                         // (probably not realistic but looks good enough)
4239                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4240                         //r = brighten/(range*2+1);
4241                         r = brighten / (range * 2 + 1);
4242                         if(range >= 1)
4243                                 r *= (1 - x*x/(float)(range*range));
4244                         GL_Color(r, r, r, 1);
4245                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4246                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4247                         GL_BlendFunc(GL_ONE, GL_ONE);
4248                 }
4249
4250                 // copy the vertically blurred bloom view to a texture
4251                 GL_ActiveTexture(0);
4252                 CHECKGLERROR
4253                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4254                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4255         }
4256
4257         // apply subtract last
4258         // (just like it would be in a GLSL shader)
4259         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
4260         {
4261                 GL_BlendFunc(GL_ONE, GL_ZERO);
4262                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4263                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4264                 GL_Color(1, 1, 1, 1);
4265                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4266                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4267
4268                 GL_BlendFunc(GL_ONE, GL_ONE);
4269                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4270                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4271                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4272                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4273                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4274                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4275                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4276
4277                 // copy the darkened bloom view to a texture
4278                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4279                 GL_ActiveTexture(0);
4280                 CHECKGLERROR
4281                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4282                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4283         }
4284 }
4285
4286 void R_HDR_RenderBloomTexture(void)
4287 {
4288         int oldwidth, oldheight;
4289         float oldcolorscale;
4290
4291         oldcolorscale = r_refdef.view.colorscale;
4292         oldwidth = r_refdef.view.width;
4293         oldheight = r_refdef.view.height;
4294         r_refdef.view.width = r_bloomstate.bloomwidth;
4295         r_refdef.view.height = r_bloomstate.bloomheight;
4296
4297         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
4298         // TODO: add exposure compensation features
4299         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4300
4301         r_refdef.view.showdebug = false;
4302         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4303
4304         R_ResetViewRendering3D();
4305
4306         R_ClearScreen(r_refdef.fogenabled);
4307         if (r_timereport_active)
4308                 R_TimeReport("HDRclear");
4309
4310         R_View_Update();
4311         if (r_timereport_active)
4312                 R_TimeReport("visibility");
4313
4314         // only do secondary renders with HDR if r_hdr is 2 or higher
4315         r_waterstate.numwaterplanes = 0;
4316         if (r_waterstate.enabled && r_hdr.integer >= 2)
4317                 R_RenderWaterPlanes();
4318
4319         r_refdef.view.showdebug = true;
4320         R_RenderScene();
4321         r_waterstate.numwaterplanes = 0;
4322
4323         R_ResetViewRendering2D();
4324
4325         R_Bloom_CopyHDRTexture();
4326         R_Bloom_MakeTexture();
4327
4328         // restore the view settings
4329         r_refdef.view.width = oldwidth;
4330         r_refdef.view.height = oldheight;
4331         r_refdef.view.colorscale = oldcolorscale;
4332
4333         R_ResetViewRendering3D();
4334
4335         R_ClearScreen(r_refdef.fogenabled);
4336         if (r_timereport_active)
4337                 R_TimeReport("viewclear");
4338 }
4339
4340 static void R_BlendView(void)
4341 {
4342         if (r_bloomstate.texture_screen)
4343         {
4344                 // make sure the buffer is available
4345                 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4346
4347                 R_ResetViewRendering2D();
4348                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4349                 R_Mesh_ColorPointer(NULL, 0, 0);
4350                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4351                 GL_ActiveTexture(0);CHECKGLERROR
4352
4353                 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4354                 {  
4355                         // declare variables
4356                         float speed;
4357                         static float avgspeed;
4358
4359                         speed = VectorLength(cl.movement_velocity);
4360
4361                         cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4362                         avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4363
4364                         speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4365                         speed = bound(0, speed, 1);
4366                         speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4367
4368                         // calculate values into a standard alpha
4369                         cl.motionbluralpha = 1 - exp(-
4370                                         (
4371                                          (r_motionblur.value * speed / 80)
4372                                          +
4373                                          (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4374                                         )
4375                                         /
4376                                         max(0.0001, cl.time - cl.oldtime) // fps independent
4377                                    );
4378
4379                         cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4380                         cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4381                         // apply the blur
4382                         if (cl.motionbluralpha > 0)
4383                         {
4384                                 R_SetupGenericShader(true);
4385                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4386                                 GL_Color(1, 1, 1, cl.motionbluralpha);
4387                                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4388                                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4389                                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4390                                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4391                         }
4392                 }
4393
4394                 // copy view into the screen texture
4395                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4396                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4397         }
4398
4399         if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
4400         {
4401                 unsigned int permutation =
4402                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4403                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4404                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4405                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4406                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4407
4408                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4409                 {
4410                         // render simple bloom effect
4411                         // copy the screen and shrink it and darken it for the bloom process
4412                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4413                         // make the bloom texture
4414                         R_Bloom_MakeTexture();
4415                 }
4416
4417                 R_ResetViewRendering2D();
4418                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4419                 R_Mesh_ColorPointer(NULL, 0, 0);
4420                 GL_Color(1, 1, 1, 1);
4421                 GL_BlendFunc(GL_ONE, GL_ZERO);
4422                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4423                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4424                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4425                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4426                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4427                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4428                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4429                 if (r_glsl_permutation->loc_TintColor >= 0)
4430                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4431                 if (r_glsl_permutation->loc_ClientTime >= 0)
4432                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4433                 if (r_glsl_permutation->loc_PixelSize >= 0)
4434                         qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4435                 if (r_glsl_permutation->loc_UserVec1 >= 0)
4436                 {
4437                         float a=0, b=0, c=0, d=0;
4438 #if _MSC_VER >= 1400
4439 #define sscanf sscanf_s
4440 #endif
4441                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4442                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4443                 }
4444                 if (r_glsl_permutation->loc_UserVec2 >= 0)
4445                 {
4446                         float a=0, b=0, c=0, d=0;
4447                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4448                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4449                 }
4450                 if (r_glsl_permutation->loc_UserVec3 >= 0)
4451                 {
4452                         float a=0, b=0, c=0, d=0;
4453                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4454                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4455                 }
4456                 if (r_glsl_permutation->loc_UserVec4 >= 0)
4457                 {
4458                         float a=0, b=0, c=0, d=0;
4459                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4460                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4461                 }
4462                 if (r_glsl_permutation->loc_Saturation >= 0)
4463                         qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4464                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4465                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4466                 return;
4467         }
4468
4469
4470
4471         if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
4472         {
4473                 // render high dynamic range bloom effect
4474                 // the bloom texture was made earlier this render, so we just need to
4475                 // blend it onto the screen...
4476                 R_ResetViewRendering2D();
4477                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4478                 R_Mesh_ColorPointer(NULL, 0, 0);
4479                 R_SetupGenericShader(true);
4480                 GL_Color(1, 1, 1, 1);
4481                 GL_BlendFunc(GL_ONE, GL_ONE);
4482                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4483                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4484                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4485                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4486         }
4487         else if (r_bloomstate.texture_bloom)
4488         {
4489                 // render simple bloom effect
4490                 // copy the screen and shrink it and darken it for the bloom process
4491                 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4492                 // make the bloom texture
4493                 R_Bloom_MakeTexture();
4494                 // put the original screen image back in place and blend the bloom
4495                 // texture on it
4496                 R_ResetViewRendering2D();
4497                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4498                 R_Mesh_ColorPointer(NULL, 0, 0);
4499                 GL_Color(1, 1, 1, 1);
4500                 GL_BlendFunc(GL_ONE, GL_ZERO);
4501                 // do both in one pass if possible
4502                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4503                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4504                 if (r_textureunits.integer >= 2 && gl_combine.integer)
4505                 {
4506                         R_SetupGenericTwoTextureShader(GL_ADD);
4507                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
4508                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
4509                 }
4510                 else
4511                 {
4512                         R_SetupGenericShader(true);
4513                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4514                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4515                         // now blend on the bloom texture
4516                         GL_BlendFunc(GL_ONE, GL_ONE);
4517                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4518                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4519                 }
4520                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4521                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4522         }
4523         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4524         {
4525                 // apply a color tint to the whole view
4526                 R_ResetViewRendering2D();
4527                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4528                 R_Mesh_ColorPointer(NULL, 0, 0);
4529                 R_SetupGenericShader(false);
4530                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4531                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4532                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4533         }
4534 }
4535
4536 matrix4x4_t r_waterscrollmatrix;
4537
4538 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4539 {
4540         if (r_refdef.fog_density)
4541         {
4542                 r_refdef.fogcolor[0] = r_refdef.fog_red;
4543                 r_refdef.fogcolor[1] = r_refdef.fog_green;
4544                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4545
4546                 {
4547                         vec3_t fogvec;
4548                         VectorCopy(r_refdef.fogcolor, fogvec);
4549                         //   color.rgb *= ContrastBoost * SceneBrightness;
4550                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4551                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4552                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4553                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4554                 }
4555         }
4556 }
4557
4558 void R_UpdateVariables(void)
4559 {
4560         R_Textures_Frame();
4561
4562         r_refdef.scene.ambient = r_ambient.value;
4563
4564         r_refdef.farclip = 4096;
4565         if (r_refdef.scene.worldmodel)
4566                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
4567         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4568
4569         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4570                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4571         r_refdef.polygonfactor = 0;
4572         r_refdef.polygonoffset = 0;
4573         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4574         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4575
4576         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4577         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4578         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4579         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4580         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4581         if (r_showsurfaces.integer)
4582         {
4583                 r_refdef.scene.rtworld = false;
4584                 r_refdef.scene.rtworldshadows = false;
4585                 r_refdef.scene.rtdlight = false;
4586                 r_refdef.scene.rtdlightshadows = false;
4587                 r_refdef.lightmapintensity = 0;
4588         }
4589
4590         if (gamemode == GAME_NEHAHRA)
4591         {
4592                 if (gl_fogenable.integer)
4593                 {
4594                         r_refdef.oldgl_fogenable = true;
4595                         r_refdef.fog_density = gl_fogdensity.value;
4596                         r_refdef.fog_red = gl_fogred.value;
4597                         r_refdef.fog_green = gl_foggreen.value;
4598                         r_refdef.fog_blue = gl_fogblue.value;
4599                         r_refdef.fog_alpha = 1;
4600                         r_refdef.fog_start = 0;
4601                         r_refdef.fog_end = gl_skyclip.value;
4602                 }
4603                 else if (r_refdef.oldgl_fogenable)
4604                 {
4605                         r_refdef.oldgl_fogenable = false;
4606                         r_refdef.fog_density = 0;
4607                         r_refdef.fog_red = 0;
4608                         r_refdef.fog_green = 0;
4609                         r_refdef.fog_blue = 0;
4610                         r_refdef.fog_alpha = 0;
4611                         r_refdef.fog_start = 0;
4612                         r_refdef.fog_end = 0;
4613                 }
4614         }
4615
4616         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4617         r_refdef.fog_start = max(0, r_refdef.fog_start);
4618         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4619
4620         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4621
4622         if (r_refdef.fog_density && r_drawfog.integer)
4623         {
4624                 r_refdef.fogenabled = true;
4625                 // this is the point where the fog reaches 0.9986 alpha, which we
4626                 // consider a good enough cutoff point for the texture
4627                 // (0.9986 * 256 == 255.6)
4628                 if (r_fog_exp2.integer)
4629                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4630                 else
4631                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4632                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4633                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4634                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4635                 // fog color was already set
4636                 // update the fog texture
4637                 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)
4638                         R_BuildFogTexture();
4639         }
4640         else
4641                 r_refdef.fogenabled = false;
4642
4643         if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4644         {
4645                 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4646                 {
4647                         // build GLSL gamma texture
4648 #define RAMPWIDTH 256
4649                         unsigned short ramp[RAMPWIDTH * 3];
4650                         unsigned char rampbgr[RAMPWIDTH][4];
4651                         int i;
4652
4653                         r_texture_gammaramps_serial = vid_gammatables_serial;
4654
4655                         VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4656                         for(i = 0; i < RAMPWIDTH; ++i)
