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colormod values above 1 1 1 should work properly with r_glsl now
[xonotic/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
30
31 //
32 // screen size info
33 //
34 r_refdef_t r_refdef;
35 r_view_t r_view;
36 r_viewcache_t r_viewcache;
37
38 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
39 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
40 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
41 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)"};
42 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
43 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
44 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"};
45 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"};
46 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
47 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"};
48 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"};
49 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"};
50 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
51 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
52 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
53 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
54 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
55 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
56 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
57 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
58 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
59 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
60 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
61 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
62 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
63 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
64 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
65 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"};
66 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
67 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
68
69 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
70 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
71 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
72 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
73 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
74 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
75 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
76 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
77
78 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
79
80 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
81 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
82 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
83 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
84 cvar_t r_glsl_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)"};
85 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
86
87 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)"};
88 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
89 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"};
90 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
91 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
92
93 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
94 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
95 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
96 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
97
98 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
99 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
100 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
101 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
102 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
103 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
104 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
105
106 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
107 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
108 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
109 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)"};
110
111 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"};
112
113 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"};
114
115 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
116
117 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
118 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
119 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"};
120 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
121 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
122 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
123
124 extern qboolean v_flipped_state;
125
126 typedef struct r_glsl_bloomshader_s
127 {
128         int program;
129         int loc_Texture_Bloom;
130 }
131 r_glsl_bloomshader_t;
132
133 static struct r_bloomstate_s
134 {
135         qboolean enabled;
136         qboolean hdr;
137
138         int bloomwidth, bloomheight;
139
140         int screentexturewidth, screentextureheight;
141         rtexture_t *texture_screen;
142
143         int bloomtexturewidth, bloomtextureheight;
144         rtexture_t *texture_bloom;
145
146         r_glsl_bloomshader_t *shader;
147
148         // arrays for rendering the screen passes
149         float screentexcoord2f[8];
150         float bloomtexcoord2f[8];
151         float offsettexcoord2f[8];
152 }
153 r_bloomstate;
154
155 typedef struct r_waterstate_waterplane_s
156 {
157         rtexture_t *texture_refraction;
158         rtexture_t *texture_reflection;
159         mplane_t plane;
160         int materialflags; // combined flags of all water surfaces on this plane
161         unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
162         qboolean pvsvalid;
163 }
164 r_waterstate_waterplane_t;
165
166 #define MAX_WATERPLANES 16
167
168 static struct r_waterstate_s
169 {
170         qboolean enabled;
171
172         qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
173
174         int waterwidth, waterheight;
175         int texturewidth, textureheight;
176
177         int maxwaterplanes; // same as MAX_WATERPLANES
178         int numwaterplanes;
179         r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
180
181         float screenscale[2];
182         float screencenter[2];
183 }
184 r_waterstate;
185
186 // shadow volume bsp struct with automatically growing nodes buffer
187 svbsp_t r_svbsp;
188
189 rtexture_t *r_texture_blanknormalmap;
190 rtexture_t *r_texture_white;
191 rtexture_t *r_texture_grey128;
192 rtexture_t *r_texture_black;
193 rtexture_t *r_texture_notexture;
194 rtexture_t *r_texture_whitecube;
195 rtexture_t *r_texture_normalizationcube;
196 rtexture_t *r_texture_fogattenuation;
197 //rtexture_t *r_texture_fogintensity;
198
199 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
200 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
201
202 // vertex coordinates for a quad that covers the screen exactly
203 const static float r_screenvertex3f[12] =
204 {
205         0, 0, 0,
206         1, 0, 0,
207         1, 1, 0,
208         0, 1, 0
209 };
210
211 extern void R_DrawModelShadows(void);
212
213 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
214 {
215         int i;
216         for (i = 0;i < verts;i++)
217         {
218                 out[0] = in[0] * r;
219                 out[1] = in[1] * g;
220                 out[2] = in[2] * b;
221                 out[3] = in[3];
222                 in += 4;
223                 out += 4;
224         }
225 }
226
227 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
228 {
229         int i;
230         for (i = 0;i < verts;i++)
231         {
232                 out[0] = r;
233                 out[1] = g;
234                 out[2] = b;
235                 out[3] = a;
236                 out += 4;
237         }
238 }
239
240 // FIXME: move this to client?
241 void FOG_clear(void)
242 {
243         if (gamemode == GAME_NEHAHRA)
244         {
245                 Cvar_Set("gl_fogenable", "0");
246                 Cvar_Set("gl_fogdensity", "0.2");
247                 Cvar_Set("gl_fogred", "0.3");
248                 Cvar_Set("gl_foggreen", "0.3");
249                 Cvar_Set("gl_fogblue", "0.3");
250         }
251         r_refdef.fog_density = 0;
252         r_refdef.fog_red = 0;
253         r_refdef.fog_green = 0;
254         r_refdef.fog_blue = 0;
255         r_refdef.fog_alpha = 1;
256         r_refdef.fog_start = 0;
257         r_refdef.fog_end = 0;
258 }
259
260 float FogForDistance(vec_t dist)
261 {
262         unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
263         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
264 }
265
266 float FogPoint_World(const vec3_t p)
267 {
268         return FogForDistance(VectorDistance((p), r_view.origin));
269 }
270
271 float FogPoint_Model(const vec3_t p)
272 {
273         return FogForDistance(VectorDistance((p), rsurface.modelorg));
274 }
275
276 static void R_BuildBlankTextures(void)
277 {
278         unsigned char data[4];
279         data[2] = 128; // normal X
280         data[1] = 128; // normal Y
281         data[0] = 255; // normal Z
282         data[3] = 128; // height
283         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
284         data[0] = 255;
285         data[1] = 255;
286         data[2] = 255;
287         data[3] = 255;
288         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
289         data[0] = 128;
290         data[1] = 128;
291         data[2] = 128;
292         data[3] = 255;
293         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
294         data[0] = 0;
295         data[1] = 0;
296         data[2] = 0;
297         data[3] = 255;
298         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
299 }
300
301 static void R_BuildNoTexture(void)
302 {
303         int x, y;
304         unsigned char pix[16][16][4];
305         // this makes a light grey/dark grey checkerboard texture
306         for (y = 0;y < 16;y++)
307         {
308                 for (x = 0;x < 16;x++)
309                 {
310                         if ((y < 8) ^ (x < 8))
311                         {
312                                 pix[y][x][0] = 128;
313                                 pix[y][x][1] = 128;
314                                 pix[y][x][2] = 128;
315                                 pix[y][x][3] = 255;
316                         }
317                         else
318                         {
319                                 pix[y][x][0] = 64;
320                                 pix[y][x][1] = 64;
321                                 pix[y][x][2] = 64;
322                                 pix[y][x][3] = 255;
323                         }
324                 }
325         }
326         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
327 }
328
329 static void R_BuildWhiteCube(void)
330 {
331         unsigned char data[6*1*1*4];
332         memset(data, 255, sizeof(data));
333         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
334 }
335
336 static void R_BuildNormalizationCube(void)
337 {
338         int x, y, side;
339         vec3_t v;
340         vec_t s, t, intensity;
341 #define NORMSIZE 64
342         unsigned char data[6][NORMSIZE][NORMSIZE][4];
343         for (side = 0;side < 6;side++)
344         {
345                 for (y = 0;y < NORMSIZE;y++)
346                 {
347                         for (x = 0;x < NORMSIZE;x++)
348                         {
349                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
350                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
351                                 switch(side)
352                                 {
353                                 default:
354                                 case 0:
355                                         v[0] = 1;
356                                         v[1] = -t;
357                                         v[2] = -s;
358                                         break;
359                                 case 1:
360                                         v[0] = -1;
361                                         v[1] = -t;
362                                         v[2] = s;
363                                         break;
364                                 case 2:
365                                         v[0] = s;
366                                         v[1] = 1;
367                                         v[2] = t;
368                                         break;
369                                 case 3:
370                                         v[0] = s;
371                                         v[1] = -1;
372                                         v[2] = -t;
373                                         break;
374                                 case 4:
375                                         v[0] = s;
376                                         v[1] = -t;
377                                         v[2] = 1;
378                                         break;
379                                 case 5:
380                                         v[0] = -s;
381                                         v[1] = -t;
382                                         v[2] = -1;
383                                         break;
384                                 }
385                                 intensity = 127.0f / sqrt(DotProduct(v, v));
386                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
387                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
388                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
389                                 data[side][y][x][3] = 255;
390                         }
391                 }
392         }
393         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
394 }
395
396 static void R_BuildFogTexture(void)
397 {
398         int x, b;
399 #define FOGWIDTH 256
400         unsigned char data1[FOGWIDTH][4];
401         //unsigned char data2[FOGWIDTH][4];
402         double d, r, alpha;
403
404         r_refdef.fogmasktable_start = r_refdef.fog_start;
405         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
406         r_refdef.fogmasktable_range = r_refdef.fogrange;
407         r_refdef.fogmasktable_density = r_refdef.fog_density;
408
409         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
410         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
411         {
412                 d = (x * r - r_refdef.fogmasktable_start);
413                 Con_Printf("%f ", d);
414                 d = max(0, d);
415                 if (r_fog_exp2.integer)
416                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
417                 else
418                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
419                 Con_Printf(" : %f ", alpha);
420                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
421                 Con_Printf(" = %f\n", alpha);
422                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
423         }
424
425         for (x = 0;x < FOGWIDTH;x++)
426         {
427                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
428                 data1[x][0] = b;
429                 data1[x][1] = b;
430                 data1[x][2] = b;
431                 data1[x][3] = 255;
432                 //data2[x][0] = 255 - b;
433                 //data2[x][1] = 255 - b;
434                 //data2[x][2] = 255 - b;
435                 //data2[x][3] = 255;
436         }
437         if (r_texture_fogattenuation)
438         {
439                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
440                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
441         }
442         else
443         {
444                 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);
445                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
446         }
447 }
448
449 static const char *builtinshaderstring =
450 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
451 "// written by Forest 'LordHavoc' Hale\n"
452 "\n"
453 "// common definitions between vertex shader and fragment shader:\n"
454 "\n"
455 "#ifdef __GLSL_CG_DATA_TYPES\n"
456 "# define myhalf half\n"
457 "# define myhvec2 hvec2\n"
458 "# define myhvec3 hvec3\n"
459 "# define myhvec4 hvec4\n"
460 "#else\n"
461 "# define myhalf float\n"
462 "# define myhvec2 vec2\n"
463 "# define myhvec3 vec3\n"
464 "# define myhvec4 vec4\n"
465 "#endif\n"
466 "\n"
467 "varying vec2 TexCoord;\n"
468 "varying vec2 TexCoordLightmap;\n"
469 "\n"
470 "//#ifdef MODE_LIGHTSOURCE\n"
471 "varying vec3 CubeVector;\n"
472 "//#endif\n"
473 "\n"
474 "//#ifdef MODE_LIGHTSOURCE\n"
475 "varying vec3 LightVector;\n"
476 "//#else\n"
477 "//# ifdef MODE_LIGHTDIRECTION\n"
478 "//varying vec3 LightVector;\n"
479 "//# endif\n"
480 "//#endif\n"
481 "\n"
482 "varying vec3 EyeVector;\n"
483 "//#ifdef USEFOG\n"
484 "varying vec3 EyeVectorModelSpace;\n"
485 "//#endif\n"
486 "\n"
487 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
488 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
489 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
490 "\n"
491 "//#ifdef MODE_WATER\n"
492 "varying vec4 ModelViewProjectionPosition;\n"
493 "//#else\n"
494 "//# ifdef MODE_REFRACTION\n"
495 "//varying vec4 ModelViewProjectionPosition;\n"
496 "//# else\n"
497 "//#  ifdef USEREFLECTION\n"
498 "//varying vec4 ModelViewProjectionPosition;\n"
499 "//#  endif\n"
500 "//# endif\n"
501 "//#endif\n"