4657                         {
4658                                 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4659                                 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4660                                 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4661                                 rampbgr[i][3] = 0;
4662                         }
4663                         if (r_texture_gammaramps)
4664                         {
4665                                 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4666                         }
4667                         else
4668                         {
4669                                 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
4670                         }
4671                 }
4672         }
4673         else
4674         {
4675                 // remove GLSL gamma texture
4676         }
4677 }
4678
4679 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4680 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4681 /*
4682 ================
4683 R_SelectScene
4684 ================
4685 */
4686 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4687         if( scenetype != r_currentscenetype ) {
4688                 // store the old scenetype
4689                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4690                 r_currentscenetype = scenetype;
4691                 // move in the new scene
4692                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4693         }
4694 }
4695
4696 /*
4697 ================
4698 R_GetScenePointer
4699 ================
4700 */
4701 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4702 {
4703         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4704         if( scenetype == r_currentscenetype ) {
4705                 return &r_refdef.scene;
4706         } else {
4707                 return &r_scenes_store[ scenetype ];
4708         }
4709 }
4710
4711 /*
4712 ================
4713 R_RenderView
4714 ================
4715 */
4716 void R_RenderView(void)
4717 {
4718         if (r_timereport_active)
4719                 R_TimeReport("start");
4720         r_frame++; // used only by R_GetCurrentTexture
4721         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4722
4723         R_AnimCache_NewFrame();
4724
4725         if (r_refdef.view.isoverlay)
4726         {
4727                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4728                 GL_Clear( GL_DEPTH_BUFFER_BIT );
4729                 R_TimeReport("depthclear");
4730
4731                 r_refdef.view.showdebug = false;
4732
4733                 r_waterstate.enabled = false;
4734                 r_waterstate.numwaterplanes = 0;
4735
4736                 R_RenderScene();
4737
4738                 CHECKGLERROR
4739                 return;
4740         }
4741
4742         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
4743                 return; //Host_Error ("R_RenderView: NULL worldmodel");
4744
4745         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4746
4747         // break apart the view matrix into vectors for various purposes
4748         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4749         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4750         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4751         VectorNegate(r_refdef.view.left, r_refdef.view.right);
4752         // make an inverted copy of the view matrix for tracking sprites
4753         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4754
4755         R_Shadow_UpdateWorldLightSelection();
4756
4757         R_Bloom_StartFrame();
4758         R_Water_StartFrame();
4759
4760         CHECKGLERROR
4761         if (r_timereport_active)
4762                 R_TimeReport("viewsetup");
4763
4764         R_ResetViewRendering3D();
4765
4766         if (r_refdef.view.clear || r_refdef.fogenabled)
4767         {
4768                 R_ClearScreen(r_refdef.fogenabled);
4769                 if (r_timereport_active)
4770                         R_TimeReport("viewclear");
4771         }
4772         r_refdef.view.clear = true;
4773
4774         // this produces a bloom texture to be used in R_BlendView() later
4775         if (r_hdr.integer)
4776                 R_HDR_RenderBloomTexture();
4777
4778         r_refdef.view.showdebug = true;
4779
4780         R_View_Update();
4781         if (r_timereport_active)
4782                 R_TimeReport("visibility");
4783
4784         r_waterstate.numwaterplanes = 0;
4785         if (r_waterstate.enabled)
4786                 R_RenderWaterPlanes();
4787
4788         R_RenderScene();
4789         r_waterstate.numwaterplanes = 0;
4790
4791         R_BlendView();
4792         if (r_timereport_active)
4793                 R_TimeReport("blendview");
4794
4795         GL_Scissor(0, 0, vid.width, vid.height);
4796         GL_ScissorTest(false);
4797         CHECKGLERROR
4798 }
4799
4800 void R_RenderWaterPlanes(void)
4801 {
4802         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4803         {
4804                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4805                 if (r_timereport_active)
4806                         R_TimeReport("waterworld");
4807         }
4808
4809         // don't let sound skip if going slow
4810         if (r_refdef.scene.extraupdate)
4811                 S_ExtraUpdate ();
4812
4813         R_DrawModelsAddWaterPlanes();
4814         if (r_timereport_active)
4815                 R_TimeReport("watermodels");
4816
4817         if (r_waterstate.numwaterplanes)
4818         {
4819                 R_Water_ProcessPlanes();
4820                 if (r_timereport_active)
4821                         R_TimeReport("waterscenes");
4822         }
4823 }
4824
4825 extern void R_DrawLightningBeams (void);
4826 extern void VM_CL_AddPolygonsToMeshQueue (void);
4827 extern void R_DrawPortals (void);
4828 extern cvar_t cl_locs_show;
4829 static void R_DrawLocs(void);
4830 static void R_DrawEntityBBoxes(void);
4831 void R_RenderScene(void)
4832 {
4833         r_refdef.stats.renders++;
4834
4835         R_UpdateFogColor();
4836
4837         // don't let sound skip if going slow
4838         if (r_refdef.scene.extraupdate)
4839                 S_ExtraUpdate ();
4840
4841         R_MeshQueue_BeginScene();
4842
4843         R_SkyStartFrame();
4844
4845         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);
4846
4847         if (cl.csqc_vidvars.drawworld)
4848         {
4849                 // don't let sound skip if going slow
4850                 if (r_refdef.scene.extraupdate)
4851                         S_ExtraUpdate ();
4852
4853                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
4854                 {
4855                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
4856                         if (r_timereport_active)
4857                                 R_TimeReport("worldsky");
4858                 }
4859
4860                 if (R_DrawBrushModelsSky() && r_timereport_active)
4861                         R_TimeReport("bmodelsky");
4862         }
4863
4864         R_AnimCache_CacheVisibleEntities();
4865
4866         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4867         {
4868                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4869                 if (r_timereport_active)
4870                         R_TimeReport("worlddepth");
4871         }
4872         if (r_depthfirst.integer >= 2)
4873         {
4874                 R_DrawModelsDepth();
4875                 if (r_timereport_active)
4876                         R_TimeReport("modeldepth");
4877         }
4878
4879         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4880         {
4881                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4882                 if (r_timereport_active)
4883                         R_TimeReport("world");
4884         }
4885
4886         // don't let sound skip if going slow
4887         if (r_refdef.scene.extraupdate)
4888                 S_ExtraUpdate ();
4889
4890         R_DrawModels();
4891         if (r_timereport_active)
4892                 R_TimeReport("models");
4893
4894         // don't let sound skip if going slow
4895         if (r_refdef.scene.extraupdate)
4896                 S_ExtraUpdate ();
4897
4898         if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4899         {
4900                 R_DrawModelShadows();
4901                 R_ResetViewRendering3D();
4902                 // don't let sound skip if going slow
4903                 if (r_refdef.scene.extraupdate)
4904                         S_ExtraUpdate ();
4905         }
4906
4907         R_ShadowVolumeLighting(false);
4908         if (r_timereport_active)
4909                 R_TimeReport("rtlights");
4910
4911         // don't let sound skip if going slow
4912         if (r_refdef.scene.extraupdate)
4913                 S_ExtraUpdate ();
4914
4915         if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4916         {
4917                 R_DrawModelShadows();
4918                 R_ResetViewRendering3D();
4919                 // don't let sound skip if going slow
4920                 if (r_refdef.scene.extraupdate)
4921                         S_ExtraUpdate ();
4922         }
4923
4924         if (cl.csqc_vidvars.drawworld)
4925         {
4926                 R_DrawLightningBeams();
4927                 if (r_timereport_active)
4928                         R_TimeReport("lightning");
4929
4930                 R_DrawDecals();
4931                 if (r_timereport_active)
4932                         R_TimeReport("decals");
4933
4934                 R_DrawParticles();
4935                 if (r_timereport_active)
4936                         R_TimeReport("particles");
4937
4938                 R_DrawExplosions();
4939                 if (r_timereport_active)
4940                         R_TimeReport("explosions");
4941         }
4942
4943         R_SetupGenericShader(true);
4944         VM_CL_AddPolygonsToMeshQueue();
4945
4946         if (r_refdef.view.showdebug)
4947         {
4948                 if (cl_locs_show.integer)
4949                 {
4950                         R_DrawLocs();
4951                         if (r_timereport_active)
4952                                 R_TimeReport("showlocs");
4953                 }
4954
4955                 if (r_drawportals.integer)
4956                 {
4957                         R_DrawPortals();
4958                         if (r_timereport_active)
4959                                 R_TimeReport("portals");
4960                 }
4961
4962                 if (r_showbboxes.value > 0)
4963                 {
4964                         R_DrawEntityBBoxes();
4965                         if (r_timereport_active)
4966                                 R_TimeReport("bboxes");
4967                 }
4968         }
4969
4970         R_SetupGenericShader(true);
4971         R_MeshQueue_RenderTransparent();
4972         if (r_timereport_active)
4973                 R_TimeReport("drawtrans");
4974
4975         R_SetupGenericShader(true);
4976
4977         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))
4978         {
4979                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4980                 if (r_timereport_active)
4981                         R_TimeReport("worlddebug");
4982                 R_DrawModelsDebug();
4983                 if (r_timereport_active)
4984                         R_TimeReport("modeldebug");
4985         }
4986
4987         R_SetupGenericShader(true);
4988
4989         if (cl.csqc_vidvars.drawworld)
4990         {
4991                 R_DrawCoronas();
4992                 if (r_timereport_active)
4993                         R_TimeReport("coronas");
4994         }
4995
4996         // don't let sound skip if going slow
4997         if (r_refdef.scene.extraupdate)
4998                 S_ExtraUpdate ();
4999
5000         R_ResetViewRendering2D();
5001 }
5002
5003 static const unsigned short bboxelements[36] =
5004 {
5005         5, 1, 3, 5, 3, 7,
5006         6, 2, 0, 6, 0, 4,
5007         7, 3, 2, 7, 2, 6,
5008         4, 0, 1, 4, 1, 5,
5009         4, 5, 7, 4, 7, 6,
5010         1, 0, 2, 1, 2, 3,
5011 };
5012
5013 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
5014 {
5015         int i;
5016         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
5017         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5018         GL_DepthMask(false);
5019         GL_DepthRange(0, 1);
5020         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5021         R_Mesh_Matrix(&identitymatrix);
5022         R_Mesh_ResetTextureState();
5023
5024         // set up global fogging in worldspace (RSurf_FogVertex depends on this)
5025         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
5026
5027         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
5028         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
5029         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
5030         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
5031         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
5032         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
5033         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
5034         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
5035         R_FillColors(color4f, 8, cr, cg, cb, ca);
5036         if (r_refdef.fogenabled)
5037         {
5038                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
5039                 {
5040                         f1 = RSurf_FogVertex(v);
5041                         f2 = 1 - f1;
5042                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
5043                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
5044                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
5045                 }
5046         }
5047         R_Mesh_VertexPointer(vertex3f, 0, 0);
5048         R_Mesh_ColorPointer(color4f, 0, 0);
5049         R_Mesh_ResetTextureState();
5050         R_SetupGenericShader(false);
5051         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
5052 }
5053
5054 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5055 {
5056         int i;
5057         float color[4];
5058         prvm_edict_t *edict;
5059         prvm_prog_t *prog_save = prog;
5060
5061         // this function draws bounding boxes of server entities
5062         if (!sv.active)
5063                 return;
5064
5065         GL_CullFace(GL_NONE);
5066         R_SetupGenericShader(false);
5067
5068         prog = 0;
5069         SV_VM_Begin();
5070         for (i = 0;i < numsurfaces;i++)
5071         {
5072                 edict = PRVM_EDICT_NUM(surfacelist[i]);
5073                 switch ((int)edict->fields.server->solid)
5074                 {
5075                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
5076                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
5077                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
5078                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
5079                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
5080                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
5081                 }
5082                 color[3] *= r_showbboxes.value;
5083                 color[3] = bound(0, color[3], 1);
5084                 GL_DepthTest(!r_showdisabledepthtest.integer);
5085                 GL_CullFace(r_refdef.view.cullface_front);
5086                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
5087         }
5088         SV_VM_End();
5089         prog = prog_save;
5090 }
5091
5092 static void R_DrawEntityBBoxes(void)
5093 {
5094         int i;
5095         prvm_edict_t *edict;
5096         vec3_t center;
5097         prvm_prog_t *prog_save = prog;
5098
5099         // this function draws bounding boxes of server entities
5100         if (!sv.active)
5101                 return;
5102
5103         prog = 0;
5104         SV_VM_Begin();
5105         for (i = 0;i < prog->num_edicts;i++)
5106         {
5107                 edict = PRVM_EDICT_NUM(i);
5108                 if (edict->priv.server->free)
5109                         continue;
5110                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
5111                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
5112                         continue;
5113                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
5114                         continue;
5115                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
5116                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
5117         }
5118         SV_VM_End();
5119         prog = prog_save;
5120 }
5121
5122 unsigned short nomodelelements[24] =
5123 {
5124         5, 2, 0,
5125         5, 1, 2,
5126         5, 0, 3,
5127         5, 3, 1,
5128         0, 2, 4,
5129         2, 1, 4,
5130         3, 0, 4,
5131         1, 3, 4
5132 };
5133
5134 float nomodelvertex3f[6*3] =
5135 {
5136         -16,   0,   0,
5137          16,   0,   0,
5138           0, -16,   0,
5139           0,  16,   0,
5140           0,   0, -16,
5141           0,   0,  16
5142 };
5143
5144 float nomodelcolor4f[6*4] =
5145 {
5146         0.0f, 0.0f, 0.5f, 1.0f,
5147         0.0f, 0.0f, 0.5f, 1.0f,
5148         0.0f, 0.5f, 0.0f, 1.0f,
5149         0.0f, 0.5f, 0.0f, 1.0f,
5150         0.5f, 0.0f, 0.0f, 1.0f,
5151         0.5f, 0.0f, 0.0f, 1.0f
5152 };
5153
5154 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5155 {
5156         int i;
5157         float f1, f2, *c;
5158         float color4f[6*4];
5159
5160         // set up global fogging in worldspace (RSurf_FogVertex depends on this)
5161         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
5162
5163         // this is only called once per entity so numsurfaces is always 1, and
5164         // surfacelist is always {0}, so this code does not handle batches
5165         R_Mesh_Matrix(&ent->matrix);
5166
5167         if (ent->flags & EF_ADDITIVE)
5168         {
5169                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5170                 GL_DepthMask(false);
5171         }
5172         else if (ent->alpha < 1)
5173         {
5174                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5175                 GL_DepthMask(false);
5176         }
5177         else
5178         {
5179                 GL_BlendFunc(GL_ONE, GL_ZERO);
5180                 GL_DepthMask(true);
5181         }
5182         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5183         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5184         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
5185         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5186         R_SetupGenericShader(false);
5187         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
5188         if (r_refdef.fogenabled)
5189         {
5190                 vec3_t org;
5191                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5192                 R_Mesh_ColorPointer(color4f, 0, 0);
5193                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5194                 f1 = RSurf_FogVertex(org);
5195                 f2 = 1 - f1;
5196                 for (i = 0, c = color4f;i < 6;i++, c += 4)
5197                 {
5198                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5199                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5200                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5201                         c[3] *= ent->alpha;
5202                 }
5203         }
5204         else if (ent->alpha != 1)
5205         {
5206                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5207                 R_Mesh_ColorPointer(color4f, 0, 0);
5208                 for (i = 0, c = color4f;i < 6;i++, c += 4)
5209                         c[3] *= ent->alpha;
5210         }
5211         else
5212                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
5213         R_Mesh_ResetTextureState();
5214         R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
5215 }
5216
5217 void R_DrawNoModel(entity_render_t *ent)
5218 {
5219         vec3_t org;
5220         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5221         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
5222                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5223         //else
5224         //      R_DrawNoModelCallback(ent, 0);
5225 }
5226
5227 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5228 {
5229         vec3_t right1, right2, diff, normal;
5230
5231         VectorSubtract (org2, org1, normal);
5232
5233         // calculate 'right' vector for start
5234         VectorSubtract (r_refdef.view.origin, org1, diff);
5235         CrossProduct (normal, diff, right1);
5236         VectorNormalize (right1);
5237
5238         // calculate 'right' vector for end
5239         VectorSubtract (r_refdef.view.origin, org2, diff);
5240         CrossProduct (normal, diff, right2);
5241         VectorNormalize (right2);
5242
5243         vert[ 0] = org1[0] + width * right1[0];
5244         vert[ 1] = org1[1] + width * right1[1];
5245         vert[ 2] = org1[2] + width * right1[2];
5246         vert[ 3] = org1[0] - width * right1[0];
5247         vert[ 4] = org1[1] - width * right1[1];
5248         vert[ 5] = org1[2] - width * right1[2];
5249         vert[ 6] = org2[0] - width * right2[0];
5250         vert[ 7] = org2[1] - width * right2[1];
5251         vert[ 8] = org2[2] - width * right2[2];
5252         vert[ 9] = org2[0] + width * right2[0];
5253         vert[10] = org2[1] + width * right2[1];
5254         vert[11] = org2[2] + width * right2[2];
5255 }
5256
5257 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5258
5259 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)
5260 {
5261         // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
5262         float fog = 1.0f;
5263         float vertex3f[12];
5264
5265         // set up global fogging in worldspace (RSurf_FogVertex depends on this)
5266         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
5267
5268         if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
5269                 fog = RSurf_FogVertex(origin);
5270
5271         R_Mesh_Matrix(&identitymatrix);
5272         GL_BlendFunc(blendfunc1, blendfunc2);
5273
5274         GL_CullFace(GL_NONE);
5275
5276         GL_DepthMask(false);
5277         GL_DepthRange(0, depthshort ? 0.0625 : 1);
5278         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5279         GL_DepthTest(!depthdisable);
5280
5281         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5282         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5283         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5284         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5285         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5286         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5287         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5288         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5289         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5290         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5291         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5292         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5293
5294         R_Mesh_VertexPointer(vertex3f, 0, 0);
5295         R_Mesh_ColorPointer(NULL, 0, 0);
5296         R_Mesh_ResetTextureState();
5297         R_SetupGenericShader(true);
5298         R_Mesh_TexBind(0, R_GetTexture(texture));
5299         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
5300         // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
5301         GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
5302         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5303
5304         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
5305         {
5306                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
5307                 GL_BlendFunc(blendfunc1, GL_ONE);
5308                 fog = 1 - fog;
5309                 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
5310                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5311         }
5312 }
5313
5314 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5315 {
5316         int i;
5317         float *vertex3f;
5318         float v[3];
5319         VectorSet(v, x, y, z);
5320         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5321                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5322                         break;
5323         if (i == mesh->numvertices)
5324         {
5325                 if (mesh->numvertices < mesh->maxvertices)
5326                 {
5327                         VectorCopy(v, vertex3f);
5328                         mesh->numvertices++;
5329                 }
5330                 return mesh->numvertices;
5331         }
5332         else
5333                 return i;
5334 }
5335
5336 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5337 {
5338         int i;
5339         int *e, element[3];
5340         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5341         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5342         e = mesh->element3i + mesh->numtriangles * 3;
5343         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5344         {
5345                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5346                 if (mesh->numtriangles < mesh->maxtriangles)
5347                 {
5348                         *e++ = element[0];
5349                         *e++ = element[1];
5350                         *e++ = element[2];
5351                         mesh->numtriangles++;
5352                 }
5353                 element[1] = element[2];
5354         }
5355 }
5356
5357 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5358 {
5359         int i;
5360         int *e, element[3];
5361         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5362         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5363         e = mesh->element3i + mesh->numtriangles * 3;
5364         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5365         {
5366                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5367                 if (mesh->numtriangles < mesh->maxtriangles)
5368                 {
5369                         *e++ = element[0];
5370                         *e++ = element[1];
5371                         *e++ = element[2];
5372                         mesh->numtriangles++;
5373                 }
5374                 element[1] = element[2];
5375         }
5376 }
5377
5378 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5379 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5380 {
5381         int planenum, planenum2;
5382         int w;
5383         int tempnumpoints;
5384         mplane_t *plane, *plane2;
5385         double maxdist;
5386         double temppoints[2][256*3];
5387         // figure out how large a bounding box we need to properly compute this brush
5388         maxdist = 0;
5389         for (w = 0;w < numplanes;w++)
5390                 maxdist = max(maxdist, fabs(planes[w].dist));
5391         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5392         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5393         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5394         {
5395                 w = 0;
5396                 tempnumpoints = 4;
5397                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5398                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5399                 {
5400                         if (planenum2 == planenum)
5401                                 continue;
5402                         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);
5403                         w = !w;
5404                 }
5405                 if (tempnumpoints < 3)
5406                         continue;
5407                 // generate elements forming a triangle fan for this polygon
5408                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5409         }
5410 }
5411
5412 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)
5413 {
5414         texturelayer_t *layer;
5415         layer = t->currentlayers + t->currentnumlayers++;
5416         layer->type = type;
5417         layer->depthmask = depthmask;
5418         layer->blendfunc1 = blendfunc1;
5419         layer->blendfunc2 = blendfunc2;
5420         layer->texture = texture;
5421         layer->texmatrix = *matrix;
5422         layer->color[0] = r * r_refdef.view.colorscale;
5423         layer->color[1] = g * r_refdef.view.colorscale;
5424         layer->color[2] = b * r_refdef.view.colorscale;
5425         layer->color[3] = a;
5426 }
5427
5428 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5429 {
5430         double index, f;
5431         index = parms[2] + r_refdef.scene.time * parms[3];
5432         index -= floor(index);
5433         switch (func)
5434         {
5435         default:
5436         case Q3WAVEFUNC_NONE:
5437         case Q3WAVEFUNC_NOISE:
5438         case Q3WAVEFUNC_COUNT:
5439                 f = 0;
5440                 break;
5441         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5442         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5443         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5444         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5445         case Q3WAVEFUNC_TRIANGLE:
5446                 index *= 4;
5447                 f = index - floor(index);
5448                 if (index < 1)
5449                         f = f;
5450                 else if (index < 2)
5451                         f = 1 - f;
5452                 else if (index < 3)
5453                         f = -f;
5454                 else
5455                         f = -(1 - f);
5456                 break;
5457         }
5458         return (float)(parms[0] + parms[1] * f);
5459 }
5460
5461 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5462 {
5463         int w, h, idx;
5464         float f;
5465         float tcmat[12];
5466         matrix4x4_t matrix, temp;
5467         switch(tcmod->tcmod)
5468         {
5469                 case Q3TCMOD_COUNT:
5470                 case Q3TCMOD_NONE:
5471                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5472                                 matrix = r_waterscrollmatrix;
5473                         else
5474                                 matrix = identitymatrix;
5475                         break;
5476                 case Q3TCMOD_ENTITYTRANSLATE:
5477                         // this is used in Q3 to allow the gamecode to control texcoord
5478                         // scrolling on the entity, which is not supported in darkplaces yet.
5479                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5480                         break;
5481                 case Q3TCMOD_ROTATE:
5482                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5483                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5484                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5485                         break;
5486                 case Q3TCMOD_SCALE:
5487                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5488                         break;
5489                 case Q3TCMOD_SCROLL:
5490                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5491                         break;
5492                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5493                         w = (int) tcmod->parms[0];
5494                         h = (int) tcmod->parms[1];
5495                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5496                         f = f - floor(f);
5497                         idx = (int) floor(f * w * h);
5498                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5499                         break;
5500                 case Q3TCMOD_STRETCH:
5501                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5502                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5503                         break;
5504                 case Q3TCMOD_TRANSFORM:
5505                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
5506                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
5507                         VectorSet(tcmat +  6, 0                   , 0                , 1);
5508                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
5509                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5510                         break;
5511                 case Q3TCMOD_TURBULENT:
5512                         // this is handled in the RSurf_PrepareVertices function
5513                         matrix = identitymatrix;
5514                         break;
5515         }
5516         temp = *texmatrix;
5517         Matrix4x4_Concat(texmatrix, &matrix, &temp);
5518 }
5519
5520 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
5521 {
5522         int textureflags = TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
5523         char name[MAX_QPATH];
5524         skinframe_t *skinframe;
5525         unsigned char pixels[296*194];
5526         strlcpy(cache->name, skinname, sizeof(cache->name));
5527         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
5528         if (developer_loading.integer)
5529                 Con_Printf("loading %s\n", name);
5530         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5531         if (!skinframe || !skinframe->base)
5532         {
5533                 unsigned char *f;
5534                 fs_offset_t filesize;
5535                 skinframe = NULL;
5536                 f = FS_LoadFile(name, tempmempool, true, &filesize);
5537                 if (f)
5538                 {
5539                         if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
5540                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
5541                         Mem_Free(f);
5542                 }
5543         }
5544         cache->skinframe = skinframe;
5545 }
5546
5547 texture_t *R_GetCurrentTexture(texture_t *t)
5548 {
5549         int i;
5550         const entity_render_t *ent = rsurface.entity;
5551         dp_model_t *model = ent->model;
5552         q3shaderinfo_layer_tcmod_t *tcmod;
5553
5554         if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5555                 return t->currentframe;
5556         t->update_lastrenderframe = r_frame;
5557         t->update_lastrenderentity = (void *)ent;
5558
5559         // switch to an alternate material if this is a q1bsp animated material
5560         {
5561                 texture_t *texture = t;
5562                 int s = ent->skinnum;
5563                 if ((unsigned int)s >= (unsigned int)model->numskins)
5564                         s = 0;
5565                 if (model->skinscenes)
5566                 {
5567                         if (model->skinscenes[s].framecount > 1)
5568                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5569                         else
5570                                 s = model->skinscenes[s].firstframe;
5571                 }
5572                 if (s > 0)
5573                         t = t + s * model->num_surfaces;
5574                 if (t->animated)
5575                 {
5576                         // use an alternate animation if the entity's frame is not 0,
5577                         // and only if the texture has an alternate animation
5578                         if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
5579                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5580                         else
5581                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5582                 }
5583                 texture->currentframe = t;
5584         }
5585
5586         // update currentskinframe to be a qw skin or animation frame
5587         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
5588         {
5589                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
5590                 {
5591                         r_qwskincache_size = cl.maxclients;
5592                         if (r_qwskincache)
5593                                 Mem_Free(r_qwskincache);
5594                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
5595                 }
5596                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
5597                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
5598                 t->currentskinframe = r_qwskincache[i].skinframe;
5599                 if (t->currentskinframe == NULL)
5600                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5601         }
5602         else if (t->numskinframes >= 2)
5603                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5604         if (t->backgroundnumskinframes >= 2)
5605                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
5606
5607         t->currentmaterialflags = t->basematerialflags;
5608         t->currentalpha = ent->alpha;
5609         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5610                 t->currentalpha *= r_wateralpha.value;
5611         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5612                 t->currentalpha *= t->r_water_wateralpha;
5613         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5614                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5615         if (!(ent->flags & RENDER_LIGHT))
5616                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5617         else if (rsurface.modeltexcoordlightmap2f == NULL)
5618         {
5619                 // pick a model lighting mode
5620                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
5621                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5622                 else
5623                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5624         }
5625         if (ent->effects & EF_ADDITIVE)
5626                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5627         else if (t->currentalpha < 1)
5628                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5629         if (ent->effects & EF_DOUBLESIDED)
5630                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5631         if (ent->effects & EF_NODEPTHTEST)
5632                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5633         if (ent->flags & RENDER_VIEWMODEL)
5634                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5635         if (t->backgroundnumskinframes)
5636                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5637         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5638         {
5639                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5640                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5641         }
5642         else
5643                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5644
5645         // there is no tcmod
5646         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5647         {
5648                 t->currenttexmatrix = r_waterscrollmatrix;
5649                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5650         }
5651         else
5652         {
5653                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5654                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5655         }
5656
5657         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5658                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5659         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5660                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5661
5662         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
5663         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5664         t->glosstexture = r_texture_black;
5665         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5666         t->backgroundglosstexture = r_texture_black;
5667         t->specularpower = r_shadow_glossexponent.value;
5668         // TODO: store reference values for these in the texture?