502 "\n"
503 "\n"
504 "\n"
505 "\n"
506 "\n"
507 "// vertex shader specific:\n"
508 "#ifdef VERTEX_SHADER\n"
509 "\n"
510 "uniform vec3 LightPosition;\n"
511 "uniform vec3 EyePosition;\n"
512 "uniform vec3 LightDir;\n"
513 "\n"
514 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
515 "\n"
516 "void main(void)\n"
517 "{\n"
518 "       gl_FrontColor = gl_Color;\n"
519 "       // copy the surface texcoord\n"
520 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
521 "#ifndef MODE_LIGHTSOURCE\n"
522 "# ifndef MODE_LIGHTDIRECTION\n"
523 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
524 "# endif\n"
525 "#endif\n"
526 "\n"
527 "#ifdef MODE_LIGHTSOURCE\n"
528 "       // transform vertex position into light attenuation/cubemap space\n"
529 "       // (-1 to +1 across the light box)\n"
530 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
531 "\n"
532 "       // transform unnormalized light direction into tangent space\n"
533 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
534 "       //  normalize it per pixel)\n"
535 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
536 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
537 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
538 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
539 "#endif\n"
540 "\n"
541 "#ifdef MODE_LIGHTDIRECTION\n"
542 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
543 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
544 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
545 "#endif\n"
546 "\n"
547 "       // transform unnormalized eye direction into tangent space\n"
548 "#ifndef USEFOG\n"
549 "       vec3 EyeVectorModelSpace;\n"
550 "#endif\n"
551 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
552 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
553 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
554 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
555 "\n"
556 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
557 "       VectorS = gl_MultiTexCoord1.xyz;\n"
558 "       VectorT = gl_MultiTexCoord2.xyz;\n"
559 "       VectorR = gl_MultiTexCoord3.xyz;\n"
560 "#endif\n"
561 "\n"
562 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
563 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
564 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
565 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
566 "//#endif\n"
567 "\n"
568 "// transform vertex to camera space, using ftransform to match non-VS\n"
569 "       // rendering\n"
570 "       gl_Position = ftransform();\n"
571 "\n"
572 "#ifdef MODE_WATER\n"
573 "       ModelViewProjectionPosition = gl_Position;\n"
574 "#endif\n"
575 "#ifdef MODE_REFRACTION\n"
576 "       ModelViewProjectionPosition = gl_Position;\n"
577 "#endif\n"
578 "#ifdef USEREFLECTION\n"
579 "       ModelViewProjectionPosition = gl_Position;\n"
580 "#endif\n"
581 "}\n"
582 "\n"
583 "#endif // VERTEX_SHADER\n"
584 "\n"
585 "\n"
586 "\n"
587 "\n"
588 "// fragment shader specific:\n"
589 "#ifdef FRAGMENT_SHADER\n"
590 "\n"
591 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
592 "uniform sampler2D Texture_Normal;\n"
593 "uniform sampler2D Texture_Color;\n"
594 "uniform sampler2D Texture_Gloss;\n"
595 "uniform samplerCube Texture_Cube;\n"
596 "uniform sampler2D Texture_Attenuation;\n"
597 "uniform sampler2D Texture_FogMask;\n"
598 "uniform sampler2D Texture_Pants;\n"
599 "uniform sampler2D Texture_Shirt;\n"
600 "uniform sampler2D Texture_Lightmap;\n"
601 "uniform sampler2D Texture_Deluxemap;\n"
602 "uniform sampler2D Texture_Glow;\n"
603 "uniform sampler2D Texture_Reflection;\n"
604 "uniform sampler2D Texture_Refraction;\n"
605 "\n"
606 "uniform myhvec3 LightColor;\n"
607 "uniform myhvec3 AmbientColor;\n"
608 "uniform myhvec3 DiffuseColor;\n"
609 "uniform myhvec3 SpecularColor;\n"
610 "uniform myhvec3 Color_Pants;\n"
611 "uniform myhvec3 Color_Shirt;\n"
612 "uniform myhvec3 FogColor;\n"
613 "\n"
614 "uniform myhvec4 TintColor;\n"
615 "\n"
616 "\n"
617 "//#ifdef MODE_WATER\n"
618 "uniform vec4 DistortScaleRefractReflect;\n"
619 "uniform vec4 ScreenScaleRefractReflect;\n"
620 "uniform vec4 ScreenCenterRefractReflect;\n"
621 "uniform myhvec4 RefractColor;\n"
622 "uniform myhvec4 ReflectColor;\n"
623 "uniform myhalf ReflectFactor;\n"
624 "uniform myhalf ReflectOffset;\n"
625 "//#else\n"
626 "//# ifdef MODE_REFRACTION\n"
627 "//uniform vec4 DistortScaleRefractReflect;\n"
628 "//uniform vec4 ScreenScaleRefractReflect;\n"
629 "//uniform vec4 ScreenCenterRefractReflect;\n"
630 "//uniform myhvec4 RefractColor;\n"
631 "//#  ifdef USEREFLECTION\n"
632 "//uniform myhvec4 ReflectColor;\n"
633 "//#  endif\n"
634 "//# else\n"
635 "//#  ifdef USEREFLECTION\n"
636 "//uniform vec4 DistortScaleRefractReflect;\n"
637 "//uniform vec4 ScreenScaleRefractReflect;\n"
638 "//uniform vec4 ScreenCenterRefractReflect;\n"
639 "//uniform myhvec4 ReflectColor;\n"
640 "//#  endif\n"
641 "//# endif\n"
642 "//#endif\n"
643 "\n"
644 "uniform myhalf GlowScale;\n"
645 "uniform myhalf SceneBrightness;\n"
646 "#ifdef USECONTRASTBOOST\n"
647 "uniform myhalf ContrastBoostCoeff;\n"
648 "#endif\n"
649 "\n"
650 "uniform float OffsetMapping_Scale;\n"
651 "uniform float OffsetMapping_Bias;\n"
652 "uniform float FogRangeRecip;\n"
653 "\n"
654 "uniform myhalf AmbientScale;\n"
655 "uniform myhalf DiffuseScale;\n"
656 "uniform myhalf SpecularScale;\n"
657 "uniform myhalf SpecularPower;\n"
658 "\n"
659 "#ifdef USEOFFSETMAPPING\n"
660 "vec2 OffsetMapping(vec2 TexCoord)\n"
661 "{\n"
662 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
663 "       // 14 sample relief mapping: linear search and then binary search\n"
664 "       // this basically steps forward a small amount repeatedly until it finds\n"
665 "       // itself inside solid, then jitters forward and back using decreasing\n"
666 "       // amounts to find the impact\n"
667 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
668 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
669 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
670 "       vec3 RT = vec3(TexCoord, 1);\n"
671 "       OffsetVector *= 0.1;\n"
672 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
673 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
674 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
675 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
676 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
677 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
678 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
679 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
680 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
681 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
682 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
683 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
684 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
685 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
686 "       return RT.xy;\n"
687 "#else\n"
688 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
689 "       // this basically moves forward the full distance, and then backs up based\n"
690 "       // on height of samples\n"
691 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
692 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
693 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
694 "       TexCoord += OffsetVector;\n"
695 "       OffsetVector *= 0.333;\n"
696 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
697 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
698 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
699 "       return TexCoord;\n"
700 "#endif\n"
701 "}\n"
702 "#endif // USEOFFSETMAPPING\n"
703 "\n"
704 "#ifdef MODE_WATER\n"
705 "\n"
706 "// water pass\n"
707 "void main(void)\n"
708 "{\n"
709 "#ifdef USEOFFSETMAPPING\n"
710 "       // apply offsetmapping\n"
711 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
712 "#define TexCoord TexCoordOffset\n"
713 "#endif\n"
714 "\n"
715 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
716 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
717 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
718 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n"
719 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
720 "}\n"
721 "\n"
722 "#else // MODE_WATER\n"
723 "#ifdef MODE_REFRACTION\n"
724 "\n"
725 "// refraction pass\n"
726 "void main(void)\n"
727 "{\n"
728 "#ifdef USEOFFSETMAPPING\n"
729 "       // apply offsetmapping\n"
730 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
731 "#define TexCoord TexCoordOffset\n"
732 "#endif\n"
733 "\n"
734 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
735 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
736 "       vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
737 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
738 "}\n"
739 "\n"
740 "#else // MODE_REFRACTION\n"
741 "void main(void)\n"
742 "{\n"
743 "#ifdef USEOFFSETMAPPING\n"
744 "       // apply offsetmapping\n"
745 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
746 "#define TexCoord TexCoordOffset\n"
747 "#endif\n"
748 "\n"
749 "       // combine the diffuse textures (base, pants, shirt)\n"
750 "       myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
751 "#ifdef USECOLORMAPPING\n"
752 "       color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
753 "#endif\n"
754 "\n"
755 "\n"
756 "\n"
757 "\n"
758 "#ifdef MODE_LIGHTSOURCE\n"
759 "       // light source\n"
760 "\n"
761 "       // calculate surface normal, light normal, and specular normal\n"
762 "       // compute color intensity for the two textures (colormap and glossmap)\n"
763 "       // scale by light color and attenuation as efficiently as possible\n"
764 "       // (do as much scalar math as possible rather than vector math)\n"
765 "# ifdef USESPECULAR\n"
766 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
767 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
768 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
769 "\n"
770 "       // calculate directional shading\n"
771 "       color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
772 "# else\n"
773 "#  ifdef USEDIFFUSE\n"
774 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
775 "       myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
776 "\n"
777 "       // calculate directional shading\n"
778 "       color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
779 "#  else\n"
780 "       // calculate directionless shading\n"
781 "       color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
782 "#  endif\n"
783 "# endif\n"
784 "\n"
785 "# ifdef USECUBEFILTER\n"
786 "       // apply light cubemap filter\n"
787 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
788 "       color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
789 "# endif\n"
790 "#endif // MODE_LIGHTSOURCE\n"
791 "\n"
792 "\n"
793 "\n"
794 "\n"
795 "#ifdef MODE_LIGHTDIRECTION\n"
796 "       // directional model lighting\n"
797 "# ifdef USESPECULAR\n"
798 "       // get the surface normal and light normal\n"
799 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
800 "       myhvec3 diffusenormal = myhvec3(LightVector);\n"
801 "\n"
802 "       // calculate directional shading\n"
803 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
804 "       myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
805 "       color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
806 "# else\n"
807 "#  ifdef USEDIFFUSE\n"
808 "       // get the surface normal and light normal\n"
809 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
810 "       myhvec3 diffusenormal = myhvec3(LightVector);\n"
811 "\n"
812 "       // calculate directional shading\n"
813 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
814 "#  else\n"
815 "       color.rgb *= AmbientColor;\n"
816 "#  endif\n"
817 "# endif\n"
818 "\n"
819 "       color.a *= TintColor.a;\n"
820 "#endif // MODE_LIGHTDIRECTION\n"
821 "\n"
822 "\n"
823 "\n"
824 "\n"
825 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
826 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
827 "\n"
828 "       // get the surface normal and light normal\n"
829 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
830 "\n"
831 "       myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
832 "       myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
833 "       // calculate directional shading\n"
834 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
835 "# ifdef USESPECULAR\n"
836 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
837 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
838 "# endif\n"
839 "\n"
840 "       // apply lightmap color\n"
841 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
842 "\n"
843 "       color *= TintColor;\n"
844 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
845 "\n"
846 "\n"
847 "\n"
848 "\n"
849 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
850 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
851 "\n"
852 "       // get the surface normal and light normal\n"
853 "       myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
854 "\n"
855 "       myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
856 "       // calculate directional shading\n"
857 "       myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
858 "# ifdef USESPECULAR\n"
859 "       myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
860 "       tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
861 "# endif\n"
862 "\n"
863 "       // apply lightmap color\n"
864 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
865 "\n"
866 "       color *= TintColor;\n"
867 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
868 "\n"
869 "\n"
870 "\n"
871 "\n"
872 "#ifdef MODE_LIGHTMAP\n"
873 "       // apply lightmap color\n"
874 "       color.rgb = color.rgb * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
875 "\n"
876 "       color *= TintColor;\n"
877 "#endif // MODE_LIGHTMAP\n"
878 "\n"
879 "\n"
880 "\n"
881 "\n"
882 "#ifdef MODE_VERTEXCOLOR\n"
883 "       // apply lightmap color\n"
884 "       color.rgb = color.rgb * myhvec3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
885 "\n"
886 "       color *= TintColor;\n"
887 "#endif // MODE_VERTEXCOLOR\n"
888 "\n"
889 "\n"
890 "\n"
891 "\n"
892 "#ifdef MODE_FLATCOLOR\n"
893 "       color *= TintColor;\n"
894 "#endif // MODE_FLATCOLOR\n"
895 "\n"
896 "\n"
897 "\n"
898 "\n"
899 "\n"
900 "\n"
901 "\n"
902 "\n"
903 "#ifdef USEGLOW\n"
904 "       color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
905 "#endif\n"
906 "\n"
907 "#ifdef USECONTRASTBOOST\n"
908 "       color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
909 "#endif\n"
910 "\n"
911 "       color.rgb *= SceneBrightness;\n"
912 "\n"
913 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
914 "#ifdef USEFOG\n"
915 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
916 "#endif\n"
917 "\n"
918 "       // 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"
919 "#ifdef USEREFLECTION\n"
920 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
921 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
922 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
923 "       color.rgb = mix(color.rgb, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
924 "#endif\n"
925 "\n"
926 "       gl_FragColor = vec4(color);\n"
927 "}\n"
928 "#endif // MODE_REFRACTION\n"
929 "#endif // MODE_WATER\n"
930 "\n"
931 "#endif // FRAGMENT_SHADER\n"
932 ;
933
934 #define SHADERPERMUTATION_COLORMAPPING (1<<0) // indicates this is a colormapped skin
935 #define SHADERPERMUTATION_CONTRASTBOOST (1<<1) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
936 #define SHADERPERMUTATION_FOG (1<<2) // tint the color by fog color or black if using additive blend mode
937 #define SHADERPERMUTATION_CUBEFILTER (1<<3) // (lightsource) use cubemap light filter
938 #define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture
939 #define SHADERPERMUTATION_DIFFUSE (1<<5) // (lightsource) whether to use directional shading
940 #define SHADERPERMUTATION_SPECULAR (1<<6) // (lightsource or deluxemapping) render specular effects
941 #define SHADERPERMUTATION_REFLECTION (1<<7) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
942 #define SHADERPERMUTATION_OFFSETMAPPING (1<<8) // adjust texcoords to roughly simulate a displacement mapped surface
943 #define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<9) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
944 #define SHADERPERMUTATION_MODEBASE (1<<10) // multiplier for the SHADERMODE_ values to get a valid index
945
946 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
947 const char *shaderpermutationinfo[][2] =
948 {
949         {"#define USECOLORMAPPING\n", " colormapping"},
950         {"#define USECONTRASTBOOST\n", " contrastboost"},
951         {"#define USEFOG\n", " fog"},
952         {"#define USECUBEFILTER\n", " cubefilter"},
953         {"#define USEGLOW\n", " glow"},
954         {"#define USEDIFFUSE\n", " diffuse"},
955         {"#define USESPECULAR\n", " specular"},
956         {"#define USEREFLECTION\n", " reflection"},
957         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
958         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
959         {NULL, NULL}
960 };
961
962 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
963 typedef enum shadermode_e
964 {
965         SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
966         SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
967         SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
968         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
969         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
970         SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
971         SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
972         SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
973         SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
974         SHADERMODE_COUNT
975 }
976 shadermode_t;
977
978 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
979 const char *shadermodeinfo[][2] =
980 {
981         {"#define MODE_FLATCOLOR\n", " flatcolor"},
982         {"#define MODE_VERTEXCOLOR\n", " vertexcolor"},
983         {"#define MODE_LIGHTMAP\n", " lightmap"},
984         {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
985         {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
986         {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
987         {"#define MODE_LIGHTSOURCE\n", " lightsource"},
988         {"#define MODE_REFRACTION\n", " refraction"},
989         {"#define MODE_WATER\n", " water"},
990         {NULL, NULL}
991 };
992
993 #define SHADERPERMUTATION_INDICES (SHADERPERMUTATION_MODEBASE * SHADERMODE_COUNT)
994
995 typedef struct r_glsl_permutation_s
996 {
997         // indicates if we have tried compiling this permutation already
998         qboolean compiled;
999         // 0 if compilation failed
1000         int program;
1001         // locations of detected uniforms in program object, or -1 if not found
1002         int loc_Texture_Normal;
1003         int loc_Texture_Color;
1004         int loc_Texture_Gloss;
1005         int loc_Texture_Cube;
1006         int loc_Texture_Attenuation;
1007         int loc_Texture_FogMask;
1008         int loc_Texture_Pants;
1009         int loc_Texture_Shirt;
1010         int loc_Texture_Lightmap;
1011         int loc_Texture_Deluxemap;
1012         int loc_Texture_Glow;
1013         int loc_Texture_Refraction;
1014         int loc_Texture_Reflection;
1015         int loc_FogColor;
1016         int loc_LightPosition;
1017         int loc_EyePosition;
1018         int loc_LightColor;
1019         int loc_Color_Pants;
1020         int loc_Color_Shirt;
1021         int loc_FogRangeRecip;
1022         int loc_AmbientScale;
1023         int loc_DiffuseScale;
1024         int loc_SpecularScale;
1025         int loc_SpecularPower;
1026         int loc_GlowScale;
1027         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1028         int loc_OffsetMapping_Scale;
1029         int loc_TintColor;
1030         int loc_AmbientColor;
1031         int loc_DiffuseColor;
1032         int loc_SpecularColor;
1033         int loc_LightDir;
1034         int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1035         int loc_DistortScaleRefractReflect;
1036         int loc_ScreenScaleRefractReflect;
1037         int loc_ScreenCenterRefractReflect;
1038         int loc_RefractColor;
1039         int loc_ReflectColor;
1040         int loc_ReflectFactor;
1041         int loc_ReflectOffset;
1042 }
1043 r_glsl_permutation_t;
1044
1045 // information about each possible shader permutation
1046 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_INDICES];
1047 // currently selected permutation
1048 r_glsl_permutation_t *r_glsl_permutation;
1049
1050 // these are additional flags used only by R_GLSL_CompilePermutation
1051 #define SHADERTYPE_USES_VERTEXSHADER (1<<0)
1052 #define SHADERTYPE_USES_GEOMETRYSHADER (1<<1)
1053 #define SHADERTYPE_USES_FRAGMENTSHADER (1<<2)
1054
1055 static void R_GLSL_CompilePermutation(const char *filename, int permutation, int shadertype)
1056 {
1057         int i;
1058         qboolean shaderfound;
1059         r_glsl_permutation_t *p = r_glsl_permutations + permutation;
1060         int vertstrings_count;
1061         int geomstrings_count;
1062         int fragstrings_count;
1063         char *shaderstring;
1064         const char *vertstrings_list[32+1];
1065         const char *geomstrings_list[32+1];
1066         const char *fragstrings_list[32+1];
1067         char permutationname[256];
1068         if (p->compiled)
1069                 return;
1070         p->compiled = true;
1071         p->program = 0;
1072         vertstrings_list[0] = "#define VERTEX_SHADER\n";
1073         geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
1074         fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
1075         vertstrings_count = 1;
1076         geomstrings_count = 1;
1077         fragstrings_count = 1;
1078         permutationname[0] = 0;
1079         i = permutation / SHADERPERMUTATION_MODEBASE;
1080         vertstrings_list[vertstrings_count++] = shadermodeinfo[i][0];
1081         geomstrings_list[geomstrings_count++] = shadermodeinfo[i][0];
1082         fragstrings_list[fragstrings_count++] = shadermodeinfo[i][0];
1083         strlcat(permutationname, shadermodeinfo[i][1], sizeof(permutationname));
1084         for (i = 0;shaderpermutationinfo[i][0];i++)
1085         {
1086                 if (permutation & (1<<i))
1087                 {
1088                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i][0];
1089                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i][0];
1090                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i][0];
1091                         strlcat(permutationname, shaderpermutationinfo[i][1], sizeof(permutationname));
1092                 }
1093                 else
1094                 {
1095                         // keep line numbers correct
1096                         vertstrings_list[vertstrings_count++] = "\n";
1097                         geomstrings_list[geomstrings_count++] = "\n";
1098                         fragstrings_list[fragstrings_count++] = "\n";
1099                 }
1100         }
1101         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1102         shaderfound = false;
1103         if (shaderstring)
1104         {
1105                 Con_DPrint("from disk... ");
1106                 vertstrings_list[vertstrings_count++] = shaderstring;
1107                 geomstrings_list[geomstrings_count++] = shaderstring;
1108                 fragstrings_list[fragstrings_count++] = shaderstring;
1109                 shaderfound = true;
1110         }
1111         else if (!strcmp(filename, "glsl/default.glsl"))
1112         {
1113                 vertstrings_list[vertstrings_count++] = builtinshaderstring;
1114                 geomstrings_list[geomstrings_count++] = builtinshaderstring;
1115                 fragstrings_list[fragstrings_count++] = builtinshaderstring;
1116                 shaderfound = true;
1117         }
1118         // clear any lists that are not needed by this shader
1119         if (!(shadertype & SHADERTYPE_USES_VERTEXSHADER))
1120                 vertstrings_count = 0;
1121         if (!(shadertype & SHADERTYPE_USES_GEOMETRYSHADER))
1122                 geomstrings_count = 0;
1123         if (!(shadertype & SHADERTYPE_USES_FRAGMENTSHADER))
1124                 fragstrings_count = 0;
1125         // compile the shader program
1126         if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
1127                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1128         if (p->program)
1129         {
1130                 CHECKGLERROR
1131                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1132                 // look up all the uniform variable names we care about, so we don't
1133                 // have to look them up every time we set them
1134                 p->loc_Texture_Normal      = qglGetUniformLocationARB(p->program, "Texture_Normal");
1135                 p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
1136                 p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1137                 p->loc_Texture_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
1138                 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1139                 p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1140                 p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
1141                 p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1142                 p->loc_Texture_Lightmap    = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1143                 p->loc_Texture_Deluxemap   = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1144                 p->loc_Texture_Glow        = qglGetUniformLocationARB(p->program, "Texture_Glow");
1145                 p->loc_Texture_Refraction  = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1146                 p->loc_Texture_Reflection  = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1147                 p->loc_FogColor            = qglGetUniformLocationARB(p->program, "FogColor");
1148                 p->loc_LightPosition       = qglGetUniformLocationARB(p->program, "LightPosition");
1149                 p->loc_EyePosition         = qglGetUniformLocationARB(p->program, "EyePosition");
1150                 p->loc_LightColor          = qglGetUniformLocationARB(p->program, "LightColor");
1151                 p->loc_Color_Pants         = qglGetUniformLocationARB(p->program, "Color_Pants");
1152                 p->loc_Color_Shirt         = qglGetUniformLocationARB(p->program, "Color_Shirt");
1153                 p->loc_FogRangeRecip       = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1154                 p->loc_AmbientScale        = qglGetUniformLocationARB(p->program, "AmbientScale");
1155                 p->loc_DiffuseScale        = qglGetUniformLocationARB(p->program, "DiffuseScale");
1156                 p->loc_SpecularPower       = qglGetUniformLocationARB(p->program, "SpecularPower");
1157                 p->loc_SpecularScale       = qglGetUniformLocationARB(p->program, "SpecularScale");
1158                 p->loc_GlowScale           = qglGetUniformLocationARB(p->program, "GlowScale");
1159                 p->loc_SceneBrightness     = qglGetUniformLocationARB(p->program, "SceneBrightness");
1160                 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1161                 p->loc_TintColor       = qglGetUniformLocationARB(p->program, "TintColor");
1162                 p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
1163                 p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
1164                 p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
1165                 p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
1166                 p->loc_ContrastBoostCoeff  = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1167                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1168                 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1169                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1170                 p->loc_RefractColor        = qglGetUniformLocationARB(p->program, "RefractColor");
1171                 p->loc_ReflectColor        = qglGetUniformLocationARB(p->program, "ReflectColor");
1172                 p->loc_ReflectFactor       = qglGetUniformLocationARB(p->program, "ReflectFactor");
1173                 p->loc_ReflectOffset       = qglGetUniformLocationARB(p->program, "ReflectOffset");
1174                 // initialize the samplers to refer to the texture units we use
1175                 if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
1176                 if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
1177                 if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
1178                 if (p->loc_Texture_Cube >= 0)      qglUniform1iARB(p->loc_Texture_Cube, 3);
1179                 if (p->loc_Texture_FogMask >= 0)   qglUniform1iARB(p->loc_Texture_FogMask, 4);
1180                 if (p->loc_Texture_Pants >= 0)     qglUniform1iARB(p->loc_Texture_Pants, 5);
1181                 if (p->loc_Texture_Shirt >= 0)     qglUniform1iARB(p->loc_Texture_Shirt, 6);
1182                 if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
1183                 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
1184                 if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
1185                 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
1186                 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction, 11);
1187                 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12);
1188                 CHECKGLERROR
1189                 qglUseProgramObjectARB(0);CHECKGLERROR
1190                 if (developer.integer)
1191                         Con_Printf("GLSL shader %s :%s compiled.\n", filename, permutationname);
1192         }
1193         else
1194         {
1195                 if (developer.integer)
1196                         Con_Printf("GLSL shader %s :%s failed!  source code line offset for above errors is %i.\n", permutationname, filename, -(vertstrings_count - 1));
1197                 else
1198                         Con_Printf("GLSL shader %s :%s failed!  some features may not work properly.\n", permutationname, filename);
1199         }
1200         if (shaderstring)
1201                 Mem_Free(shaderstring);
1202 }
1203
1204 void R_GLSL_Restart_f(void)
1205 {
1206         int i;
1207         for (i = 0;i < SHADERPERMUTATION_INDICES;i++)
1208                 if (r_glsl_permutations[i].program)
1209                         GL_Backend_FreeProgram(r_glsl_permutations[i].program);
1210         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1211 }
1212
1213 void R_GLSL_DumpShader_f(void)
1214 {
1215         int i;
1216
1217         qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1218         if(!file)
1219         {
1220                 Con_Printf("failed to write to glsl/default.glsl\n");
1221                 return;
1222         }
1223
1224         FS_Print(file, "// The engine may define the following macros:\n");
1225         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1226         for (i = 0;shadermodeinfo[i][0];i++)
1227                 FS_Printf(file, "// %s", shadermodeinfo[i][0]);
1228         for (i = 0;shaderpermutationinfo[i][0];i++)
1229                 FS_Printf(file, "// %s", shaderpermutationinfo[i][0]);
1230         FS_Print(file, "\n");
1231         FS_Print(file, builtinshaderstring);
1232         FS_Close(file);
1233
1234         Con_Printf("glsl/default.glsl written\n");
1235 }
1236
1237 extern rtexture_t *r_shadow_attenuationgradienttexture;
1238 extern rtexture_t *r_shadow_attenuation2dtexture;
1239 extern rtexture_t *r_shadow_attenuation3dtexture;
1240 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1241 {
1242         // select a permutation of the lighting shader appropriate to this
1243         // combination of texture, entity, light source, and fogging, only use the
1244         // minimum features necessary to avoid wasting rendering time in the
1245         // fragment shader on features that are not being used
1246         const char *shaderfilename = NULL;
1247         unsigned int permutation = 0;
1248         unsigned int shadertype = 0;
1249         shadermode_t mode = 0;
1250         r_glsl_permutation = NULL;
1251         shaderfilename = "glsl/default.glsl";
1252         shadertype = SHADERTYPE_USES_VERTEXSHADER | SHADERTYPE_USES_FRAGMENTSHADER;
1253         // TODO: implement geometry-shader based shadow volumes someday
1254         if (r_glsl_offsetmapping.integer)
1255         {
1256                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1257                 if (r_glsl_offsetmapping_reliefmapping.integer)
1258                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1259         }
1260         if (rsurfacepass == RSURFPASS_BACKGROUND)
1261         {
1262                 // distorted background
1263                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1264                         mode = SHADERMODE_WATER;
1265                 else
1266                         mode = SHADERMODE_REFRACTION;
1267         }
1268         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1269         {
1270                 // light source
1271                 mode = SHADERMODE_LIGHTSOURCE;
1272                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1273                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1274                 if (diffusescale > 0)
1275                         permutation |= SHADERPERMUTATION_DIFFUSE;
1276                 if (specularscale > 0)
1277                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1278                 if (r_refdef.fogenabled)
1279                         permutation |= SHADERPERMUTATION_FOG;
1280                 if (rsurface.texture->colormapping)
1281                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1282                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1283                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1284         }
1285         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1286         {
1287                 // unshaded geometry (fullbright or ambient model lighting)
1288                 mode = SHADERMODE_FLATCOLOR;
1289                 if (rsurface.texture->currentskinframe->glow)
1290                         permutation |= SHADERPERMUTATION_GLOW;
1291                 if (r_refdef.fogenabled)
1292                         permutation |= SHADERPERMUTATION_FOG;