5669         t->specularscale = 0;
5670         if (r_shadow_gloss.integer > 0)
5671         {
5672                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5673                 {
5674                         if (r_shadow_glossintensity.value > 0)
5675                         {
5676                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5677                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5678                                 t->specularscale = r_shadow_glossintensity.value;
5679                         }
5680                 }
5681                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5682                 {
5683                         t->glosstexture = r_texture_white;
5684                         t->backgroundglosstexture = r_texture_white;
5685                         t->specularscale = r_shadow_gloss2intensity.value;
5686                         t->specularpower = r_shadow_gloss2exponent.value;
5687                 }
5688         }
5689         t->specularscale *= t->specularscalemod;
5690         t->specularpower *= t->specularpowermod;
5691
5692         // lightmaps mode looks bad with dlights using actual texturing, so turn
5693         // off the colormap and glossmap, but leave the normalmap on as it still
5694         // accurately represents the shading involved
5695         if (gl_lightmaps.integer)
5696         {
5697                 t->basetexture = r_texture_grey128;
5698                 t->backgroundbasetexture = NULL;
5699                 t->specularscale = 0;
5700                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5701         }
5702
5703         Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
5704         VectorClear(t->dlightcolor);
5705         t->currentnumlayers = 0;
5706         if (t->currentmaterialflags & MATERIALFLAG_WALL)
5707         {
5708                 int layerflags = 0;
5709                 int blendfunc1, blendfunc2;
5710                 qboolean depthmask;
5711                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5712                 {
5713                         blendfunc1 = GL_SRC_ALPHA;
5714                         blendfunc2 = GL_ONE;
5715                 }
5716                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5717                 {
5718                         blendfunc1 = GL_SRC_ALPHA;
5719                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5720                 }
5721                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5722                 {
5723                         blendfunc1 = t->customblendfunc[0];
5724                         blendfunc2 = t->customblendfunc[1];
5725                 }
5726                 else
5727                 {
5728                         blendfunc1 = GL_ONE;
5729                         blendfunc2 = GL_ZERO;
5730                 }
5731                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5732                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5733                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5734                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5735                 {
5736                         // fullbright is not affected by r_refdef.lightmapintensity
5737                         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]);
5738                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5739                                 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]);
5740                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5741                                 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]);
5742                 }
5743                 else
5744                 {
5745                         vec3_t ambientcolor;
5746                         float colorscale;
5747                         // set the color tint used for lights affecting this surface
5748                         VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
5749                         colorscale = 2;
5750                         // q3bsp has no lightmap updates, so the lightstylevalue that
5751                         // would normally be baked into the lightmap must be
5752                         // applied to the color
5753                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5754                         if (ent->model->type == mod_brushq3)
5755                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5756                         colorscale *= r_refdef.lightmapintensity;
5757                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5758                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5759                         // basic lit geometry
5760                         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]);
5761                         // add pants/shirt if needed
5762                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5763                                 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]);
5764                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5765                                 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]);
5766                         // now add ambient passes if needed
5767                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5768                         {
5769                                 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]);
5770                                 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5771                                         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]);
5772                                 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5773                                         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]);
5774                         }
5775                 }
5776                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5777                         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]);
5778                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5779                 {
5780                         // if this is opaque use alpha blend which will darken the earlier
5781                         // passes cheaply.
5782                         //
5783                         // if this is an alpha blended material, all the earlier passes
5784                         // were darkened by fog already, so we only need to add the fog
5785                         // color ontop through the fog mask texture
5786                         //
5787                         // if this is an additive blended material, all the earlier passes
5788                         // were darkened by fog already, and we should not add fog color
5789                         // (because the background was not darkened, there is no fog color
5790                         // that was lost behind it).
5791                         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]);
5792                 }
5793         }
5794
5795         return t->currentframe;
5796 }
5797
5798 rsurfacestate_t rsurface;
5799
5800 void R_Mesh_ResizeArrays(int newvertices)
5801 {
5802         float *base;
5803         if (rsurface.array_size >= newvertices)
5804                 return;
5805         if (rsurface.array_modelvertex3f)
5806                 Mem_Free(rsurface.array_modelvertex3f);
5807         rsurface.array_size = (newvertices + 1023) & ~1023;
5808         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5809         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
5810         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
5811         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
5812         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
5813         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
5814         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5815         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5816         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
5817         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
5818         rsurface.array_color4f           = base + rsurface.array_size * 27;
5819         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5820 }
5821
5822 void RSurf_ActiveWorldEntity(void)
5823 {
5824         dp_model_t *model = r_refdef.scene.worldmodel;
5825         //if (rsurface.entity == r_refdef.scene.worldentity)
5826         //      return;
5827         rsurface.entity = r_refdef.scene.worldentity;
5828         if (rsurface.array_size < model->surfmesh.num_vertices)
5829                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5830         rsurface.matrix = identitymatrix;
5831         rsurface.inversematrix = identitymatrix;
5832         R_Mesh_Matrix(&identitymatrix);
5833         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
5834         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
5835         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
5836         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
5837         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
5838         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
5839         VectorSet(rsurface.glowmod, 1, 1, 1);
5840         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
5841         rsurface.frameblend[0].lerp = 1;
5842         rsurface.basepolygonfactor = r_refdef.polygonfactor;
5843         rsurface.basepolygonoffset = r_refdef.polygonoffset;
5844         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
5845         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5846         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5847         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5848         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5849         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5850         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5851         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5852         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5853         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
5854         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5855         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5856         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
5857         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5858         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5859         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
5860         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5861         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5862         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
5863         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5864         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5865         rsurface.modelelement3i = model->surfmesh.data_element3i;
5866         rsurface.modelelement3s = model->surfmesh.data_element3s;
5867         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5868         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5869         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5870         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5871         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5872         rsurface.modelsurfaces = model->data_surfaces;
5873         rsurface.generatedvertex = false;
5874         rsurface.vertex3f  = rsurface.modelvertex3f;
5875         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5876         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5877         rsurface.svector3f = rsurface.modelsvector3f;
5878         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5879         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5880         rsurface.tvector3f = rsurface.modeltvector3f;
5881         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5882         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5883         rsurface.normal3f  = rsurface.modelnormal3f;
5884         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5885         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5886         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5887 }
5888
5889 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
5890 {
5891         dp_model_t *model = ent->model;
5892         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
5893         //      return;
5894         rsurface.entity = (entity_render_t *)ent;
5895         if (rsurface.array_size < model->surfmesh.num_vertices)
5896                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5897         rsurface.matrix = ent->matrix;
5898         rsurface.inversematrix = ent->inversematrix;
5899         R_Mesh_Matrix(&rsurface.matrix);
5900         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
5901         rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
5902         rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
5903         rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
5904         rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
5905         rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
5906         rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
5907         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5908         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5909         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5910         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5911         VectorCopy(ent->glowmod, rsurface.glowmod);
5912         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
5913         rsurface.basepolygonfactor = r_refdef.polygonfactor;
5914         rsurface.basepolygonoffset = r_refdef.polygonoffset;
5915         if (ent->model->brush.submodel)
5916         {
5917                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5918                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5919         }
5920         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
5921         {
5922                 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
5923                 {
5924                         rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
5925                         rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
5926                         rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
5927                         rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
5928                 }
5929                 else if (wanttangents)
5930                 {
5931                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5932                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5933                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5934                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5935                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5936                 }
5937                 else if (wantnormals)
5938                 {
5939                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5940                         rsurface.modelsvector3f = NULL;
5941                         rsurface.modeltvector3f = NULL;
5942                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5943                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5944                 }
5945                 else
5946                 {
5947                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5948                         rsurface.modelsvector3f = NULL;
5949                         rsurface.modeltvector3f = NULL;
5950                         rsurface.modelnormal3f = NULL;
5951                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5952                 }
5953                 rsurface.modelvertex3f_bufferobject = 0;
5954                 rsurface.modelvertex3f_bufferoffset = 0;
5955                 rsurface.modelsvector3f_bufferobject = 0;
5956                 rsurface.modelsvector3f_bufferoffset = 0;
5957                 rsurface.modeltvector3f_bufferobject = 0;
5958                 rsurface.modeltvector3f_bufferoffset = 0;
5959                 rsurface.modelnormal3f_bufferobject = 0;
5960                 rsurface.modelnormal3f_bufferoffset = 0;
5961                 rsurface.generatedvertex = true;
5962         }
5963         else
5964         {
5965                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
5966                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5967                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5968                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5969                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5970                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5971                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5972                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5973                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5974                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
5975                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5976                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5977                 rsurface.generatedvertex = false;
5978         }
5979         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
5980         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5981         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5982         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
5983         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5984         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5985         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
5986         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5987         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5988         rsurface.modelelement3i = model->surfmesh.data_element3i;
5989         rsurface.modelelement3s = model->surfmesh.data_element3s;
5990         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5991         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5992         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5993         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5994         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5995         rsurface.modelsurfaces = model->data_surfaces;
5996         rsurface.vertex3f  = rsurface.modelvertex3f;
5997         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5998         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5999         rsurface.svector3f = rsurface.modelsvector3f;
6000         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6001         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6002         rsurface.tvector3f = rsurface.modeltvector3f;
6003         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6004         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6005         rsurface.normal3f  = rsurface.modelnormal3f;
6006         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6007         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6008         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6009 }
6010
6011 float RSurf_FogVertex(const float *v)
6012 {
6013         float len = VectorDistance(rsurface.localvieworigin, v);
6014         unsigned int fogmasktableindex;
6015         fogmasktableindex = (unsigned int)(len * r_refdef.fogmasktabledistmultiplier);
6016         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6017 }
6018
6019 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
6020 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
6021 {
6022         int deformindex;
6023         int texturesurfaceindex;
6024         int i, j;
6025         float amplitude;
6026         float animpos;
6027         float scale;
6028         const float *v1, *in_tc;
6029         float *out_tc;
6030         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
6031         float waveparms[4];
6032         q3shaderinfo_deform_t *deform;
6033         // 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
6034         if (rsurface.generatedvertex)
6035         {
6036                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
6037                         generatenormals = true;
6038                 for (i = 0;i < Q3MAXDEFORMS;i++)
6039                 {
6040                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
6041                         {
6042                                 generatetangents = true;
6043                                 generatenormals = true;
6044                         }
6045                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
6046                                 generatenormals = true;
6047                 }
6048                 if (generatenormals && !rsurface.modelnormal3f)
6049                 {
6050                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6051                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
6052                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
6053                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6054                 }
6055                 if (generatetangents && !rsurface.modelsvector3f)
6056                 {
6057                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6058                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
6059                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
6060                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6061                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
6062                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
6063                         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 != 0);
6064                 }
6065         }
6066         rsurface.vertex3f  = rsurface.modelvertex3f;
6067         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6068         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6069         rsurface.svector3f = rsurface.modelsvector3f;
6070         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6071         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6072         rsurface.tvector3f = rsurface.modeltvector3f;
6073         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6074         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6075         rsurface.normal3f  = rsurface.modelnormal3f;
6076         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6077         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6078         // if vertices are deformed (sprite flares and things in maps, possibly
6079         // water waves, bulges and other deformations), generate them into
6080         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
6081         // (may be static model data or generated data for an animated model, or
6082         //  the previous deform pass)
6083         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
6084         {
6085                 switch (deform->deform)
6086                 {
6087                 default:
6088                 case Q3DEFORM_PROJECTIONSHADOW:
6089                 case Q3DEFORM_TEXT0:
6090                 case Q3DEFORM_TEXT1:
6091                 case Q3DEFORM_TEXT2:
6092                 case Q3DEFORM_TEXT3:
6093                 case Q3DEFORM_TEXT4:
6094                 case Q3DEFORM_TEXT5:
6095                 case Q3DEFORM_TEXT6:
6096                 case Q3DEFORM_TEXT7:
6097                 case Q3DEFORM_NONE:
6098                         break;
6099                 case Q3DEFORM_AUTOSPRITE:
6100                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6101                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6102                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6103                         VectorNormalize(newforward);
6104                         VectorNormalize(newright);
6105                         VectorNormalize(newup);
6106                         // make deformed versions of only the model vertices used by the specified surfaces
6107                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6108                         {
6109                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6110                                 // a single autosprite surface can contain multiple sprites...
6111                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
6112                                 {
6113                                         VectorClear(center);
6114                                         for (i = 0;i < 4;i++)
6115                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6116                                         VectorScale(center, 0.25f, center);
6117                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
6118                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
6119                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
6120                                         for (i = 0;i < 4;i++)
6121                                         {
6122                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
6123                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6124                                         }
6125                                 }
6126                                 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 != 0);
6127                                 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 != 0);
6128                         }
6129                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6130                         rsurface.vertex3f_bufferobject = 0;
6131                         rsurface.vertex3f_bufferoffset = 0;
6132                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6133                         rsurface.svector3f_bufferobject = 0;
6134                         rsurface.svector3f_bufferoffset = 0;
6135                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6136                         rsurface.tvector3f_bufferobject = 0;
6137                         rsurface.tvector3f_bufferoffset = 0;
6138                         rsurface.normal3f = rsurface.array_deformednormal3f;
6139                         rsurface.normal3f_bufferobject = 0;
6140                         rsurface.normal3f_bufferoffset = 0;
6141                         break;
6142                 case Q3DEFORM_AUTOSPRITE2:
6143                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6144                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6145                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6146                         VectorNormalize(newforward);
6147                         VectorNormalize(newright);
6148                         VectorNormalize(newup);
6149                         // make deformed versions of only the model vertices used by the specified surfaces
6150                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6151                         {
6152                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6153                                 const float *v1, *v2;
6154                                 vec3_t start, end;
6155                                 float f, l;
6156                                 struct
6157                                 {
6158                                         float length2;
6159                                         const float *v1;
6160                                         const float *v2;
6161                                 }
6162                                 shortest[2];
6163                                 memset(shortest, 0, sizeof(shortest));
6164                                 // a single autosprite surface can contain multiple sprites...
6165                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
6166                                 {
6167                                         VectorClear(center);
6168                                         for (i = 0;i < 4;i++)
6169                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6170                                         VectorScale(center, 0.25f, center);
6171                                         // find the two shortest edges, then use them to define the
6172                                         // axis vectors for rotating around the central axis
6173                                         for (i = 0;i < 6;i++)
6174                                         {
6175                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
6176                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
6177 #if 0
6178                                                 Debug_PolygonBegin(NULL, 0);
6179                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
6180                                                 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);
6181                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
6182                                                 Debug_PolygonEnd();
6183 #endif
6184                                                 l = VectorDistance2(v1, v2);
6185                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
6186                                                 if (v1[2] != v2[2])
6187                                                         l += (1.0f / 1024.0f);
6188                                                 if (shortest[0].length2 > l || i == 0)
6189                                                 {
6190                                                         shortest[1] = shortest[0];
6191                                                         shortest[0].length2 = l;
6192                                                         shortest[0].v1 = v1;
6193                                                         shortest[0].v2 = v2;
6194                                                 }
6195                                                 else if (shortest[1].length2 > l || i == 1)
6196                                                 {
6197                                                         shortest[1].length2 = l;
6198                                                         shortest[1].v1 = v1;
6199                                                         shortest[1].v2 = v2;
6200                                                 }
6201                                         }
6202                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6203                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6204 #if 0
6205                                         Debug_PolygonBegin(NULL, 0);
6206                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6207                                         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);
6208                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6209                                         Debug_PolygonEnd();
6210 #endif
6211                                         // this calculates the right vector from the shortest edge
6212                                         // and the up vector from the edge midpoints
6213                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6214                                         VectorNormalize(right);
6215                                         VectorSubtract(end, start, up);
6216                                         VectorNormalize(up);
6217                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6218                                         VectorSubtract(rsurface.localvieworigin, center, forward);
6219                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6220                                         VectorNegate(forward, forward);
6221                                         VectorReflect(forward, 0, up, forward);
6222                                         VectorNormalize(forward);
6223                                         CrossProduct(up, forward, newright);
6224                                         VectorNormalize(newright);
6225 #if 0
6226                                         Debug_PolygonBegin(NULL, 0);
6227                                         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);
6228                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6229                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
6230                                         Debug_PolygonEnd();
6231 #endif
6232 #if 0
6233                                         Debug_PolygonBegin(NULL, 0);
6234                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6235                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6236                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
6237                                         Debug_PolygonEnd();
6238 #endif
6239                                         // rotate the quad around the up axis vector, this is made
6240                                         // especially easy by the fact we know the quad is flat,
6241                                         // so we only have to subtract the center position and
6242                                         // measure distance along the right vector, and then
6243                                         // multiply that by the newright vector and add back the
6244                                         // center position
6245                                         // we also need to subtract the old position to undo the
6246                                         // displacement from the center, which we do with a
6247                                         // DotProduct, the subtraction/addition of center is also
6248                                         // optimized into DotProducts here
6249                                         l = DotProduct(right, center);
6250                                         for (i = 0;i < 4;i++)
6251                                         {
6252                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6253                                                 f = DotProduct(right, v1) - l;
6254                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6255                                         }
6256                                 }
6257                                 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 != 0);
6258                                 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 != 0);
6259                         }
6260                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6261                         rsurface.vertex3f_bufferobject = 0;
6262                         rsurface.vertex3f_bufferoffset = 0;
6263                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6264                         rsurface.svector3f_bufferobject = 0;
6265                         rsurface.svector3f_bufferoffset = 0;
6266                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6267                         rsurface.tvector3f_bufferobject = 0;
6268                         rsurface.tvector3f_bufferoffset = 0;
6269                         rsurface.normal3f = rsurface.array_deformednormal3f;
6270                         rsurface.normal3f_bufferobject = 0;
6271                         rsurface.normal3f_bufferoffset = 0;
6272                         break;
6273                 case Q3DEFORM_NORMAL:
6274                         // deform the normals to make reflections wavey
6275                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6276                         {
6277                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6278                                 for (j = 0;j < surface->num_vertices;j++)
6279                                 {
6280                                         float vertex[3];
6281                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
6282                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6283                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
6284                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6285                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6286                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6287                                         VectorNormalize(normal);
6288                                 }
6289                                 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 != 0);
6290                         }
6291                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6292                         rsurface.svector3f_bufferobject = 0;
6293                         rsurface.svector3f_bufferoffset = 0;
6294                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6295                         rsurface.tvector3f_bufferobject = 0;
6296                         rsurface.tvector3f_bufferoffset = 0;
6297                         rsurface.normal3f = rsurface.array_deformednormal3f;
6298                         rsurface.normal3f_bufferobject = 0;
6299                         rsurface.normal3f_bufferoffset = 0;
6300                         break;
6301                 case Q3DEFORM_WAVE:
6302                         // deform vertex array to make wavey water and flags and such
6303                         waveparms[0] = deform->waveparms[0];
6304                         waveparms[1] = deform->waveparms[1];
6305                         waveparms[2] = deform->waveparms[2];
6306                         waveparms[3] = deform->waveparms[3];
6307                         // this is how a divisor of vertex influence on deformation
6308                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6309                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6310                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6311                         {
6312                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6313                                 for (j = 0;j < surface->num_vertices;j++)
6314                                 {
6315                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
6316                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6317                                         // if the wavefunc depends on time, evaluate it per-vertex
6318                                         if (waveparms[3])
6319                                         {
6320                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6321                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6322                                         }
6323                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6324                                 }
6325                         }
6326                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6327                         rsurface.vertex3f_bufferobject = 0;
6328                         rsurface.vertex3f_bufferoffset = 0;
6329                         break;
6330                 case Q3DEFORM_BULGE:
6331                         // deform vertex array to make the surface have moving bulges
6332                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6333                         {
6334                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6335                                 for (j = 0;j < surface->num_vertices;j++)
6336                                 {
6337                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6338                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6339                                 }
6340                         }
6341                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6342                         rsurface.vertex3f_bufferobject = 0;
6343                         rsurface.vertex3f_bufferoffset = 0;
6344                         break;
6345                 case Q3DEFORM_MOVE:
6346                         // deform vertex array
6347                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6348                         VectorScale(deform->parms, scale, waveparms);
6349                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6350                         {
6351                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6352                                 for (j = 0;j < surface->num_vertices;j++)
6353                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6354                         }
6355                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6356                         rsurface.vertex3f_bufferobject = 0;
6357                         rsurface.vertex3f_bufferoffset = 0;
6358                         break;
6359                 }
6360         }
6361         // generate texcoords based on the chosen texcoord source
6362         switch(rsurface.texture->tcgen.tcgen)
6363         {
6364         default:
6365         case Q3TCGEN_TEXTURE:
6366                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
6367                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
6368                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
6369                 break;
6370         case Q3TCGEN_LIGHTMAP:
6371                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
6372                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
6373                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
6374                 break;
6375         case Q3TCGEN_VECTOR:
6376                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6377                 {
6378                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6379                         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)
6380                         {
6381                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6382                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6383                         }
6384                 }
6385                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6386                 rsurface.texcoordtexture2f_bufferobject  = 0;
6387                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6388                 break;
6389         case Q3TCGEN_ENVIRONMENT:
6390                 // make environment reflections using a spheremap
6391                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6392                 {
6393                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6394                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6395                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6396                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6397                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6398                         {
6399                                 // identical to Q3A's method, but executed in worldspace so
6400                                 // carried models can be shiny too
6401
6402                                 float viewer[3], d, reflected[3], worldreflected[3];
6403
6404                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
6405                                 // VectorNormalize(viewer);
6406
6407                                 d = DotProduct(normal, viewer);
6408
6409                                 reflected[0] = normal[0]*2*d - viewer[0];
6410                                 reflected[1] = normal[1]*2*d - viewer[1];
6411                                 reflected[2] = normal[2]*2*d - viewer[2];
6412                                 // note: this is proportinal to viewer, so we can normalize later
6413
6414                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6415                                 VectorNormalize(worldreflected);
6416
6417                                 // note: this sphere map only uses world x and z!
6418                                 // so positive and negative y will LOOK THE SAME.
6419                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6420                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6421                         }
6422                 }
6423                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6424                 rsurface.texcoordtexture2f_bufferobject  = 0;
6425                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6426                 break;
6427         }
6428         // the only tcmod that needs software vertex processing is turbulent, so
6429         // check for it here and apply the changes if needed
6430         // and we only support that as the first one
6431         // (handling a mixture of turbulent and other tcmods would be problematic
6432         //  without punting it entirely to a software path)
6433         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6434         {
6435                 amplitude = rsurface.texture->tcmods[0].parms[1];
6436                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6437                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6438                 {
6439                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6440                         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)
6441                         {
6442                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6443                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6444                         }
6445                 }
6446                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6447                 rsurface.texcoordtexture2f_bufferobject  = 0;
6448                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6449         }
6450         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
6451         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6452         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6453         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6454 }
6455
6456 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
6457 {
6458         int i, j;
6459         const msurface_t *surface = texturesurfacelist[0];
6460         const msurface_t *surface2;
6461         int firstvertex;
6462         int endvertex;
6463         int numvertices;
6464         int numtriangles;
6465         // TODO: lock all array ranges before render, rather than on each surface
6466         if (texturenumsurfaces == 1)
6467         {
6468                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6469                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6470         }
6471         else if (r_batchmode.integer == 2)
6472         {
6473                 #define MAXBATCHTRIANGLES 4096
6474                 int batchtriangles = 0;
6475                 int batchelements[MAXBATCHTRIANGLES*3];
6476                 for (i = 0;i < texturenumsurfaces;i = j)
6477                 {
6478                         surface = texturesurfacelist[i];
6479                         j = i + 1;
6480                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6481                         {
6482                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6483                                 continue;
6484                         }
6485                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6486                         batchtriangles = surface->num_triangles;
6487                         firstvertex = surface->num_firstvertex;
6488                         endvertex = surface->num_firstvertex + surface->num_vertices;
6489                         for (;j < texturenumsurfaces;j++)
6490                         {
6491                                 surface2 = texturesurfacelist[j];
6492                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6493                                         break;
6494                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6495                                 batchtriangles += surface2->num_triangles;
6496                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6497                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6498                         }
6499                         surface2 = texturesurfacelist[j-1];
6500                         numvertices = endvertex - firstvertex;
6501                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6502                 }
6503         }
6504         else if (r_batchmode.integer == 1)
6505         {
6506                 for (i = 0;i < texturenumsurfaces;i = j)
6507                 {
6508                         surface = texturesurfacelist[i];
6509                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6510                                 if (texturesurfacelist[j] != surface2)
6511                                         break;
6512                         surface2 = texturesurfacelist[j-1];
6513                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6514                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6515                         GL_LockArrays(surface->num_firstvertex, numvertices);
6516                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6517                 }
6518         }
6519         else
6520         {
6521                 for (i = 0;i < texturenumsurfaces;i++)
6522                 {
6523                         surface = texturesurfacelist[i];
6524                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6525                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6526                 }
6527         }
6528 }
6529
6530 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6531 {
6532         int i, planeindex, vertexindex;
6533         float d, bestd;
6534         vec3_t vert;
6535         const float *v;
6536         r_waterstate_waterplane_t *p, *bestp;
6537         msurface_t *surface;
6538         if (r_waterstate.renderingscene)
6539                 return;
6540         for (i = 0;i < texturenumsurfaces;i++)
6541         {
6542                 surface = texturesurfacelist[i];
6543                 if (lightmaptexunit >= 0)
6544                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6545                 if (deluxemaptexunit >= 0)
6546                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6547                 // pick the closest matching water plane
6548                 bestd = 0;
6549                 bestp = NULL;
6550                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6551                 {
6552                         d = 0;
6553                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6554                         {
6555                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6556                                 d += fabs(PlaneDiff(vert, &p->plane));
6557                         }
6558                         if (bestd > d || !bestp)