1293                 if (rsurface.texture->colormapping)
1294                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1295                 if (r_glsl_offsetmapping.integer)
1296                 {
1297                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1298                         if (r_glsl_offsetmapping_reliefmapping.integer)
1299                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1300                 }
1301                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1302                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1303                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1304                         permutation |= SHADERPERMUTATION_REFLECTION;
1305         }
1306         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1307         {
1308                 // directional model lighting
1309                 mode = SHADERMODE_LIGHTDIRECTION;
1310                 if (rsurface.texture->currentskinframe->glow)
1311                         permutation |= SHADERPERMUTATION_GLOW;
1312                 permutation |= SHADERPERMUTATION_DIFFUSE;
1313                 if (specularscale > 0)
1314                         permutation |= SHADERPERMUTATION_SPECULAR;
1315                 if (r_refdef.fogenabled)
1316                         permutation |= SHADERPERMUTATION_FOG;
1317                 if (rsurface.texture->colormapping)
1318                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1319                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1320                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1321                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1322                         permutation |= SHADERPERMUTATION_REFLECTION;
1323         }
1324         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1325         {
1326                 // ambient model lighting
1327                 mode = SHADERMODE_LIGHTDIRECTION;
1328                 if (rsurface.texture->currentskinframe->glow)
1329                         permutation |= SHADERPERMUTATION_GLOW;
1330                 if (r_refdef.fogenabled)
1331                         permutation |= SHADERPERMUTATION_FOG;
1332                 if (rsurface.texture->colormapping)
1333                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1334                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1335                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1336                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1337                         permutation |= SHADERPERMUTATION_REFLECTION;
1338         }
1339         else
1340         {
1341                 // lightmapped wall
1342                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
1343                 {
1344                         // deluxemapping (light direction texture)
1345                         if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
1346                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1347                         else
1348                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1349                         if (specularscale > 0)
1350                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1351                 }
1352                 else if (r_glsl_deluxemapping.integer >= 2)
1353                 {
1354                         // fake deluxemapping (uniform light direction in tangentspace)
1355                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1356                         if (specularscale > 0)
1357                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1358                 }
1359                 else if (rsurface.uselightmaptexture)
1360                 {
1361                         // ordinary lightmapping (q1bsp, q3bsp)
1362                         mode = SHADERMODE_LIGHTMAP;
1363                 }
1364                 else
1365                 {
1366                         // ordinary vertex coloring (q3bsp)
1367                         mode = SHADERMODE_VERTEXCOLOR;
1368                 }
1369                 if (rsurface.texture->currentskinframe->glow)
1370                         permutation |= SHADERPERMUTATION_GLOW;
1371                 if (r_refdef.fogenabled)
1372                         permutation |= SHADERPERMUTATION_FOG;
1373                 if (rsurface.texture->colormapping)
1374                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1375                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1376                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1377                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1378                         permutation |= SHADERPERMUTATION_REFLECTION;
1379         }
1380         permutation |= mode * SHADERPERMUTATION_MODEBASE;
1381         if (!r_glsl_permutations[permutation].program)
1382         {
1383                 if (!r_glsl_permutations[permutation].compiled)
1384                         R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
1385                 if (!r_glsl_permutations[permutation].program)
1386                 {
1387                         // remove features until we find a valid permutation
1388                         unsigned int i;
1389                         for (i = (SHADERPERMUTATION_MODEBASE >> 1);;i>>=1)
1390                         {
1391                                 if (!i)
1392                                 {
1393                                         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");
1394                                         Cvar_SetValueQuick(&r_glsl, 0);
1395                                         return 0; // no bit left to clear
1396                                 }
1397                                 // reduce i more quickly whenever it would not remove any bits
1398                                 if (!(permutation & i))
1399                                         continue;
1400                                 permutation &= ~i;
1401                                 if (!r_glsl_permutations[permutation].compiled)
1402                                         R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype);
1403                                 if (r_glsl_permutations[permutation].program)
1404                                         break;
1405                         }
1406                 }
1407         }
1408         r_glsl_permutation = r_glsl_permutations + permutation;
1409         CHECKGLERROR
1410         qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1411         if (mode == SHADERMODE_LIGHTSOURCE)
1412         {
1413                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1414                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1415                 {
1416                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
1417                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1418                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1419                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1420                 }
1421                 else
1422                 {
1423                         // ambient only is simpler
1424                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
1425                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1426                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1427                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1428                 }
1429         }
1430         else if (mode == SHADERMODE_LIGHTDIRECTION)
1431         {
1432                 if (r_glsl_permutation->loc_AmbientColor >= 0)
1433                         qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale  * rsurface.texture->lightmapcolor[0] * 0.5f, rsurface.modellight_ambient[1] * ambientscale  * rsurface.texture->lightmapcolor[1] * 0.5f, rsurface.modellight_ambient[2] * ambientscale  * rsurface.texture->lightmapcolor[2] * 0.5f);
1434                 if (r_glsl_permutation->loc_DiffuseColor >= 0)
1435                         qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale  * rsurface.texture->lightmapcolor[0] * 0.5f, rsurface.modellight_diffuse[1] * diffusescale  * rsurface.texture->lightmapcolor[1] * 0.5f, rsurface.modellight_diffuse[2] * diffusescale  * rsurface.texture->lightmapcolor[2] * 0.5f);
1436                 if (r_glsl_permutation->loc_SpecularColor >= 0)
1437                         qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * rsurface.texture->lightmapcolor[0] * 0.5f, rsurface.modellight_diffuse[1] * specularscale * rsurface.texture->lightmapcolor[1] * 0.5f, rsurface.modellight_diffuse[2] * specularscale * rsurface.texture->lightmapcolor[2] * 0.5f);
1438                 if (r_glsl_permutation->loc_LightDir >= 0)
1439                         qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1440         }
1441         else
1442         {
1443                 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
1444                 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1445                 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1446         }
1447         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]);
1448         if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1449         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1450         {
1451                 // The formula used is actually:
1452                 //   color.rgb *= SceneBrightness;
1453                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1454                 // I simplify that to
1455                 //   color.rgb *= [[SceneBrightness * ContrastBoost]];
1456                 //   color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
1457                 // and Black:
1458                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[(ContrastBoost - 1) * SceneBrightness]] * color.rgb + 1);
1459                 // and do [[calculations]] here in the engine
1460                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
1461                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
1462         }
1463         else
1464                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1465         if (r_glsl_permutation->loc_FogColor >= 0)
1466         {
1467                 // additive passes are only darkened by fog, not tinted
1468                 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1469                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1470                 else
1471                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1472         }
1473         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1474         if (r_glsl_permutation->loc_Color_Pants >= 0)
1475         {
1476                 if (rsurface.texture->currentskinframe->pants)
1477                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1478                 else
1479                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1480         }
1481         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1482         {
1483                 if (rsurface.texture->currentskinframe->shirt)
1484                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1485                 else
1486                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1487         }
1488         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1489         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1490         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1491         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);
1492         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]);
1493         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]);
1494         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1495         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1496         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1497         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1498         CHECKGLERROR
1499         return permutation;
1500 }
1501
1502 #define SKINFRAME_HASH 1024
1503
1504 struct
1505 {
1506         int loadsequence; // incremented each level change
1507         memexpandablearray_t array;
1508         skinframe_t *hash[SKINFRAME_HASH];
1509 }
1510 r_skinframe;
1511
1512 void R_SkinFrame_PrepareForPurge(void)
1513 {
1514         r_skinframe.loadsequence++;
1515         // wrap it without hitting zero
1516         if (r_skinframe.loadsequence >= 200)
1517                 r_skinframe.loadsequence = 1;
1518 }
1519
1520 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1521 {
1522         if (!skinframe)
1523                 return;
1524         // mark the skinframe as used for the purging code
1525         skinframe->loadsequence = r_skinframe.loadsequence;
1526 }
1527
1528 void R_SkinFrame_Purge(void)
1529 {
1530         int i;
1531         skinframe_t *s;
1532         for (i = 0;i < SKINFRAME_HASH;i++)
1533         {
1534                 for (s = r_skinframe.hash[i];s;s = s->next)
1535                 {
1536                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1537                         {
1538                                 if (s->merged == s->base)
1539                                         s->merged = NULL;
1540                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1541                                 R_PurgeTexture(s->stain );s->stain  = NULL;
1542                                 R_PurgeTexture(s->merged);s->merged = NULL;
1543                                 R_PurgeTexture(s->base  );s->base   = NULL;
1544                                 R_PurgeTexture(s->pants );s->pants  = NULL;
1545                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
1546                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
1547                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
1548                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
1549                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
1550                                 s->loadsequence = 0;
1551                         }
1552                 }
1553         }
1554 }
1555
1556 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1557         skinframe_t *item;
1558         char basename[MAX_QPATH];
1559
1560         Image_StripImageExtension(name, basename, sizeof(basename));
1561
1562         if( last == NULL ) {
1563                 int hashindex;
1564                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1565                 item = r_skinframe.hash[hashindex];
1566         } else {
1567                 item = last->next;
1568         }
1569
1570         // linearly search through the hash bucket
1571         for( ; item ; item = item->next ) {
1572                 if( !strcmp( item->basename, basename ) ) {
1573                         return item;
1574                 }
1575         }
1576         return NULL;
1577 }
1578
1579 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1580 {
1581         skinframe_t *item;
1582         int hashindex;
1583         char basename[MAX_QPATH];
1584
1585         Image_StripImageExtension(name, basename, sizeof(basename));
1586
1587         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1588         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1589                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1590                         break;
1591
1592         if (!item) {
1593                 rtexture_t *dyntexture;
1594                 // check whether its a dynamic texture
1595                 dyntexture = CL_GetDynTexture( basename );
1596                 if (!add && !dyntexture)
1597                         return NULL;
1598                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1599                 memset(item, 0, sizeof(*item));
1600                 strlcpy(item->basename, basename, sizeof(item->basename));
1601                 item->base = dyntexture; // either NULL or dyntexture handle
1602                 item->textureflags = textureflags;
1603                 item->comparewidth = comparewidth;
1604                 item->compareheight = compareheight;
1605                 item->comparecrc = comparecrc;
1606                 item->next = r_skinframe.hash[hashindex];
1607                 r_skinframe.hash[hashindex] = item;
1608         }
1609         else if( item->base == NULL )
1610         {
1611                 rtexture_t *dyntexture;
1612                 // check whether its a dynamic texture
1613                 // 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]
1614                 dyntexture = CL_GetDynTexture( basename );
1615                 item->base = dyntexture; // either NULL or dyntexture handle
1616         }
1617
1618         R_SkinFrame_MarkUsed(item);
1619         return item;
1620 }
1621
1622 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1623 {
1624         // FIXME: it should be possible to disable loading various layers using
1625         // cvars, to prevent wasted loading time and memory usage if the user does
1626         // not want them
1627         qboolean loadnormalmap = true;
1628         qboolean loadgloss = true;
1629         qboolean loadpantsandshirt = true;