6559                         {
6560                                 bestd = d;
6561                                 bestp = p;
6562                         }
6563                 }
6564                 if (bestp)
6565                 {
6566                         if (refractiontexunit >= 0)
6567                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6568                         if (reflectiontexunit >= 0)
6569                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6570                 }
6571                 else
6572                 {
6573                         if (refractiontexunit >= 0)
6574                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6575                         if (reflectiontexunit >= 0)
6576                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6577                 }
6578                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6579                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6580         }
6581 }
6582
6583 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6584 {
6585         int i;
6586         int j;
6587         const msurface_t *surface = texturesurfacelist[0];
6588         const msurface_t *surface2;
6589         int firstvertex;
6590         int endvertex;
6591         int numvertices;
6592         int numtriangles;
6593         // TODO: lock all array ranges before render, rather than on each surface
6594         if (texturenumsurfaces == 1)
6595         {
6596                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6597                 if (deluxemaptexunit >= 0)
6598                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6599                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6600                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6601         }
6602         else if (r_batchmode.integer == 2)
6603         {
6604                 #define MAXBATCHTRIANGLES 4096
6605                 int batchtriangles = 0;
6606                 int batchelements[MAXBATCHTRIANGLES*3];
6607                 for (i = 0;i < texturenumsurfaces;i = j)
6608                 {
6609                         surface = texturesurfacelist[i];
6610                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6611                         if (deluxemaptexunit >= 0)
6612                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6613                         j = i + 1;
6614                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6615                         {
6616                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6617                                 continue;
6618                         }
6619                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6620                         batchtriangles = surface->num_triangles;
6621                         firstvertex = surface->num_firstvertex;
6622                         endvertex = surface->num_firstvertex + surface->num_vertices;
6623                         for (;j < texturenumsurfaces;j++)
6624                         {
6625                                 surface2 = texturesurfacelist[j];
6626                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6627                                         break;
6628                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6629                                 batchtriangles += surface2->num_triangles;
6630                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6631                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6632                         }
6633                         surface2 = texturesurfacelist[j-1];
6634                         numvertices = endvertex - firstvertex;
6635                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6636                 }
6637         }
6638         else if (r_batchmode.integer == 1)
6639         {
6640 #if 0
6641                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6642                 for (i = 0;i < texturenumsurfaces;i = j)
6643                 {
6644                         surface = texturesurfacelist[i];
6645                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6646                                 if (texturesurfacelist[j] != surface2)
6647                                         break;
6648                         Con_Printf(" %i", j - i);
6649                 }
6650                 Con_Printf("\n");
6651                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6652 #endif
6653                 for (i = 0;i < texturenumsurfaces;i = j)
6654                 {
6655                         surface = texturesurfacelist[i];
6656                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6657                         if (deluxemaptexunit >= 0)
6658                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6659                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6660                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6661                                         break;
6662 #if 0
6663                         Con_Printf(" %i", j - i);
6664 #endif
6665                         surface2 = texturesurfacelist[j-1];
6666                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6667                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6668                         GL_LockArrays(surface->num_firstvertex, numvertices);
6669                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6670                 }
6671 #if 0
6672                 Con_Printf("\n");
6673 #endif
6674         }
6675         else
6676         {
6677                 for (i = 0;i < texturenumsurfaces;i++)
6678                 {
6679                         surface = texturesurfacelist[i];
6680                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6681                         if (deluxemaptexunit >= 0)
6682                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6683                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6684                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6685                 }
6686         }
6687 }
6688
6689 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
6690 {
6691         int j;
6692         int texturesurfaceindex;
6693         if (r_showsurfaces.integer == 2)
6694         {
6695                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6696                 {
6697                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6698                         for (j = 0;j < surface->num_triangles;j++)
6699                         {
6700                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
6701                                 GL_Color(f, f, f, 1);
6702                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6703                         }
6704                 }
6705         }
6706         else
6707         {
6708                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6709                 {
6710                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6711                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
6712                         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);
6713                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6714                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6715                 }
6716         }
6717 }
6718
6719 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
6720 {
6721         int texturesurfaceindex;
6722         int i;
6723         float *v, *c2;
6724         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6725         {
6726                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6727                 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)
6728                 {
6729                         c2[0] = 0.5;
6730                         c2[1] = 0.5;
6731                         c2[2] = 0.5;
6732                         c2[3] = 1;
6733                 }
6734         }
6735         rsurface.lightmapcolor4f = rsurface.array_color4f;
6736         rsurface.lightmapcolor4f_bufferobject = 0;
6737         rsurface.lightmapcolor4f_bufferoffset = 0;
6738 }
6739
6740 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
6741 {
6742         int texturesurfaceindex;
6743         int i;
6744         float f;
6745         float *v, *c, *c2;
6746         if (rsurface.lightmapcolor4f)
6747         {
6748                 // generate color arrays for the surfaces in this list
6749                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6750                 {
6751                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6752                         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)
6753                         {
6754                                 f = RSurf_FogVertex(v);
6755                                 c2[0] = c[0] * f;
6756                                 c2[1] = c[1] * f;
6757                                 c2[2] = c[2] * f;
6758                                 c2[3] = c[3];
6759                         }
6760                 }
6761         }
6762         else
6763         {
6764                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6765                 {
6766                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6767                         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)
6768                         {
6769                                 f = RSurf_FogVertex(v);
6770                                 c2[0] = f;
6771                                 c2[1] = f;
6772                                 c2[2] = f;
6773                                 c2[3] = 1;
6774                         }
6775                 }
6776         }
6777         rsurface.lightmapcolor4f = rsurface.array_color4f;
6778         rsurface.lightmapcolor4f_bufferobject = 0;
6779         rsurface.lightmapcolor4f_bufferoffset = 0;
6780 }
6781
6782 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
6783 {
6784         int texturesurfaceindex;
6785         int i;
6786         float f;
6787         float *v, *c, *c2;
6788         if (!rsurface.lightmapcolor4f)
6789                 return;
6790         // generate color arrays for the surfaces in this list
6791         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6792         {
6793                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6794                 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)
6795                 {
6796                         f = RSurf_FogVertex(v);
6797                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
6798                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
6799                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
6800                         c2[3] = c[3];
6801                 }
6802         }
6803         rsurface.lightmapcolor4f = rsurface.array_color4f;
6804         rsurface.lightmapcolor4f_bufferobject = 0;
6805         rsurface.lightmapcolor4f_bufferoffset = 0;
6806 }
6807
6808 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
6809 {
6810         int texturesurfaceindex;
6811         int i;
6812         float *c, *c2;
6813         if (!rsurface.lightmapcolor4f)
6814                 return;
6815         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6816         {
6817                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6818                 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)
6819                 {
6820                         c2[0] = c[0] * r;
6821                         c2[1] = c[1] * g;
6822                         c2[2] = c[2] * b;
6823                         c2[3] = c[3] * a;
6824                 }
6825         }
6826         rsurface.lightmapcolor4f = rsurface.array_color4f;
6827         rsurface.lightmapcolor4f_bufferobject = 0;
6828         rsurface.lightmapcolor4f_bufferoffset = 0;
6829 }
6830
6831 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
6832 {
6833         int texturesurfaceindex;
6834         int i;
6835         float *c, *c2;
6836         if (!rsurface.lightmapcolor4f)
6837                 return;
6838         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6839         {
6840                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6841                 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)
6842                 {
6843                         c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
6844                         c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
6845                         c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
6846                         c2[3] = c[3];
6847                 }
6848         }
6849         rsurface.lightmapcolor4f = rsurface.array_color4f;
6850         rsurface.lightmapcolor4f_bufferobject = 0;
6851         rsurface.lightmapcolor4f_bufferoffset = 0;
6852 }
6853
6854 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6855 {
6856         // TODO: optimize
6857         rsurface.lightmapcolor4f = NULL;
6858         rsurface.lightmapcolor4f_bufferobject = 0;
6859         rsurface.lightmapcolor4f_bufferoffset = 0;
6860         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6861         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6862         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6863         GL_Color(r, g, b, a);
6864         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
6865 }
6866
6867 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6868 {
6869         // TODO: optimize applyfog && applycolor case
6870         // just apply fog if necessary, and tint the fog color array if necessary
6871         rsurface.lightmapcolor4f = NULL;
6872         rsurface.lightmapcolor4f_bufferobject = 0;
6873         rsurface.lightmapcolor4f_bufferoffset = 0;
6874         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6875         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6876         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6877         GL_Color(r, g, b, a);
6878         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6879 }
6880
6881 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6882 {
6883         int texturesurfaceindex;
6884         int i;
6885         float *c;
6886         // TODO: optimize
6887         if (texturesurfacelist[0]->lightmapinfo)
6888         {
6889                 // generate color arrays for the surfaces in this list
6890                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6891                 {
6892                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6893                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
6894                         {
6895                                 if (surface->lightmapinfo->samples)
6896                                 {
6897                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
6898                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
6899                                         VectorScale(lm, scale, c);
6900                                         if (surface->lightmapinfo->styles[1] != 255)
6901                                         {
6902                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
6903                                                 lm += size3;
6904                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
6905                                                 VectorMA(c, scale, lm, c);
6906                                                 if (surface->lightmapinfo->styles[2] != 255)
6907                                                 {
6908                                                         lm += size3;
6909                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
6910                                                         VectorMA(c, scale, lm, c);
6911                                                         if (surface->lightmapinfo->styles[3] != 255)
6912                                                         {
6913                                                                 lm += size3;
6914                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
6915                                                                 VectorMA(c, scale, lm, c);
6916                                                         }
6917                                                 }
6918                                         }
6919                                 }
6920                                 else
6921                                         VectorClear(c);
6922                                 c[3] = 1;
6923                         }
6924                 }
6925                 rsurface.lightmapcolor4f = rsurface.array_color4f;
6926                 rsurface.lightmapcolor4f_bufferobject = 0;
6927                 rsurface.lightmapcolor4f_bufferoffset = 0;
6928         }
6929         else
6930         {
6931                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6932                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6933                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6934         }
6935         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6936         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6937         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6938         GL_Color(r, g, b, a);
6939         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6940 }
6941
6942 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6943 {
6944         int texturesurfaceindex;
6945         int i;
6946         float f;
6947         float *v, *c, *c2, alpha;
6948         vec3_t ambientcolor;
6949         vec3_t diffusecolor;
6950         vec3_t lightdir;
6951         // TODO: optimize
6952         // model lighting
6953         VectorCopy(rsurface.modellight_lightdir, lightdir);
6954         f = 0.5f * r_refdef.lightmapintensity;
6955         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6956         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6957         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6958         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6959         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6960         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6961         alpha = *a;
6962         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6963         {
6964                 // generate color arrays for the surfaces in this list
6965                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6966                 {
6967                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6968                         int numverts = surface->num_vertices;
6969                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6970                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6971                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6972                         // q3-style directional shading
6973                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6974                         {
6975                                 if ((f = DotProduct(c2, lightdir)) > 0)
6976                                         VectorMA(ambientcolor, f, diffusecolor, c);
6977                                 else
6978                                         VectorCopy(ambientcolor, c);
6979                                 c[3] = alpha;
6980                         }
6981                 }
6982                 *r = 1;
6983                 *g = 1;
6984                 *b = 1;
6985                 *a = 1;
6986                 rsurface.lightmapcolor4f = rsurface.array_color4f;
6987                 rsurface.lightmapcolor4f_bufferobject = 0;
6988                 rsurface.lightmapcolor4f_bufferoffset = 0;
6989                 *applycolor = false;
6990         }
6991         else
6992         {
6993                 *r = ambientcolor[0];
6994                 *g = ambientcolor[1];
6995                 *b = ambientcolor[2];
6996                 rsurface.lightmapcolor4f = NULL;
6997                 rsurface.lightmapcolor4f_bufferobject = 0;
6998                 rsurface.lightmapcolor4f_bufferoffset = 0;
6999         }
7000 }
7001
7002 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7003 {
7004         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
7005         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7006         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7007         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7008         GL_Color(r, g, b, a);
7009         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7010 }
7011
7012 void RSurf_SetupDepthAndCulling(void)
7013 {
7014         // submodels are biased to avoid z-fighting with world surfaces that they
7015         // may be exactly overlapping (avoids z-fighting artifacts on certain
7016         // doors and things in Quake maps)
7017         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
7018         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
7019         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
7020         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
7021 }
7022
7023 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
7024 {
7025         // transparent sky would be ridiculous
7026         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
7027                 return;
7028         R_SetupGenericShader(false);
7029         if (skyrendernow)
7030         {
7031                 skyrendernow = false;
7032                 // we have to force off the water clipping plane while rendering sky
7033                 R_SetupView(false);
7034                 R_Sky();
7035                 R_SetupView(true);
7036                 // restore entity matrix
7037                 R_Mesh_Matrix(&rsurface.matrix);
7038         }
7039         RSurf_SetupDepthAndCulling();
7040         GL_DepthMask(true);
7041         // LordHavoc: HalfLife maps have freaky skypolys so don't use
7042         // skymasking on them, and Quake3 never did sky masking (unlike
7043         // software Quake and software Quake2), so disable the sky masking
7044         // in Quake3 maps as it causes problems with q3map2 sky tricks,
7045         // and skymasking also looks very bad when noclipping outside the
7046         // level, so don't use it then either.
7047         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
7048         {
7049                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
7050                 R_Mesh_ColorPointer(NULL, 0, 0);
7051                 R_Mesh_ResetTextureState();
7052                 if (skyrendermasked)
7053                 {
7054                         R_SetupDepthOrShadowShader();
7055                         // depth-only (masking)
7056                         GL_ColorMask(0,0,0,0);
7057                         // just to make sure that braindead drivers don't draw
7058                         // anything despite that colormask...