1630         qboolean loadglow = true;
1631         int j;
1632         unsigned char *pixels;
1633         unsigned char *bumppixels;
1634         unsigned char *basepixels = NULL;
1635         int basepixels_width;
1636         int basepixels_height;
1637         skinframe_t *skinframe;
1638
1639         if (cls.state == ca_dedicated)
1640                 return NULL;
1641
1642         // return an existing skinframe if already loaded
1643         // if loading of the first image fails, don't make a new skinframe as it
1644         // would cause all future lookups of this to be missing
1645         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1646         if (skinframe && skinframe->base)
1647                 return skinframe;
1648
1649         basepixels = loadimagepixelsbgra(name, complain, true);
1650         if (basepixels == NULL)
1651                 return NULL;
1652
1653         // we've got some pixels to store, so really allocate this new texture now
1654         if (!skinframe)
1655                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1656         skinframe->stain = NULL;
1657         skinframe->merged = NULL;
1658         skinframe->base = r_texture_notexture;
1659         skinframe->pants = NULL;
1660         skinframe->shirt = NULL;
1661         skinframe->nmap = r_texture_blanknormalmap;
1662         skinframe->gloss = NULL;
1663         skinframe->glow = NULL;
1664         skinframe->fog = NULL;
1665
1666         basepixels_width = image_width;
1667         basepixels_height = image_height;
1668         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);
1669
1670         if (textureflags & TEXF_ALPHA)
1671         {
1672                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1673                         if (basepixels[j] < 255)
1674                                 break;
1675                 if (j < basepixels_width * basepixels_height * 4)
1676                 {
1677                         // has transparent pixels
1678                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1679                         for (j = 0;j < image_width * image_height * 4;j += 4)
1680                         {
1681                                 pixels[j+0] = 255;
1682                                 pixels[j+1] = 255;
1683                                 pixels[j+2] = 255;
1684                                 pixels[j+3] = basepixels[j+3];
1685                         }
1686                         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);
1687                         Mem_Free(pixels);
1688                 }
1689         }
1690
1691         // _norm is the name used by tenebrae and has been adopted as standard
1692         if (loadnormalmap)
1693         {
1694                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1695                 {
1696                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1697                         Mem_Free(pixels);
1698                         pixels = NULL;
1699                 }
1700                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1701                 {
1702                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1703                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1704                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1705                         Mem_Free(pixels);
1706                         Mem_Free(bumppixels);
1707                 }
1708                 else if (r_shadow_bumpscale_basetexture.value > 0)
1709                 {
1710                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1711                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1712                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1713                         Mem_Free(pixels);
1714                 }
1715         }
1716         // _luma is supported for tenebrae compatibility
1717         // (I think it's a very stupid name, but oh well)
1718         // _glow is the preferred name
1719         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;}
1720         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;}
1721         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;}
1722         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;}
1723
1724         if (basepixels)
1725                 Mem_Free(basepixels);
1726
1727         return skinframe;
1728 }
1729
1730 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)
1731 {
1732         int i;
1733         if (!force)
1734         {
1735                 for (i = 0;i < width*height;i++)
1736                         if (((unsigned char *)&palette[in[i]])[3] > 0)
1737                                 break;
1738                 if (i == width*height)
1739                         return NULL;
1740         }
1741         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1742 }
1743
1744 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1745 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1746 {
1747         int i;
1748         unsigned char *temp1, *temp2;
1749         skinframe_t *skinframe;
1750
1751         if (cls.state == ca_dedicated)
1752                 return NULL;
1753
1754         // if already loaded just return it, otherwise make a new skinframe
1755         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
1756         if (skinframe && skinframe->base)
1757                 return skinframe;
1758
1759         skinframe->stain = NULL;
1760         skinframe->merged = NULL;
1761         skinframe->base = r_texture_notexture;
1762         skinframe->pants = NULL;
1763         skinframe->shirt = NULL;
1764         skinframe->nmap = r_texture_blanknormalmap;
1765         skinframe->gloss = NULL;
1766         skinframe->glow = NULL;
1767         skinframe->fog = NULL;
1768
1769         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1770         if (!skindata)
1771                 return NULL;
1772
1773         if (r_shadow_bumpscale_basetexture.value > 0)
1774         {
1775                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1776                 temp2 = temp1 + width * height * 4;
1777                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1778                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1779                 Mem_Free(temp1);
1780         }
1781         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1782         if (textureflags & TEXF_ALPHA)
1783         {
1784                 for (i = 3;i < width * height * 4;i += 4)
1785                         if (skindata[i] < 255)
1786                                 break;
1787                 if (i < width * height * 4)
1788                 {
1789                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1790                         memcpy(fogpixels, skindata, width * height * 4);
1791                         for (i = 0;i < width * height * 4;i += 4)
1792                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1793                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1794                         Mem_Free(fogpixels);
1795                 }
1796         }
1797
1798         return skinframe;
1799 }
1800
1801 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
1802 {
1803         int i;
1804         unsigned char *temp1, *temp2;
1805         skinframe_t *skinframe;
1806
1807         if (cls.state == ca_dedicated)
1808                 return NULL;
1809
1810         // if already loaded just return it, otherwise make a new skinframe
1811         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
1812         if (skinframe && skinframe->base)
1813                 return skinframe;
1814
1815         skinframe->stain = NULL;
1816         skinframe->merged = NULL;
1817         skinframe->base = r_texture_notexture;
1818         skinframe->pants = NULL;
1819         skinframe->shirt = NULL;
1820         skinframe->nmap = r_texture_blanknormalmap;
1821         skinframe->gloss = NULL;
1822         skinframe->glow = NULL;
1823         skinframe->fog = NULL;
1824
1825         // if no data was provided, then clearly the caller wanted to get a blank skinframe
1826         if (!skindata)
1827                 return NULL;
1828
1829         if (r_shadow_bumpscale_basetexture.value > 0)
1830         {
1831                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1832                 temp2 = temp1 + width * height * 4;
1833                 // use either a custom palette or the quake palette
1834                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
1835                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1836                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1837                 Mem_Free(temp1);
1838         }
1839         // use either a custom palette, or the quake palette
1840         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
1841         if (loadglowtexture)
1842                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
1843         if (loadpantsandshirt)
1844         {
1845                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
1846                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
1847         }
1848         if (skinframe->pants || skinframe->shirt)
1849                 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
1850         if (textureflags & TEXF_ALPHA)
1851         {
1852                 for (i = 0;i < width * height;i++)
1853                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
1854                                 break;
1855                 if (i < width * height)
1856                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
1857         }
1858
1859         return skinframe;
1860 }
1861
1862 skinframe_t *R_SkinFrame_LoadMissing(void)
1863 {
1864         skinframe_t *skinframe;
1865
1866         if (cls.state == ca_dedicated)
1867                 return NULL;
1868
1869         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1870         skinframe->stain = NULL;
1871         skinframe->merged = NULL;
1872         skinframe->base = r_texture_notexture;
1873         skinframe->pants = NULL;
1874         skinframe->shirt = NULL;
1875         skinframe->nmap = r_texture_blanknormalmap;
1876         skinframe->gloss = NULL;
1877         skinframe->glow = NULL;
1878         skinframe->fog = NULL;
1879
1880         return skinframe;
1881 }
1882
1883 void gl_main_start(void)
1884 {
1885         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1886         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1887
1888         // set up r_skinframe loading system for textures
1889         memset(&r_skinframe, 0, sizeof(r_skinframe));
1890         r_skinframe.loadsequence = 1;
1891         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1892
1893         r_main_texturepool = R_AllocTexturePool();
1894         R_BuildBlankTextures();
1895         R_BuildNoTexture();
1896         if (gl_texturecubemap)
1897         {
1898                 R_BuildWhiteCube();
1899                 R_BuildNormalizationCube();
1900         }
1901         r_texture_fogattenuation = NULL;
1902         //r_texture_fogintensity = NULL;
1903         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1904         memset(&r_waterstate, 0, sizeof(r_waterstate));
1905         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1906         memset(&r_svbsp, 0, sizeof (r_svbsp));
1907 }
1908
1909 void gl_main_shutdown(void)
1910 {
1911         memset(r_qwskincache, 0, sizeof(r_qwskincache));
1912         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1913
1914         // clear out the r_skinframe state
1915         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1916         memset(&r_skinframe, 0, sizeof(r_skinframe));
1917
1918         if (r_svbsp.nodes)
1919                 Mem_Free(r_svbsp.nodes);
1920         memset(&r_svbsp, 0, sizeof (r_svbsp));
1921         R_FreeTexturePool(&r_main_texturepool);
1922         r_texture_blanknormalmap = NULL;
1923         r_texture_white = NULL;
1924         r_texture_grey128 = NULL;
1925         r_texture_black = NULL;
1926         r_texture_whitecube = NULL;
1927         r_texture_normalizationcube = NULL;
1928         r_texture_fogattenuation = NULL;
1929         //r_texture_fogintensity = NULL;
1930         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1931         memset(&r_waterstate, 0, sizeof(r_waterstate));
1932         R_GLSL_Restart_f();
1933 }
1934
1935 extern void CL_ParseEntityLump(char *entitystring);
1936 void gl_main_newmap(void)
1937 {
1938         // FIXME: move this code to client
1939         int l;
1940         char *entities, entname[MAX_QPATH];
1941         if (cl.worldmodel)
1942         {
1943                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1944                 l = (int)strlen(entname) - 4;
1945                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1946                 {
1947                         memcpy(entname + l, ".ent", 5);
1948                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1949                         {
1950                                 CL_ParseEntityLump(entities);
1951                                 Mem_Free(entities);
1952                                 return;
1953                         }
1954                 }
1955                 if (cl.worldmodel->brush.entities)
1956                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
1957         }
1958 }
1959
1960 void GL_Main_Init(void)
1961 {
1962         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1963
1964         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1965         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
1966         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1967         if (gamemode == GAME_NEHAHRA)
1968         {
1969                 Cvar_RegisterVariable (&gl_fogenable);
1970                 Cvar_RegisterVariable (&gl_fogdensity);
1971                 Cvar_RegisterVariable (&gl_fogred);
1972                 Cvar_RegisterVariable (&gl_foggreen);
1973                 Cvar_RegisterVariable (&gl_fogblue);
1974                 Cvar_RegisterVariable (&gl_fogstart);
1975                 Cvar_RegisterVariable (&gl_fogend);
1976                 Cvar_RegisterVariable (&gl_skyclip);
1977         }
1978         Cvar_RegisterVariable(&r_depthfirst);
1979         Cvar_RegisterVariable(&r_nearclip);
1980         Cvar_RegisterVariable(&r_showbboxes);
1981         Cvar_RegisterVariable(&r_showsurfaces);
1982         Cvar_RegisterVariable(&r_showtris);
1983         Cvar_RegisterVariable(&r_shownormals);
1984         Cvar_RegisterVariable(&r_showlighting);
1985         Cvar_RegisterVariable(&r_showshadowvolumes);
1986         Cvar_RegisterVariable(&r_showcollisionbrushes);
1987         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1988         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1989         Cvar_RegisterVariable(&r_showdisabledepthtest);
1990         Cvar_RegisterVariable(&r_drawportals);
1991         Cvar_RegisterVariable(&r_drawentities);
1992         Cvar_RegisterVariable(&r_cullentities_trace);
1993         Cvar_RegisterVariable(&r_cullentities_trace_samples);
1994         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1995         Cvar_RegisterVariable(&r_cullentities_trace_delay);
1996         Cvar_RegisterVariable(&r_drawviewmodel);
1997         Cvar_RegisterVariable(&r_speeds);
1998         Cvar_RegisterVariable(&r_fullbrights);
1999         Cvar_RegisterVariable(&r_wateralpha);
2000         Cvar_RegisterVariable(&r_dynamic);
2001         Cvar_RegisterVariable(&r_fullbright);
2002         Cvar_RegisterVariable(&r_shadows);
2003         Cvar_RegisterVariable(&r_shadows_throwdistance);
2004         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2005         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2006         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2007         Cvar_RegisterVariable(&r_fog_exp2);
2008         Cvar_RegisterVariable(&r_textureunits);
2009         Cvar_RegisterVariable(&r_glsl);
2010         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2011         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2012         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2013         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2014         Cvar_RegisterVariable(&r_water);
2015         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2016         Cvar_RegisterVariable(&r_water_clippingplanebias);
2017         Cvar_RegisterVariable(&r_water_refractdistort);
2018         Cvar_RegisterVariable(&r_water_reflectdistort);
2019         Cvar_RegisterVariable(&r_lerpsprites);
2020         Cvar_RegisterVariable(&r_lerpmodels);
2021         Cvar_RegisterVariable(&r_lerplightstyles);
2022         Cvar_RegisterVariable(&r_waterscroll);
2023         Cvar_RegisterVariable(&r_bloom);
2024         Cvar_RegisterVariable(&r_bloom_colorscale);
2025         Cvar_RegisterVariable(&r_bloom_brighten);
2026         Cvar_RegisterVariable(&r_bloom_blur);
2027         Cvar_RegisterVariable(&r_bloom_resolution);
2028         Cvar_RegisterVariable(&r_bloom_colorexponent);
2029         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2030         Cvar_RegisterVariable(&r_hdr);