7059                         GL_BlendFunc(GL_ZERO, GL_ONE);
7060                 }
7061                 else
7062                 {
7063                         R_SetupGenericShader(false);
7064                         // fog sky
7065                         GL_BlendFunc(GL_ONE, GL_ZERO);
7066                 }
7067                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7068                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7069                 if (skyrendermasked)
7070                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7071         }
7072         R_Mesh_ResetTextureState();
7073         GL_Color(1, 1, 1, 1);
7074 }
7075
7076 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7077 {
7078         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
7079                 return;
7080
7081         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
7082         R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
7083         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
7084         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
7085         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
7086         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
7087         if (rsurface.texture->backgroundcurrentskinframe)
7088         {
7089                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
7090                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
7091                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
7092                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
7093         }
7094         if(rsurface.texture->colormapping)
7095         {
7096                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
7097                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
7098         }
7099         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
7100         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7101                 R_Mesh_ColorPointer(NULL, 0, 0);
7102         else
7103                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7104
7105         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7106         {
7107                 // render background
7108                 GL_BlendFunc(GL_ONE, GL_ZERO);
7109                 GL_DepthMask(true);
7110                 GL_AlphaTest(false);
7111
7112                 GL_Color(1, 1, 1, 1);
7113                 R_Mesh_ColorPointer(NULL, 0, 0);
7114
7115                 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
7116                 if (r_glsl_permutation)
7117                 {
7118                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
7119                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7120                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7121                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7122                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7123                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7124                         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);
7125                 }
7126                 GL_LockArrays(0, 0);
7127
7128                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7129                 GL_DepthMask(false);
7130                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7131                         R_Mesh_ColorPointer(NULL, 0, 0);
7132                 else
7133                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7134                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
7135                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
7136         }
7137
7138         R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
7139         if (!r_glsl_permutation)
7140                 return;
7141
7142         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
7143         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7144         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7145         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7146         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7147         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7148
7149         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
7150         {
7151                 GL_BlendFunc(GL_ONE, GL_ZERO);
7152                 GL_DepthMask(true);
7153                 GL_AlphaTest(false);
7154         }
7155         else
7156         {
7157                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7158                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
7159                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
7160         }
7161
7162         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7163         {
7164                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7165                         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);
7166                 else
7167                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
7168         }
7169         else
7170         {
7171                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7172                         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);
7173                 else
7174                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7175         }
7176         GL_LockArrays(0, 0);
7177 }
7178
7179 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7180 {
7181         // OpenGL 1.3 path - anything not completely ancient
7182         int texturesurfaceindex;
7183         qboolean applycolor;
7184         qboolean applyfog;
7185         rmeshstate_t m;
7186         int layerindex;
7187         const texturelayer_t *layer;
7188         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7189
7190         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7191         {
7192                 vec4_t layercolor;
7193                 int layertexrgbscale;
7194                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7195                 {
7196                         if (layerindex == 0)
7197                                 GL_AlphaTest(true);
7198                         else
7199                         {
7200                                 GL_AlphaTest(false);
7201                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7202                         }
7203                 }
7204                 GL_DepthMask(layer->depthmask && writedepth);
7205                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7206                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7207                 {
7208                         layertexrgbscale = 4;
7209                         VectorScale(layer->color, 0.25f, layercolor);
7210                 }
7211                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7212                 {
7213                         layertexrgbscale = 2;
7214                         VectorScale(layer->color, 0.5f, layercolor);
7215                 }
7216                 else
7217                 {
7218                         layertexrgbscale = 1;
7219                         VectorScale(layer->color, 1.0f, layercolor);
7220                 }
7221                 layercolor[3] = layer->color[3];
7222                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7223                 R_Mesh_ColorPointer(NULL, 0, 0);
7224                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7225                 switch (layer->type)
7226                 {
7227                 case TEXTURELAYERTYPE_LITTEXTURE:
7228                         memset(&m, 0, sizeof(m));
7229                         m.tex[0] = R_GetTexture(r_texture_white);
7230                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7231                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7232                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7233                         m.tex[1] = R_GetTexture(layer->texture);
7234                         m.texmatrix[1] = layer->texmatrix;
7235                         m.texrgbscale[1] = layertexrgbscale;
7236                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7237                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7238                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7239                         R_Mesh_TextureState(&m);
7240                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7241                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7242                         else if (rsurface.uselightmaptexture)
7243                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7244                         else
7245                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7246                         break;
7247                 case TEXTURELAYERTYPE_TEXTURE:
7248                         memset(&m, 0, sizeof(m));
7249                         m.tex[0] = R_GetTexture(layer->texture);
7250                         m.texmatrix[0] = layer->texmatrix;
7251                         m.texrgbscale[0] = layertexrgbscale;
7252                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7253                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7254                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7255                         R_Mesh_TextureState(&m);
7256                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7257                         break;
7258                 case TEXTURELAYERTYPE_FOG:
7259                         memset(&m, 0, sizeof(m));
7260                         m.texrgbscale[0] = layertexrgbscale;
7261                         if (layer->texture)
7262                         {
7263                                 m.tex[0] = R_GetTexture(layer->texture);
7264                                 m.texmatrix[0] = layer->texmatrix;
7265                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7266                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7267                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7268                         }
7269                         R_Mesh_TextureState(&m);
7270                         // generate a color array for the fog pass
7271                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7272                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7273                         {
7274                                 int i;
7275                                 float f, *v, *c;
7276                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7277                                 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)
7278                                 {
7279                                         f = 1 - RSurf_FogVertex(v);
7280                                         c[0] = layercolor[0];
7281                                         c[1] = layercolor[1];
7282                                         c[2] = layercolor[2];
7283                                         c[3] = f * layercolor[3];
7284                                 }
7285                         }
7286                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7287                         break;
7288                 default:
7289                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7290                 }
7291                 GL_LockArrays(0, 0);
7292         }
7293         CHECKGLERROR
7294         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7295         {
7296                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7297                 GL_AlphaTest(false);
7298         }
7299 }
7300
7301 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7302 {
7303         // OpenGL 1.1 - crusty old voodoo path
7304         int texturesurfaceindex;
7305         qboolean applyfog;
7306         rmeshstate_t m;
7307         int layerindex;
7308         const texturelayer_t *layer;
7309         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7310
7311         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7312         {
7313                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7314                 {
7315                         if (layerindex == 0)
7316                                 GL_AlphaTest(true);
7317                         else
7318                         {
7319                                 GL_AlphaTest(false);
7320                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7321                         }
7322                 }
7323                 GL_DepthMask(layer->depthmask && writedepth);
7324                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7325                 R_Mesh_ColorPointer(NULL, 0, 0);
7326                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7327                 switch (layer->type)
7328                 {
7329                 case TEXTURELAYERTYPE_LITTEXTURE:
7330                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7331                         {
7332                                 // two-pass lit texture with 2x rgbscale
7333                                 // first the lightmap pass
7334                                 memset(&m, 0, sizeof(m));
7335                                 m.tex[0] = R_GetTexture(r_texture_white);
7336                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7337                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7338                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7339                                 R_Mesh_TextureState(&m);
7340                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7341                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7342                                 else if (rsurface.uselightmaptexture)
7343                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7344                                 else
7345                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7346                                 GL_LockArrays(0, 0);
7347                                 // then apply the texture to it
7348                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7349                                 memset(&m, 0, sizeof(m));
7350                                 m.tex[0] = R_GetTexture(layer->texture);
7351                                 m.texmatrix[0] = layer->texmatrix;
7352                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7353                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7354                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7355                                 R_Mesh_TextureState(&m);
7356                                 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);
7357                         }
7358                         else
7359                         {
7360                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7361                                 memset(&m, 0, sizeof(m));
7362                                 m.tex[0] = R_GetTexture(layer->texture);
7363                                 m.texmatrix[0] = layer->texmatrix;
7364                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7365                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7366                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7367                                 R_Mesh_TextureState(&m);
7368                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7369                                         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);
7370                                 else
7371                                         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);
7372                         }
7373                         break;
7374                 case TEXTURELAYERTYPE_TEXTURE:
7375                         // singletexture unlit texture with transparency support
7376                         memset(&m, 0, sizeof(m));
7377                         m.tex[0] = R_GetTexture(layer->texture);
7378                         m.texmatrix[0] = layer->texmatrix;
7379                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7380                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7381                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7382                         R_Mesh_TextureState(&m);
7383                         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);
7384                         break;
7385                 case TEXTURELAYERTYPE_FOG:
7386                         // singletexture fogging
7387                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7388                         if (layer->texture)
7389                         {
7390                                 memset(&m, 0, sizeof(m));
7391                                 m.tex[0] = R_GetTexture(layer->texture);
7392                                 m.texmatrix[0] = layer->texmatrix;
7393                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7394                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7395                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7396                                 R_Mesh_TextureState(&m);
7397                         }
7398                         else
7399                                 R_Mesh_ResetTextureState();
7400                         // generate a color array for the fog pass
7401                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7402                         {
7403                                 int i;
7404                                 float f, *v, *c;
7405                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7406                                 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)
7407                                 {
7408                                         f = 1 - RSurf_FogVertex(v);
7409                                         c[0] = layer->color[0];
7410                                         c[1] = layer->color[1];
7411                                         c[2] = layer->color[2];
7412                                         c[3] = f * layer->color[3];
7413                                 }
7414                         }
7415                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7416                         break;
7417                 default:
7418                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7419                 }
7420                 GL_LockArrays(0, 0);
7421         }
7422         CHECKGLERROR
7423         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7424         {
7425                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7426                 GL_AlphaTest(false);
7427         }
7428 }
7429
7430 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7431 {
7432         float c[4];
7433
7434         GL_AlphaTest(false);
7435         R_Mesh_ColorPointer(NULL, 0, 0);
7436         R_Mesh_ResetTextureState();
7437         R_SetupGenericShader(false);
7438
7439         if(rsurface.texture && rsurface.texture->currentskinframe)
7440         {
7441                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7442                 c[3] *= rsurface.texture->currentalpha;
7443         }
7444         else
7445         {
7446                 c[0] = 1;
7447                 c[1] = 0;
7448                 c[2] = 1;
7449                 c[3] = 1;
7450         }
7451
7452         if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7453         {
7454                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7455                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7456                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7457         }
7458
7459         // brighten it up (as texture value 127 means "unlit")
7460         c[0] *= 2 * r_refdef.view.colorscale;
7461         c[1] *= 2 * r_refdef.view.colorscale;
7462         c[2] *= 2 * r_refdef.view.colorscale;
7463
7464         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7465                 c[3] *= r_wateralpha.value;
7466
7467         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7468         {
7469                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7470                 GL_DepthMask(false);
7471         }
7472         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7473         {
7474                 GL_BlendFunc(GL_ONE, GL_ONE);
7475                 GL_DepthMask(false);
7476         }
7477         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7478         {
7479                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7480                 GL_DepthMask(false);
7481         }
7482         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7483         {
7484                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7485                 GL_DepthMask(false);
7486         }
7487         else
7488         {
7489                 GL_BlendFunc(GL_ONE, GL_ZERO);
7490                 GL_DepthMask(writedepth);
7491         }
7492
7493         rsurface.lightmapcolor4f = NULL;
7494
7495         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7496         {
7497                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7498
7499                 rsurface.lightmapcolor4f = NULL;
7500                 rsurface.lightmapcolor4f_bufferobject = 0;
7501                 rsurface.lightmapcolor4f_bufferoffset = 0;
7502         }
7503         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7504         {
7505                 qboolean applycolor = true;
7506                 float one = 1.0;
7507
7508                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7509
7510                 r_refdef.lightmapintensity = 1;
7511                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7512                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7513         }
7514         else
7515         {
7516                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7517
7518                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7519                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7520                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7521         }
7522
7523         if(!rsurface.lightmapcolor4f)
7524                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7525
7526         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7527         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7528         if(r_refdef.fogenabled)
7529                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7530
7531         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7532         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7533 }
7534
7535 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7536 {
7537         CHECKGLERROR
7538         RSurf_SetupDepthAndCulling();
7539         if (r_showsurfaces.integer == 3)
7540                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7541         else if (r_glsl.integer && gl_support_fragment_shader)
7542                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7543         else if (gl_combine.integer && r_textureunits.integer >= 2)
7544                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7545         else
7546                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7547         CHECKGLERROR
7548 }
7549
7550 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7551 {
7552         CHECKGLERROR
7553         RSurf_SetupDepthAndCulling();
7554         if (r_showsurfaces.integer == 3)
7555                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7556         else if (r_glsl.integer && gl_support_fragment_shader)
7557                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7558         else if (gl_combine.integer && r_textureunits.integer >= 2)
7559                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7560         else
7561                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7562         CHECKGLERROR
7563 }
7564
7565 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7566 {
7567         int i, j;
7568         int texturenumsurfaces, endsurface;
7569         texture_t *texture;
7570         msurface_t *surface;
7571         msurface_t *texturesurfacelist[1024];
7572
7573         // if the model is static it doesn't matter what value we give for
7574         // wantnormals and wanttangents, so this logic uses only rules applicable
7575         // to a model, knowing that they are meaningless otherwise
7576         if (ent == r_refdef.scene.worldentity)
7577                 RSurf_ActiveWorldEntity();
7578         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7579                 RSurf_ActiveModelEntity(ent, false, false);
7580         else
7581                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
7582
7583         for (i = 0;i < numsurfaces;i = j)
7584         {
7585                 j = i + 1;
7586                 surface = rsurface.modelsurfaces + surfacelist[i];
7587                 texture = surface->texture;
7588                 rsurface.texture = R_GetCurrentTexture(texture);
7589                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7590                 // scan ahead until we find a different texture
7591                 endsurface = min(i + 1024, numsurfaces);
7592                 texturenumsurfaces = 0;
7593                 texturesurfacelist[texturenumsurfaces++] = surface;
7594                 for (;j < endsurface;j++)
7595                 {
7596                         surface = rsurface.modelsurfaces + surfacelist[j];
7597                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7598                                 break;
7599                         texturesurfacelist[texturenumsurfaces++] = surface;
7600                 }
7601                 // render the range of surfaces
7602                 if (ent == r_refdef.scene.worldentity)
7603                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7604                 else
7605                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7606         }
7607         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7608         GL_AlphaTest(false);
7609 }
7610
7611 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
7612 {
7613         const entity_render_t *queueentity = r_refdef.scene.worldentity;
7614         CHECKGLERROR
7615         if (depthonly)
7616         {
7617                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7618                         return;
7619                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7620                         return;
7621                 RSurf_SetupDepthAndCulling();
7622                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7623                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7624         }
7625         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7626         {
7627                 RSurf_SetupDepthAndCulling();
7628                 GL_AlphaTest(false);
7629                 R_Mesh_ColorPointer(NULL, 0, 0);
7630                 R_Mesh_ResetTextureState();
7631                 R_SetupGenericShader(false);
7632                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7633                 GL_DepthMask(true);
7634                 GL_BlendFunc(GL_ONE, GL_ZERO);
7635                 GL_Color(0, 0, 0, 1);
7636                 GL_DepthTest(writedepth);
7637                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7638         }
7639         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7640         {
7641                 RSurf_SetupDepthAndCulling();
7642                 GL_AlphaTest(false);
7643                 R_Mesh_ColorPointer(NULL, 0, 0);
7644                 R_Mesh_ResetTextureState();
7645                 R_SetupGenericShader(false);
7646                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7647                 GL_DepthMask(true);
7648                 GL_BlendFunc(GL_ONE, GL_ZERO);
7649                 GL_DepthTest(true);
7650                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7651         }
7652         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7653                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7654         else if (!rsurface.texture->currentnumlayers)
7655                 return;
7656         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7657         {
7658                 // transparent surfaces get pushed off into the transparent queue
7659                 int surfacelistindex;
7660                 const msurface_t *surface;
7661                 vec3_t tempcenter, center;
7662                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7663                 {
7664                         surface = texturesurfacelist[surfacelistindex];
7665                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7666                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7667                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7668                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7669                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7670                 }
7671         }
7672         else
7673         {
7674                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7675                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7676         }
7677         CHECKGLERROR
7678 }
7679
7680 void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7681 {
7682         int i, j;
7683         texture_t *texture;
7684         // break the surface list down into batches by texture and use of lightmapping
7685         for (i = 0;i < numsurfaces;i = j)
7686         {
7687                 j = i + 1;
7688                 // texture is the base texture pointer, rsurface.texture is the
7689                 // current frame/skin the texture is directing us to use (for example
7690                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7691                 // use skin 1 instead)
7692                 texture = surfacelist[i]->texture;
7693                 rsurface.texture = R_GetCurrentTexture(texture);
7694                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7695                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7696                 {
7697                         // if this texture is not the kind we want, skip ahead to the next one
7698                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7699                                 ;
7700                         continue;
7701                 }
7702                 // simply scan ahead until we find a different texture or lightmap state
7703                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7704                         ;
7705                 // render the range of surfaces
7706                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
7707         }
7708 }
7709
7710 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
7711 {
7712         CHECKGLERROR
7713         if (depthonly)
7714         {
7715                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7716                         return;
7717                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7718                         return;
7719                 RSurf_SetupDepthAndCulling();
7720                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7721                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7722         }
7723         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7724         {
7725                 RSurf_SetupDepthAndCulling();
7726                 GL_AlphaTest(false);
7727                 R_Mesh_ColorPointer(NULL, 0, 0);
7728                 R_Mesh_ResetTextureState();
7729                 R_SetupGenericShader(false);
7730                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7731                 GL_DepthMask(true);
7732                 GL_BlendFunc(GL_ONE, GL_ZERO);
7733                 GL_Color(0, 0, 0, 1);
7734                 GL_DepthTest(writedepth);
7735                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7736         }
7737         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7738         {
7739                 RSurf_SetupDepthAndCulling();
7740                 GL_AlphaTest(false);
7741                 R_Mesh_ColorPointer(NULL, 0, 0);
7742                 R_Mesh_ResetTextureState();
7743                 R_SetupGenericShader(false);
7744                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7745                 GL_DepthMask(true);
7746                 GL_BlendFunc(GL_ONE, GL_ZERO);
7747                 GL_DepthTest(true);
7748                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7749         }
7750         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7751                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7752         else if (!rsurface.texture->currentnumlayers)
7753                 return;
7754         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7755         {
7756                 // transparent surfaces get pushed off into the transparent queue
7757                 int surfacelistindex;
7758                 const msurface_t *surface;
7759                 vec3_t tempcenter, center;
7760                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7761                 {
7762                         surface = texturesurfacelist[surfacelistindex];
7763                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7764                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7765                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7766                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7767                         if (queueentity->transparent_offset) // transparent offset
7768                         {
7769                                 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
7770                                 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
7771                                 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
7772                         }
7773                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7774                 }
7775         }
7776         else
7777         {
7778                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7779                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7780         }
7781         CHECKGLERROR
7782 }
7783
7784 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7785 {
7786         int i, j;
7787         texture_t *texture;
7788         // break the surface list down into batches by texture and use of lightmapping
7789         for (i = 0;i < numsurfaces;i = j)
7790         {
7791                 j = i + 1;
7792                 // texture is the base texture pointer, rsurface.texture is the
7793                 // current frame/skin the texture is directing us to use (for example
7794                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7795                 // use skin 1 instead)
7796                 texture = surfacelist[i]->texture;
7797                 rsurface.texture = R_GetCurrentTexture(texture);
7798                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7799                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7800                 {
7801                         // if this texture is not the kind we want, skip ahead to the next one
7802                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7803                                 ;
7804                         continue;
7805                 }
7806                 // simply scan ahead until we find a different texture or lightmap state
7807                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7808                         ;
7809                 // render the range of surfaces
7810                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
7811         }
7812 }
7813
7814 float locboxvertex3f[6*4*3] =
7815 {
7816         1,0,1, 1,0,0, 1,1,0, 1,1,1,
7817         0,1,1, 0,1,0, 0,0,0, 0,0,1,
7818         1,1,1, 1,1,0, 0,1,0, 0,1,1,
7819         0,0,1, 0,0,0, 1,0,0, 1,0,1,
7820         0,0,1, 1,0,1, 1,1,1, 0,1,1,
7821         1,0,0, 0,0,0, 0,1,0, 1,1,0
7822 };
7823
7824 unsigned short locboxelements[6*2*3] =
7825 {
7826          0, 1, 2, 0, 2, 3,
7827          4, 5, 6, 4, 6, 7,
7828          8, 9,10, 8,10,11,
7829         12,13,14, 12,14,15,
7830         16,17,18, 16,18,19,
7831         20,21,22, 20,22,23
7832 };
7833
7834 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7835 {
7836         int i, j;
7837         cl_locnode_t *loc = (cl_locnode_t *)ent;
7838         vec3_t mins, size;
7839         float vertex3f[6*4*3];
7840         CHECKGLERROR
7841         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7842         GL_DepthMask(false);
7843         GL_DepthRange(0, 1);
7844         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7845         GL_DepthTest(true);
7846         GL_CullFace(GL_NONE);
7847         R_Mesh_Matrix(&identitymatrix);
7848
7849         R_Mesh_VertexPointer(vertex3f, 0, 0);
7850         R_Mesh_ColorPointer(NULL, 0, 0);
7851         R_Mesh_ResetTextureState();
7852         R_SetupGenericShader(false);
7853
7854         i = surfacelist[0];
7855         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7856                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7857                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7858                         surfacelist[0] < 0 ? 0.5f : 0.125f);
7859
7860         if (VectorCompare(loc->mins, loc->maxs))
7861         {
7862                 VectorSet(size, 2, 2, 2);
7863                 VectorMA(loc->mins, -0.5f, size, mins);
7864         }
7865         else
7866         {
7867                 VectorCopy(loc->mins, mins);
7868                 VectorSubtract(loc->maxs, loc->mins, size);
7869         }
7870
7871         for (i = 0;i < 6*4*3;)
7872                 for (j = 0;j < 3;j++, i++)
7873                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
7874
7875         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
7876 }
7877
7878 void R_DrawLocs(void)
7879 {
7880         int index;
7881         cl_locnode_t *loc, *nearestloc;
7882         vec3_t center;
7883         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
7884         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
7885         {
7886                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
7887                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
7888         }
7889 }
7890
7891 void R_DrawDebugModel(entity_render_t *ent)
7892 {
7893         int i, j, k, l, flagsmask;
7894         const int *elements;
7895         q3mbrush_t *brush;
7896         msurface_t *surface;
7897         dp_model_t *model = ent->model;
7898         vec3_t v;
7899
7900         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
7901
7902         R_Mesh_ColorPointer(NULL, 0, 0);
7903         R_Mesh_ResetTextureState();
7904         R_SetupGenericShader(false);
7905         GL_DepthRange(0, 1);
7906         GL_DepthTest(!r_showdisabledepthtest.integer);
7907         GL_DepthMask(false);
7908         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7909
7910         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
7911         {
7912                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
7913                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
7914                 {
7915                         if (brush->colbrushf && brush->colbrushf->numtriangles)
7916                         {
7917                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
7918                                 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);
7919                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
7920                         }
7921                 }
7922                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
7923                 {
7924                         if (surface->num_collisiontriangles)
7925                         {
7926                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
7927                                 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);
7928                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
7929                         }
7930                 }
7931         }
7932
7933         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7934
7935         if (r_showtris.integer || r_shownormals.integer)
7936         {
7937                 if (r_showdisabledepthtest.integer)
7938                 {
7939                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7940                         GL_DepthMask(false);
7941                 }
7942                 else
7943                 {
7944                         GL_BlendFunc(GL_ONE, GL_ZERO);
7945                         GL_DepthMask(true);
7946                 }
7947                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
7948                 {
7949                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
7950                                 continue;
7951                         rsurface.texture = R_GetCurrentTexture(surface->texture);
7952                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
7953                         {
7954                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
7955                                 if (r_showtris.value > 0)
7956                                 {
7957                                         if (!rsurface.texture->currentlayers->depthmask)
7958                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
7959                                         else if (ent == r_refdef.scene.worldentity)
7960                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
7961                                         else
7962                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
7963                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
7964                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
7965                                         R_Mesh_ColorPointer(NULL, 0, 0);
7966                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
7967                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7968                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
7969                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7970                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7971                                         CHECKGLERROR
7972                                 }
7973                                 if (r_shownormals.value < 0)
7974                                 {
7975                                         qglBegin(GL_LINES);
7976                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7977                                         {
7978                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7979                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7980                                                 qglVertex3f(v[0], v[1], v[2]);
7981                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
7982                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7983                                                 qglVertex3f(v[0], v[1], v[2]);
7984                                         }
7985                                         qglEnd();
7986                                         CHECKGLERROR
7987                                 }
7988                                 if (r_shownormals.value > 0)
7989                                 {
7990                                         qglBegin(GL_LINES);
7991                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7992                                         {
7993                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7994                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7995                                                 qglVertex3f(v[0], v[1], v[2]);
7996                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
7997                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7998                                                 qglVertex3f(v[0], v[1], v[2]);
7999                                         }
8000                                         qglEnd();
8001                                         CHECKGLERROR
8002                                         qglBegin(GL_LINES);
8003                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8004                                         {
8005                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
8006                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
8007                                                 qglVertex3f(v[0], v[1], v[2]);
8008                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
8009                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8010                                                 qglVertex3f(v[0], v[1], v[2]);
8011                                         }
8012                                         qglEnd();
8013                                         CHECKGLERROR
8014                                         qglBegin(GL_LINES);
8015                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8016                                         {
8017                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
8018                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
8019                                                 qglVertex3f(v[0], v[1], v[2]);
8020                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
8021                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8022                                                 qglVertex3f(v[0], v[1], v[2]);
8023                                         }
8024                                         qglEnd();
8025                                         CHECKGLERROR
8026                                 }
8027                         }
8028                 }
8029                 rsurface.texture = NULL;
8030         }
8031 }
8032
8033 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
8034 int r_maxsurfacelist = 0;
8035 msurface_t **r_surfacelist = NULL;
8036 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
8037 {
8038         int i, j, endj, f, flagsmask;
8039         texture_t *t;
8040         dp_model_t *model = r_refdef.scene.worldmodel;
8041         msurface_t *surfaces;
8042         unsigned char *update;
8043         int numsurfacelist = 0;
8044         if (model == NULL)
8045                 return;
8046
8047         if (r_maxsurfacelist < model->num_surfaces)
8048         {
8049                 r_maxsurfacelist = model->num_surfaces;
8050                 if (r_surfacelist)
8051                         Mem_Free(r_surfacelist);
8052                 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
8053         }
8054
8055         RSurf_ActiveWorldEntity();
8056
8057         surfaces = model->data_surfaces;
8058         update = model->brushq1.lightmapupdateflags;
8059
8060         // update light styles on this submodel
8061         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
8062         {
8063                 model_brush_lightstyleinfo_t *style;
8064                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
8065                 {
8066                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
8067                         {
8068                                 int *list = style->surfacelist;
8069                                 style->value = r_refdef.scene.lightstylevalue[style->style];
8070                                 for (j = 0;j < style->numsurfaces;j++)
8071                                         update[list[j]] = true;
8072                         }
8073                 }
8074         }
8075
8076         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
8077
8078         if (debug)
8079         {
8080                 R_DrawDebugModel(r_refdef.scene.worldentity);
8081                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8082                 return;
8083         }
8084
8085         f = 0;
8086         t = NULL;
8087         rsurface.uselightmaptexture = false;
8088         rsurface.texture = NULL;
8089         rsurface.rtlight = NULL;
8090         numsurfacelist = 0;
8091         // add visible surfaces to draw list
8092         for (i = 0;i < model->nummodelsurfaces;i++)
8093         {
8094                 j = model->sortedmodelsurfaces[i];
8095                 if (r_refdef.viewcache.world_surfacevisible[j])
8096                         r_surfacelist[numsurfacelist++] = surfaces + j;
8097         }
8098         // update lightmaps if needed
8099         if (update)
8100                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
8101                         if (r_refdef.viewcache.world_surfacevisible[j])
8102                                 if (update[j])
8103                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
8104         // don't do anything if there were no surfaces
8105         if (!numsurfacelist)
8106         {
8107                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8108                 return;
8109         }
8110         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
8111         GL_AlphaTest(false);
8112
8113         // add to stats if desired
8114         if (r_speeds.integer && !skysurfaces && !depthonly)
8115         {
8116                 r_refdef.stats.world_surfaces += numsurfacelist;
8117                 for (j = 0;j < numsurfacelist;j++)
8118                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
8119         }
8120         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8121 }
8122
8123 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
8124 {
8125         int i, j, endj, f, flagsmask;
8126         texture_t *t;
8127         dp_model_t *model = ent->model;
8128         msurface_t *surfaces;
8129         unsigned char *update;
8130         int numsurfacelist = 0;
8131         if (model == NULL)
8132                 return;
8133
8134         if (r_maxsurfacelist < model->num_surfaces)
8135         {
8136                 r_maxsurfacelist = model->num_surfaces;
8137                 if (r_surfacelist)
8138                         Mem_Free(r_surfacelist);
8139                 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
8140         }
8141
8142         // if the model is static it doesn't matter what value we give for
8143         // wantnormals and wanttangents, so this logic uses only rules applicable
8144         // to a model, knowing that they are meaningless otherwise
8145         if (ent == r_refdef.scene.worldentity)
8146                 RSurf_ActiveWorldEntity();
8147         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8148                 RSurf_ActiveModelEntity(ent, false, false);
8149         else
8150                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
8151
8152         surfaces = model->data_surfaces;
8153         update = model->brushq1.lightmapupdateflags;
8154
8155         // update light styles
8156         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
8157         {
8158                 model_brush_lightstyleinfo_t *style;
8159                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
8160                 {
8161                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
8162                         {
8163                                 int *list = style->surfacelist;
8164                                 style->value = r_refdef.scene.lightstylevalue[style->style];
8165                                 for (j = 0;j < style->numsurfaces;j++)
8166                                         update[list[j]] = true;
8167                         }
8168                 }
8169         }
8170
8171         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
8172
8173         if (debug)
8174         {
8175                 R_DrawDebugModel(ent);
8176                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8177                 return;
8178         }
8179
8180         f = 0;
8181         t = NULL;
8182         rsurface.uselightmaptexture = false;
8183         rsurface.texture = NULL;
8184         rsurface.rtlight = NULL;
8185         numsurfacelist = 0;
8186         // add visible surfaces to draw list
8187         for (i = 0;i < model->nummodelsurfaces;i++)
8188                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
8189         // don't do anything if there were no surfaces
8190         if (!numsurfacelist)
8191         {
8192                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8193                 return;
8194         }
8195         // update lightmaps if needed
8196         if (update)
8197                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
8198                         if (update[j])
8199                                 R_BuildLightMap(ent, surfaces + j);
8200         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
8201         GL_AlphaTest(false);
8202
8203         // add to stats if desired
8204         if (r_speeds.integer && !skysurfaces && !depthonly)
8205         {
8206                 r_refdef.stats.entities_surfaces += numsurfacelist;
8207                 for (j = 0;j < numsurfacelist;j++)
8208                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
8209         }
8210         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8211 }