2031         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2032         Cvar_RegisterVariable(&r_glsl_contrastboost);
2033         Cvar_RegisterVariable(&r_hdr_glowintensity);
2034         Cvar_RegisterVariable(&r_hdr_range);
2035         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2036         Cvar_RegisterVariable(&developer_texturelogging);
2037         Cvar_RegisterVariable(&gl_lightmaps);
2038         Cvar_RegisterVariable(&r_test);
2039         Cvar_RegisterVariable(&r_batchmode);
2040         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2041                 Cvar_SetValue("r_fullbrights", 0);
2042         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2043
2044         Cvar_RegisterVariable(&r_track_sprites);
2045         Cvar_RegisterVariable(&r_track_sprites_flags);
2046         Cvar_RegisterVariable(&r_track_sprites_scalew);
2047         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2048 }
2049
2050 extern void R_Textures_Init(void);
2051 extern void GL_Draw_Init(void);
2052 extern void GL_Main_Init(void);
2053 extern void R_Shadow_Init(void);
2054 extern void R_Sky_Init(void);
2055 extern void GL_Surf_Init(void);
2056 extern void R_Particles_Init(void);
2057 extern void R_Explosion_Init(void);
2058 extern void gl_backend_init(void);
2059 extern void Sbar_Init(void);
2060 extern void R_LightningBeams_Init(void);
2061 extern void Mod_RenderInit(void);
2062
2063 void Render_Init(void)
2064 {
2065         gl_backend_init();
2066         R_Textures_Init();
2067         GL_Main_Init();
2068         GL_Draw_Init();
2069         R_Shadow_Init();
2070         R_Sky_Init();
2071         GL_Surf_Init();
2072         Sbar_Init();
2073         R_Particles_Init();
2074         R_Explosion_Init();
2075         R_LightningBeams_Init();
2076         Mod_RenderInit();
2077 }
2078
2079 /*
2080 ===============
2081 GL_Init
2082 ===============
2083 */
2084 extern char *ENGINE_EXTENSIONS;
2085 void GL_Init (void)
2086 {
2087         VID_CheckExtensions();
2088
2089         // LordHavoc: report supported extensions
2090         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2091
2092         // clear to black (loading plaque will be seen over this)
2093         CHECKGLERROR
2094         qglClearColor(0,0,0,1);CHECKGLERROR
2095         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2096 }
2097
2098 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2099 {
2100         int i;
2101         mplane_t *p;
2102         for (i = 0;i < r_view.numfrustumplanes;i++)
2103         {
2104                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2105                 if (i == 4)
2106                         continue;
2107                 p = r_view.frustum + i;
2108                 switch(p->signbits)
2109                 {
2110                 default:
2111                 case 0:
2112                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2113                                 return true;
2114                         break;
2115                 case 1:
2116                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2117                                 return true;
2118                         break;
2119                 case 2:
2120                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2121                                 return true;
2122                         break;
2123                 case 3:
2124                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2125                                 return true;
2126                         break;
2127                 case 4:
2128                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2129                                 return true;
2130                         break;
2131                 case 5:
2132                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2133                                 return true;
2134                         break;
2135                 case 6:
2136                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2137                                 return true;
2138                         break;
2139                 case 7:
2140                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2141                                 return true;
2142                         break;
2143                 }
2144         }
2145         return false;
2146 }
2147
2148 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2149 {
2150         int i;
2151         const mplane_t *p;
2152         for (i = 0;i < numplanes;i++)
2153         {
2154                 p = planes + i;
2155                 switch(p->signbits)
2156                 {
2157                 default:
2158                 case 0:
2159                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2160                                 return true;
2161                         break;
2162                 case 1:
2163                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2164                                 return true;
2165                         break;
2166                 case 2:
2167                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2168                                 return true;
2169                         break;
2170                 case 3:
2171                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2172                                 return true;
2173                         break;
2174                 case 4:
2175                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2176                                 return true;
2177                         break;
2178                 case 5:
2179                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2180                                 return true;
2181                         break;
2182                 case 6:
2183                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2184                                 return true;
2185                         break;
2186                 case 7:
2187                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2188                                 return true;
2189                         break;
2190                 }
2191         }
2192         return false;
2193 }
2194
2195 //==================================================================================
2196
2197 static void R_View_UpdateEntityVisible (void)
2198 {
2199         int i, renderimask;
2200         entity_render_t *ent;
2201
2202         if (!r_drawentities.integer)
2203                 return;
2204
2205         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2206         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
2207         {
2208                 // worldmodel can check visibility
2209                 for (i = 0;i < r_refdef.numentities;i++)
2210                 {
2211                         ent = r_refdef.entities[i];
2212                         r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
2213
2214                 }
2215                 if(r_cullentities_trace.integer)
2216                 {
2217                         for (i = 0;i < r_refdef.numentities;i++)
2218                         {
2219                                 ent = r_refdef.entities[i];
2220                                 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2221                                 {
2222                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
2223                                                 ent->last_trace_visibility = realtime;
2224                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2225                                                 r_viewcache.entityvisible[i] = 0;
2226                                 }
2227                         }
2228                 }
2229         }
2230         else
2231         {
2232                 // no worldmodel or it can't check visibility
2233                 for (i = 0;i < r_refdef.numentities;i++)
2234                 {
2235                         ent = r_refdef.entities[i];
2236                         r_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));
2237                 }
2238         }
2239 }
2240
2241 // only used if skyrendermasked, and normally returns false
2242 int R_DrawBrushModelsSky (void)
2243 {
2244         int i, sky;
2245         entity_render_t *ent;
2246
2247         if (!r_drawentities.integer)
2248                 return false;
2249
2250         sky = false;
2251         for (i = 0;i < r_refdef.numentities;i++)
2252         {
2253                 if (!r_viewcache.entityvisible[i])
2254                         continue;
2255                 ent = r_refdef.entities[i];
2256                 if (!ent->model || !ent->model->DrawSky)
2257                         continue;
2258                 ent->model->DrawSky(ent);
2259                 sky = true;
2260         }
2261         return sky;
2262 }
2263
2264 static void R_DrawNoModel(entity_render_t *ent);
2265 static void R_DrawModels(void)
2266 {
2267         int i;
2268         entity_render_t *ent;
2269
2270         if (!r_drawentities.integer)
2271                 return;
2272
2273         for (i = 0;i < r_refdef.numentities;i++)
2274         {
2275                 if (!r_viewcache.entityvisible[i])
2276                         continue;
2277                 ent = r_refdef.entities[i];
2278                 r_refdef.stats.entities++;
2279                 if (ent->model && ent->model->Draw != NULL)
2280                         ent->model->Draw(ent);
2281                 else
2282                         R_DrawNoModel(ent);
2283         }
2284 }
2285
2286 static void R_DrawModelsDepth(void)
2287 {
2288         int i;
2289         entity_render_t *ent;
2290
2291         if (!r_drawentities.integer)
2292                 return;
2293
2294         for (i = 0;i < r_refdef.numentities;i++)
2295         {
2296                 if (!r_viewcache.entityvisible[i])
2297                         continue;
2298                 ent = r_refdef.entities[i];
2299                 if (ent->model && ent->model->DrawDepth != NULL)
2300                         ent->model->DrawDepth(ent);
2301         }
2302 }
2303
2304 static void R_DrawModelsDebug(void)
2305 {
2306         int i;
2307         entity_render_t *ent;
2308
2309         if (!r_drawentities.integer)
2310                 return;
2311
2312         for (i = 0;i < r_refdef.numentities;i++)
2313         {
2314                 if (!r_viewcache.entityvisible[i])
2315                         continue;
2316                 ent = r_refdef.entities[i];
2317                 if (ent->model && ent->model->DrawDebug != NULL)
2318                         ent->model->DrawDebug(ent);
2319         }
2320 }
2321
2322 static void R_DrawModelsAddWaterPlanes(void)
2323 {
2324         int i;
2325         entity_render_t *ent;
2326
2327         if (!r_drawentities.integer)
2328                 return;
2329
2330         for (i = 0;i < r_refdef.numentities;i++)
2331         {
2332                 if (!r_viewcache.entityvisible[i])
2333                         continue;
2334                 ent = r_refdef.entities[i];
2335                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2336                         ent->model->DrawAddWaterPlanes(ent);
2337         }
2338 }
2339
2340 static void R_View_SetFrustum(void)
2341 {
2342         int i;
2343         double slopex, slopey;
2344
2345         // break apart the view matrix into vectors for various purposes
2346         Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
2347         VectorNegate(r_view.left, r_view.right);
2348
2349 #if 0
2350         r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
2351         r_view.frustum[0].normal[1] = 0 - 0;
2352         r_view.frustum[0].normal[2] = -1 - 0;
2353         r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
2354         r_view.frustum[1].normal[1] = 0 + 0;
2355         r_view.frustum[1].normal[2] = -1 + 0;
2356         r_view.frustum[2].normal[0] = 0 - 0;
2357         r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
2358         r_view.frustum[2].normal[2] = -1 - 0;
2359         r_view.frustum[3].normal[0] = 0 + 0;
2360         r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
2361         r_view.frustum[3].normal[2] = -1 + 0;
2362 #endif
2363
2364 #if 0
2365         zNear = r_refdef.nearclip;
2366         nudge = 1.0 - 1.0 / (1<<23);
2367         r_view.frustum[4].normal[0] = 0 - 0;
2368         r_view.frustum[4].normal[1] = 0 - 0;
2369         r_view.frustum[4].normal[2] = -1 - -nudge;
2370         r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
2371         r_view.frustum[5].normal[0] = 0 + 0;
2372         r_view.frustum[5].normal[1] = 0 + 0;
2373         r_view.frustum[5].normal[2] = -1 + -nudge;
2374         r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
2375 #endif
2376
2377
2378
2379 #if 0
2380         r_view.frustum[0].normal[0] = m[3] - m[0];
2381         r_view.frustum[0].normal[1] = m[7] - m[4];
2382         r_view.frustum[0].normal[2] = m[11] - m[8];
2383         r_view.frustum[0].dist = m[15] - m[12];
2384
2385         r_view.frustum[1].normal[0] = m[3] + m[0];
2386         r_view.frustum[1].normal[1] = m[7] + m[4];
2387         r_view.frustum[1].normal[2] = m[11] + m[8];
2388         r_view.frustum[1].dist = m[15] + m[12];
2389
2390         r_view.frustum[2].normal[0] = m[3] - m[1];
2391         r_view.frustum[2].normal[1] = m[7] - m[5];
2392         r_view.frustum[2].normal[2] = m[11] - m[9];
2393         r_view.frustum[2].dist = m[15] - m[13];
2394
2395         r_view.frustum[3].normal[0] = m[3] + m[1];
2396         r_view.frustum[3].normal[1] = m[7] + m[5];
2397         r_view.frustum[3].normal[2] = m[11] + m[9];
2398         r_view.frustum[3].dist = m[15] + m[13];
2399
2400         r_view.frustum[4].normal[0] = m[3] - m[2];
2401         r_view.frustum[4].normal[1] = m[7] - m[6];
2402         r_view.frustum[4].normal[2] = m[11] - m[10];
2403         r_view.frustum[4].dist = m[15] - m[14];
2404
2405         r_view.frustum[5].normal[0] = m[3] + m[2];
2406         r_view.frustum[5].normal[1] = m[7] + m[6];
2407         r_view.frustum[5].normal[2] = m[11] + m[10];
2408         r_view.frustum[5].dist = m[15] + m[14];
2409 #endif
2410
2411         if (r_view.useperspective)
2412         {
2413                 slopex = 1.0 / r_view.frustum_x;
2414                 slopey = 1.0 / r_view.frustum_y;
2415                 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
2416                 VectorMA(r_view.forward,  slopex, r_view.left, r_view.frustum[1].normal);
2417                 VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
2418                 VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
2419                 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2420
2421                 // Leaving those out was a mistake, those were in the old code, and they
2422                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2423                 // I couldn't reproduce it after adding those normalizations. --blub
2424                 VectorNormalize(r_view.frustum[0].normal);
2425                 VectorNormalize(r_view.frustum[1].normal);
2426                 VectorNormalize(r_view.frustum[2].normal);
2427                 VectorNormalize(r_view.frustum[3].normal);
2428
2429                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2430                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
2431                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
2432                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[2]);
2433                 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[3]);
2434
2435                 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
2436                 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
2437                 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
2438                 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
2439                 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2440         }
2441         else
2442         {
2443                 VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal);
2444                 VectorScale(r_view.left,  r_view.ortho_x, r_view.frustum[1].normal);
2445                 VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal);
2446                 VectorScale(r_view.up,  r_view.ortho_y, r_view.frustum[3].normal);
2447                 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2448                 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x;
2449                 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x;
2450                 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y;
2451                 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y;
2452                 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2453         }
2454         r_view.numfrustumplanes = 5;
2455
2456         if (r_view.useclipplane)
2457         {
2458                 r_view.numfrustumplanes = 6;
2459                 r_view.frustum[5] = r_view.clipplane;
2460         }
2461
2462         for (i = 0;i < r_view.numfrustumplanes;i++)
2463                 PlaneClassify(r_view.frustum + i);
2464
2465         // LordHavoc: note to all quake engine coders, Quake had a special case
2466         // for 90 degrees which assumed a square view (wrong), so I removed it,
2467         // Quake2 has it disabled as well.
2468
2469         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2470         //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
2471         //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
2472         //PlaneClassify(&frustum[0]);
2473
2474         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2475         //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
2476         //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
2477         //PlaneClassify(&frustum[1]);
2478
2479         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2480         //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
2481         //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
2482         //PlaneClassify(&frustum[2]);
2483
2484         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2485         //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
2486         //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
2487         //PlaneClassify(&frustum[3]);
2488
2489         // nearclip plane
2490         //VectorCopy(r_view.forward, r_view.frustum[4].normal);
2491         //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
2492         //PlaneClassify(&frustum[4]);
2493 }
2494
2495 void R_View_Update(void)
2496 {
2497         R_View_SetFrustum();
2498         R_View_WorldVisibility(r_view.useclipplane);
2499         R_View_UpdateEntityVisible();
2500 }
2501
2502 void R_SetupView(void)
2503 {
2504         if (!r_view.useperspective)
2505                 GL_SetupView_Mode_Ortho(-r_view.ortho_x, -r_view.ortho_y, r_view.ortho_x, r_view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2506         else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2507                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
2508         else
2509                 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2510
2511         GL_SetupView_Orientation_FromEntity(&r_view.matrix);
2512
2513         if (r_view.useclipplane)
2514         {
2515                 // LordHavoc: couldn't figure out how to make this approach the
2516                 vec_t dist = r_view.clipplane.dist - r_water_clippingplanebias.value;
2517                 vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal);
2518                 if (viewdist < r_view.clipplane.dist + r_water_clippingplanebias.value)
2519                         dist = r_view.clipplane.dist;
2520                 GL_SetupView_ApplyCustomNearClipPlane(r_view.clipplane.normal[0], r_view.clipplane.normal[1], r_view.clipplane.normal[2], dist);
2521         }
2522 }
2523
2524 void R_ResetViewRendering2D(void)
2525 {
2526         if (gl_support_fragment_shader)
2527         {
2528                 qglUseProgramObjectARB(0);CHECKGLERROR
2529         }
2530
2531         DrawQ_Finish();
2532
2533         // GL is weird because it's bottom to top, r_view.y is top to bottom
2534         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2535         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2536         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2537         GL_Color(1, 1, 1, 1);
2538         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2539         GL_BlendFunc(GL_ONE, GL_ZERO);
2540         GL_AlphaTest(false);
2541         GL_ScissorTest(false);
2542         GL_DepthMask(false);
2543         GL_DepthRange(0, 1);
2544         GL_DepthTest(false);
2545         R_Mesh_Matrix(&identitymatrix);
2546         R_Mesh_ResetTextureState();
2547         GL_PolygonOffset(0, 0);
2548         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2549         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2550         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2551         qglStencilMask(~0);CHECKGLERROR
2552         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2553         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2554         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2555 }
2556
2557 void R_ResetViewRendering3D(void)
2558 {
2559         if (gl_support_fragment_shader)
2560         {
2561                 qglUseProgramObjectARB(0);CHECKGLERROR
2562         }
2563
2564         DrawQ_Finish();
2565
2566         // GL is weird because it's bottom to top, r_view.y is top to bottom
2567         qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2568         R_SetupView();
2569         GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2570         GL_Color(1, 1, 1, 1);
2571         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2572         GL_BlendFunc(GL_ONE, GL_ZERO);
2573         GL_AlphaTest(false);
2574         GL_ScissorTest(true);
2575         GL_DepthMask(true);
2576         GL_DepthRange(0, 1);
2577         GL_DepthTest(true);
2578         R_Mesh_Matrix(&identitymatrix);
2579         R_Mesh_ResetTextureState();
2580         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2581         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2582         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2583         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2584         qglStencilMask(~0);CHECKGLERROR
2585         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2586         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2587         GL_CullFace(r_view.cullface_back);
2588 }
2589
2590 /*
2591         R_Bloom_SetupShader(
2592 "// bloom shader\n"
2593 "// written by Forest 'LordHavoc' Hale\n"
2594 "\n"
2595 "// common definitions between vertex shader and fragment shader:\n"
2596 "\n"
2597 "#ifdef __GLSL_CG_DATA_TYPES\n"
2598 "#define myhalf half\n"
2599 "#define myhvec2 hvec2\n"
2600 "#define myhvec3 hvec3\n"
2601 "#define myhvec4 hvec4\n"
2602 "#else\n"
2603 "#define myhalf float\n"
2604 "#define myhvec2 vec2\n"
2605 "#define myhvec3 vec3\n"
2606 "#define myhvec4 vec4\n"
2607 "#endif\n"
2608 "\n"
2609 "varying vec2 ScreenTexCoord;\n"
2610 "varying vec2 BloomTexCoord;\n"
2611 "\n"
2612 "\n"
2613 "\n"
2614 "\n"
2615 "// vertex shader specific:\n"
2616 "#ifdef VERTEX_SHADER\n"
2617 "\n"
2618 "void main(void)\n"
2619 "{\n"
2620 "       ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2621 "       BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2622 "       // transform vertex to camera space, using ftransform to match non-VS\n"
2623 "       // rendering\n"
2624 "       gl_Position = ftransform();\n"
2625 "}\n"
2626 "\n"
2627 "#endif // VERTEX_SHADER\n"
2628 "\n"
2629 "\n"
2630 "\n"
2631 "\n"
2632 "// fragment shader specific:\n"
2633 "#ifdef FRAGMENT_SHADER\n"
2634 "\n"
2635 "void main(void)\n"
2636 "{\n"
2637 "       int x, y;
2638 "       myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2639 "       for (x = -BLUR_X;x <= BLUR_X;x++)
2640 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2641 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2642 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2643 "       color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2644
2645 "       gl_FragColor = vec4(color);\n"
2646 "}\n"
2647 "\n"
2648 "#endif // FRAGMENT_SHADER\n"
2649 */
2650
2651 void R_RenderScene(qboolean addwaterplanes);
2652
2653 static void R_Water_StartFrame(void)
2654 {
2655         int i;
2656         int waterwidth, waterheight, texturewidth, textureheight;
2657         r_waterstate_waterplane_t *p;
2658
2659         // set waterwidth and waterheight to the water resolution that will be
2660         // used (often less than the screen resolution for faster rendering)
2661         waterwidth = (int)bound(1, r_view.width * r_water_resolutionmultiplier.value, r_view.width);
2662         waterheight = (int)bound(1, r_view.height * r_water_resolutionmultiplier.value, r_view.height);
2663
2664         // calculate desired texture sizes
2665         // can't use water if the card does not support the texture size
2666         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2667                 texturewidth = textureheight = waterwidth = waterheight = 0;
2668         else if (gl_support_arb_texture_non_power_of_two)
2669         {
2670                 texturewidth = waterwidth;
2671                 textureheight = waterheight;
2672         }
2673         else
2674         {
2675                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
2676                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
2677         }
2678
2679         // allocate textures as needed
2680         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2681         {
2682                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2683                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2684                 {
2685                         if (p->texture_refraction)
2686                                 R_FreeTexture(p->texture_refraction);
2687                         p->texture_refraction = NULL;
2688                         if (p->texture_reflection)
2689                                 R_FreeTexture(p->texture_reflection);
2690                         p->texture_reflection = NULL;
2691                 }
2692                 memset(&r_waterstate, 0, sizeof(r_waterstate));
2693                 r_waterstate.waterwidth = waterwidth;
2694                 r_waterstate.waterheight = waterheight;
2695                 r_waterstate.texturewidth = texturewidth;
2696                 r_waterstate.textureheight = textureheight;
2697         }
2698
2699         if (r_waterstate.waterwidth)
2700         {
2701                 r_waterstate.enabled = true;
2702
2703                 // set up variables that will be used in shader setup
2704                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2705                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2706                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2707                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2708         }
2709
2710         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2711         r_waterstate.numwaterplanes = 0;
2712 }
2713
2714 static void R_Water_AddWaterPlane(msurface_t *surface)
2715 {
2716         int triangleindex, planeindex;
2717         const int *e;
2718         vec3_t vert[3];
2719         vec3_t normal;
2720         vec3_t center;
2721         r_waterstate_waterplane_t *p;
2722         // just use the first triangle with a valid normal for any decisions
2723         VectorClear(normal);
2724         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2725         {
2726                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2727                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2728                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2729                 TriangleNormal(vert[0], vert[1], vert[2], normal);
2730                 if (VectorLength2(normal) >= 0.001)
2731                         break;
2732         }
2733
2734         // find a matching plane if there is one
2735         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2736                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2737                         break;
2738         if (planeindex >= r_waterstate.maxwaterplanes)
2739                 return; // nothing we can do, out of planes
2740
2741         // if this triangle does not fit any known plane rendered this frame, add one
2742         if (planeindex >= r_waterstate.numwaterplanes)
2743         {
2744                 // store the new plane
2745                 r_waterstate.numwaterplanes++;
2746                 VectorCopy(normal, p->plane.normal);
2747                 VectorNormalize(p->plane.normal);
2748                 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2749                 PlaneClassify(&p->plane);
2750                 // flip the plane if it does not face the viewer
2751                 if (PlaneDiff(r_view.origin, &p->plane) < 0)
2752                 {
2753                         VectorNegate(p->plane.normal, p->plane.normal);
2754                         p->plane.dist *= -1;
2755                         PlaneClassify(&p->plane);
2756                 }
2757                 // clear materialflags and pvs
2758                 p->materialflags = 0;
2759                 p->pvsvalid = false;
2760         }
2761         // merge this surface's materialflags into the waterplane
2762         p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2763         // merge this surface's PVS into the waterplane
2764         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2765         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS
2766          && r_refdef.worldmodel->brush.PointInLeaf && r_refdef.worldmodel->brush.PointInLeaf(r_refdef.worldmodel, center)->clusterindex >= 0)
2767         {
2768                 r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2769                 p->pvsvalid = true;
2770         }
2771 }
2772
2773 static void R_Water_ProcessPlanes(void)
2774 {
2775         r_view_t originalview;
2776         int planeindex;
2777         r_waterstate_waterplane_t *p;
2778
2779         originalview = r_view;
2780
2781         // make sure enough textures are allocated
2782         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2783         {
2784                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2785                 {
2786                         if (!p->texture_refraction)
2787                                 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);
2788                         if (!p->texture_refraction)
2789                                 goto error;
2790                 }
2791
2792                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2793                 {
2794                         if (!p->texture_reflection)
2795                                 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);
2796                         if (!p->texture_reflection)
2797                                 goto error;
2798                 }
2799         }
2800
2801         // render views
2802         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2803         {
2804                 r_view.showdebug = false;
2805                 r_view.width = r_waterstate.waterwidth;
2806                 r_view.height = r_waterstate.waterheight;
2807                 r_view.useclipplane = true;
2808                 r_waterstate.renderingscene = true;
2809
2810                 // render the normal view scene and copy into texture
2811                 // (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)
2812                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2813                 {
2814                         r_view.clipplane = p->plane;
2815                         VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal);
2816                         r_view.clipplane.dist = -r_view.clipplane.dist;
2817                         PlaneClassify(&r_view.clipplane);
2818
2819                         R_RenderScene(false);
2820
2821                         // copy view into the screen texture
2822                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
2823                         GL_ActiveTexture(0);
2824                         CHECKGLERROR
2825                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2826                 }
2827
2828                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2829                 {
2830                         // render reflected scene and copy into texture
2831                         Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
2832                         r_view.clipplane = p->plane;
2833                         // reverse the cullface settings for this render
2834                         r_view.cullface_front = GL_FRONT;
2835                         r_view.cullface_back = GL_BACK;
2836                         if (r_refdef.worldmodel && r_refdef.worldmodel->brush.num_pvsclusterbytes)
2837                         {
2838                                 r_view.usecustompvs = true;
2839                                 if (p->pvsvalid)
2840                                         memcpy(r_viewcache.world_pvsbits, p->pvsbits, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2841                                 else
2842                                         memset(r_viewcache.world_pvsbits, 0xFF, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2843                         }
2844
2845                         R_ResetViewRendering3D();
2846                         R_ClearScreen(r_refdef.fogenabled);
2847                         if (r_timereport_active)
2848                                 R_TimeReport("viewclear");
2849
2850                         R_RenderScene(false);
2851
2852                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
2853                         GL_ActiveTexture(0);
2854                         CHECKGLERROR
2855                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2856
2857                         R_ResetViewRendering3D();
2858                         R_ClearScreen(r_refdef.fogenabled);
2859                         if (r_timereport_active)
2860                                 R_TimeReport("viewclear");
2861                 }
2862
2863                 r_view = originalview;
2864                 r_view.clear = true;
2865                 r_waterstate.renderingscene = false;
2866         }
2867         return;
2868 error:
2869         r_view = originalview;
2870         r_waterstate.renderingscene = false;
2871         Cvar_SetValueQuick(&r_water, 0);
2872         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
2873         return;
2874 }
2875
2876 void R_Bloom_StartFrame(void)
2877 {
2878         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2879
2880         // set bloomwidth and bloomheight to the bloom resolution that will be
2881         // used (often less than the screen resolution for faster rendering)
2882         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2883         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2884         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2885
2886         // calculate desired texture sizes
2887         if (gl_support_arb_texture_non_power_of_two)
2888         {
2889                 screentexturewidth = r_view.width;
2890                 screentextureheight = r_view.height;
2891                 bloomtexturewidth = r_bloomstate.bloomwidth;
2892                 bloomtextureheight = r_bloomstate.bloomheight;
2893         }
2894         else
2895         {
2896                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
2897                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
2898                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
2899                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
2900         }
2901
2902         if (r_hdr.integer)
2903         {
2904                 screentexturewidth = screentextureheight = 0;
2905         }
2906         else if (r_bloom.integer)
2907         {
2908         }
2909         else
2910         {
2911                 screentexturewidth = screentextureheight = 0;
2912                 bloomtexturewidth = bloomtextureheight = 0;
2913         }
2914
2915         if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2916         {
2917                 // can't use bloom if the parameters are too weird
2918                 // can't use bloom if the card does not support the texture size
2919                 if (r_bloomstate.texture_screen)
2920                         R_FreeTexture(r_bloomstate.texture_screen);
2921                 if (r_bloomstate.texture_bloom)
2922                         R_FreeTexture(r_bloomstate.texture_bloom);
2923                 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2924                 return;
2925         }
2926
2927         r_bloomstate.enabled = true;
2928         r_bloomstate.hdr = r_hdr.integer != 0;
2929
2930         // allocate textures as needed
2931         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2932         {
2933                 if (r_bloomstate.texture_screen)
2934                         R_FreeTexture(r_bloomstate.texture_screen);
2935                 r_bloomstate.texture_screen = NULL;
2936                 r_bloomstate.screentexturewidth = screentexturewidth;
2937                 r_bloomstate.screentextureheight = screentextureheight;
2938                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2939                         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);
2940         }
2941         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2942         {
2943                 if (r_bloomstate.texture_bloom)
2944                         R_FreeTexture(r_bloomstate.texture_bloom);
2945                 r_bloomstate.texture_bloom = NULL;
2946                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2947                 r_bloomstate.bloomtextureheight = bloomtextureheight;
2948                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2949                         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);
2950         }
2951
2952         // set up a texcoord array for the full resolution screen image
2953         // (we have to keep this around to copy back during final render)
2954         r_bloomstate.screentexcoord2f[0] = 0;
2955         r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2956         r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2957         r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2958         r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2959         r_bloomstate.screentexcoord2f[5] = 0;
2960         r_bloomstate.screentexcoord2f[6] = 0;
2961         r_bloomstate.screentexcoord2f[7] = 0;
2962
2963         // set up a texcoord array for the reduced resolution bloom image
2964         // (which will be additive blended over the screen image)
2965         r_bloomstate.bloomtexcoord2f[0] = 0;
2966         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2967         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2968         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2969         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2970         r_bloomstate.bloomtexcoord2f[5] = 0;
2971         r_bloomstate.bloomtexcoord2f[6] = 0;
2972         r_bloomstate.bloomtexcoord2f[7] = 0;
2973 }
2974
2975 void R_Bloom_CopyScreenTexture(float colorscale)
2976 {
2977         r_refdef.stats.bloom++;
2978
2979         R_ResetViewRendering2D();
2980         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2981         R_Mesh_ColorPointer(NULL, 0, 0);
2982         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2983         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2984
2985         // copy view into the screen texture
2986         GL_ActiveTexture(0);
2987         CHECKGLERROR
2988         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2989         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2990
2991         // now scale it down to the bloom texture size
2992         CHECKGLERROR
2993         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2994         GL_BlendFunc(GL_ONE, GL_ZERO);
2995         GL_Color(colorscale, colorscale, colorscale, 1);
2996         // TODO: optimize with multitexture or GLSL
2997         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2998         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2999
3000         // we now have a bloom image in the framebuffer
3001         // copy it into the bloom image texture for later processing
3002         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3003         GL_ActiveTexture(0);
3004         CHECKGLERROR
3005         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3006         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3007 }
3008
3009 void R_Bloom_CopyHDRTexture(void)
3010 {
3011         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3012         GL_ActiveTexture(0);
3013         CHECKGLERROR
3014         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
3015         r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
3016 }
3017
3018 void R_Bloom_MakeTexture(void)
3019 {
3020         int x, range, dir;
3021         float xoffset, yoffset, r, brighten;
3022
3023         r_refdef.stats.bloom++;
3024
3025         R_ResetViewRendering2D();
3026         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3027         R_Mesh_ColorPointer(NULL, 0, 0);
3028
3029         // we have a bloom image in the framebuffer
3030         CHECKGLERROR
3031         qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3032
3033         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3034         {
3035                 x *= 2;
3036                 r = bound(0, r_bloom_colorexponent.value / x, 1);
3037                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3038                 GL_Color(r, r, r, 1);
3039                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3040                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3041                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3042                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3043
3044                 // copy the vertically blurred bloom view to a texture
3045                 GL_ActiveTexture(0);
3046                 CHECKGLERROR
3047                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3048                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3049         }
3050
3051         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3052         brighten = r_bloom_brighten.value;
3053         if (r_hdr.integer)
3054                 brighten *= r_hdr_range.value;
3055         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3056         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3057
3058         for (dir = 0;dir < 2;dir++)
3059         {
3060                 // blend on at multiple vertical offsets to achieve a vertical blur
3061                 // TODO: do offset blends using GLSL
3062                 GL_BlendFunc(GL_ONE, GL_ZERO);
3063                 for (x = -range;x <= range;x++)
3064                 {
3065                         if (!dir){xoffset = 0;yoffset = x;}
3066                         else {xoffset = x;yoffset = 0;}
3067                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
3068                         yoffset /= (float)r_bloomstate.bloomtextureheight;
3069                         // compute a texcoord array with the specified x and y offset
3070                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3071                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3072                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3073                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3074                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3075                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3076                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3077                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3078                         // this r value looks like a 'dot' particle, fading sharply to
3079                         // black at the edges
3080                         // (probably not realistic but looks good enough)
3081                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3082                         //r = (dir ? 1.0f : brighten)/(range*2+1);
3083                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3084                         GL_Color(r, r, r, 1);
3085                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3086                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3087                         GL_BlendFunc(GL_ONE, GL_ONE);
3088                 }
3089
3090                 // copy the vertically blurred bloom view to a texture
3091                 GL_ActiveTexture(0);
3092                 CHECKGLERROR
3093                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3094                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3095         }
3096
3097         // apply subtract last
3098         // (just like it would be in a GLSL shader)
3099         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3100         {
3101                 GL_BlendFunc(GL_ONE, GL_ZERO);
3102                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3103                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3104                 GL_Color(1, 1, 1, 1);
3105                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3106                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3107
3108                 GL_BlendFunc(GL_ONE, GL_ONE);
3109                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3110                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3111                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3112                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3113                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3114                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3115                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3116
3117                 // copy the darkened bloom view to a texture
3118                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3119                 GL_ActiveTexture(0);
3120                 CHECKGLERROR
3121                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3122                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3123         }
3124 }
3125
3126 void R_HDR_RenderBloomTexture(void)
3127 {
3128         int oldwidth, oldheight;
3129         float oldcolorscale;
3130
3131         oldcolorscale = r_view.colorscale;
3132         oldwidth = r_view.width;
3133         oldheight = r_view.height;
3134         r_view.width = r_bloomstate.bloomwidth;
3135         r_view.height = r_bloomstate.bloomheight;
3136
3137         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
3138         // TODO: add exposure compensation features
3139         // TODO: add fp16 framebuffer support
3140
3141         r_view.showdebug = false;
3142         r_view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3143
3144         R_ClearScreen(r_refdef.fogenabled);
3145         if (r_timereport_active)
3146                 R_TimeReport("HDRclear");
3147
3148         r_waterstate.numwaterplanes = 0;
3149         R_RenderScene(r_waterstate.enabled);
3150         r_view.showdebug = true;
3151
3152         R_ResetViewRendering2D();
3153
3154         R_Bloom_CopyHDRTexture();
3155         R_Bloom_MakeTexture();
3156
3157         // restore the view settings
3158         r_view.width = oldwidth;
3159         r_view.height = oldheight;
3160         r_view.colorscale = oldcolorscale;
3161
3162         R_ResetViewRendering3D();
3163
3164         R_ClearScreen(r_refdef.fogenabled);
3165         if (r_timereport_active)
3166                 R_TimeReport("viewclear");
3167 }
3168
3169 static void R_BlendView(void)
3170 {
3171         if (r_bloomstate.enabled && r_bloomstate.hdr)
3172         {
3173                 // render high dynamic range bloom effect
3174                 // the bloom texture was made earlier this render, so we just need to
3175                 // blend it onto the screen...
3176                 R_ResetViewRendering2D();
3177                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3178                 R_Mesh_ColorPointer(NULL, 0, 0);
3179                 GL_Color(1, 1, 1, 1);
3180                 GL_BlendFunc(GL_ONE, GL_ONE);
3181                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3182                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3183                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3184                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3185         }
3186         else if (r_bloomstate.enabled)
3187         {
3188                 // render simple bloom effect
3189                 // copy the screen and shrink it and darken it for the bloom process
3190                 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
3191                 // make the bloom texture
3192                 R_Bloom_MakeTexture();
3193                 // put the original screen image back in place and blend the bloom
3194                 // texture on it
3195                 R_ResetViewRendering2D();
3196                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3197                 R_Mesh_ColorPointer(NULL, 0, 0);
3198                 GL_Color(1, 1, 1, 1);
3199                 GL_BlendFunc(GL_ONE, GL_ZERO);
3200                 // do both in one pass if possible
3201                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3202                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3203                 if (r_textureunits.integer >= 2 && gl_combine.integer)
3204                 {
3205                         R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
3206                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3207                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3208                 }
3209                 else
3210                 {
3211                         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3212                         r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3213                         // now blend on the bloom texture
3214                         GL_BlendFunc(GL_ONE, GL_ONE);
3215                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3216                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3217                 }
3218                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3219                 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
3220         }
3221         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3222         {
3223                 // apply a color tint to the whole view
3224                 R_ResetViewRendering2D();
3225                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3226                 R_Mesh_ColorPointer(NULL, 0, 0);
3227                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3228                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3229                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3230         }
3231 }
3232
3233 void R_RenderScene(qboolean addwaterplanes);
3234
3235 matrix4x4_t r_waterscrollmatrix;
3236
3237 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3238 {
3239         if (r_refdef.fog_density)
3240         {
3241                 r_refdef.fogcolor[0] = r_refdef.fog_red;
3242                 r_refdef.fogcolor[1] = r_refdef.fog_green;
3243                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3244
3245                 {
3246                         vec3_t fogvec;
3247                         VectorCopy(r_refdef.fogcolor, fogvec);
3248                         //   color.rgb *= SceneBrightness;
3249                         if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3250                         {
3251                                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
3252                                 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3253                                 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3254                                 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3255                         }
3256                         VectorScale(fogvec, r_view.colorscale, fogvec);
3257                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3258                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3259                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3260                 }
3261         }
3262 }
3263
3264 void R_UpdateVariables(void)
3265 {
3266         R_Textures_Frame();
3267
3268         r_refdef.farclip = 4096;
3269         if (r_refdef.worldmodel)
3270                 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
3271         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3272
3273         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3274                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3275         r_refdef.polygonfactor = 0;
3276         r_refdef.polygonoffset = 0;
3277         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3278         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3279
3280         r_refdef.rtworld = r_shadow_realtime_world.integer;
3281         r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3282         r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3283         r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3284         r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3285         if (r_showsurfaces.integer)
3286         {
3287                 r_refdef.rtworld = false;
3288                 r_refdef.rtworldshadows = false;
3289                 r_refdef.rtdlight = false;
3290                 r_refdef.rtdlightshadows = false;
3291                 r_refdef.lightmapintensity = 0;
3292         }
3293
3294         if (gamemode == GAME_NEHAHRA)
3295         {
3296                 if (gl_fogenable.integer)
3297                 {
3298                         r_refdef.oldgl_fogenable = true;
3299                         r_refdef.fog_density = gl_fogdensity.value;
3300                         r_refdef.fog_red = gl_fogred.value;
3301                         r_refdef.fog_green = gl_foggreen.value;
3302                         r_refdef.fog_blue = gl_fogblue.value;
3303                         r_refdef.fog_alpha = 1;
3304                         r_refdef.fog_start = 0;
3305                         r_refdef.fog_end = gl_skyclip.value;
3306                 }
3307                 else if (r_refdef.oldgl_fogenable)
3308                 {
3309                         r_refdef.oldgl_fogenable = false;
3310                         r_refdef.fog_density = 0;
3311                         r_refdef.fog_red = 0;
3312                         r_refdef.fog_green = 0;
3313                         r_refdef.fog_blue = 0;
3314                         r_refdef.fog_alpha = 0;
3315                         r_refdef.fog_start = 0;
3316                         r_refdef.fog_end = 0;
3317                 }
3318         }
3319
3320         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3321         r_refdef.fog_start = max(0, r_refdef.fog_start);
3322         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3323
3324         R_UpdateFogColor();
3325
3326         if (r_refdef.fog_density)
3327         {
3328                 r_refdef.fogenabled = true;
3329                 // this is the point where the fog reaches 0.9986 alpha, which we
3330                 // consider a good enough cutoff point for the texture
3331                 // (0.9986 * 256 == 255.6)
3332                 if (r_fog_exp2.integer)
3333                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3334                 else
3335                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3336                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3337                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3338                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3339                 // fog color was already set
3340                 // update the fog texture
3341                 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)
3342                         R_BuildFogTexture();
3343         }
3344         else
3345                 r_refdef.fogenabled = false;
3346 }
3347
3348 /*
3349 ================
3350 R_RenderView
3351 ================
3352 */
3353 void R_RenderView(void)
3354 {
3355         if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
3356                 return; //Host_Error ("R_RenderView: NULL worldmodel");
3357
3358         r_view.colorscale = r_hdr_scenebrightness.value;
3359
3360         R_Shadow_UpdateWorldLightSelection();
3361
3362         R_Bloom_StartFrame();
3363         R_Water_StartFrame();
3364
3365         CHECKGLERROR
3366         if (r_timereport_active)
3367                 R_TimeReport("viewsetup");
3368
3369         R_ResetViewRendering3D();
3370
3371         if (r_view.clear || r_refdef.fogenabled)
3372         {
3373                 R_ClearScreen(r_refdef.fogenabled);
3374                 if (r_timereport_active)
3375                         R_TimeReport("viewclear");
3376         }
3377         r_view.clear = true;
3378
3379         r_view.showdebug = true;
3380
3381         // this produces a bloom texture to be used in R_BlendView() later
3382         if (r_hdr.integer)
3383                 R_HDR_RenderBloomTexture();
3384
3385         r_waterstate.numwaterplanes = 0;
3386         R_RenderScene(r_waterstate.enabled);
3387
3388         R_BlendView();
3389         if (r_timereport_active)
3390                 R_TimeReport("blendview");
3391
3392         GL_Scissor(0, 0, vid.width, vid.height);
3393         GL_ScissorTest(false);
3394         CHECKGLERROR
3395 }
3396
3397 extern void R_DrawLightningBeams (void);
3398 extern void VM_CL_AddPolygonsToMeshQueue (void);
3399 extern void R_DrawPortals (void);
3400 extern cvar_t cl_locs_show;
3401 static void R_DrawLocs(void);
3402 static void R_DrawEntityBBoxes(void);
3403 void R_RenderScene(qboolean addwaterplanes)
3404 {
3405         R_UpdateFogColor();
3406
3407         if (addwaterplanes)
3408         {
3409                 R_ResetViewRendering3D();
3410
3411                 R_View_Update();
3412                 if (r_timereport_active)
3413                         R_TimeReport("watervis");
3414
3415                 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes)
3416                 {
3417                         r_refdef.worldmodel->DrawAddWaterPlanes(r_refdef.worldentity);
3418                         if (r_timereport_active)
3419                                 R_TimeReport("waterworld");
3420                 }
3421
3422                 // don't let sound skip if going slow
3423                 if (r_refdef.extraupdate)
3424                         S_ExtraUpdate ();
3425
3426                 R_DrawModelsAddWaterPlanes();
3427                 if (r_timereport_active)
3428                         R_TimeReport("watermodels");
3429
3430                 R_Water_ProcessPlanes();
3431                 if (r_timereport_active)
3432                         R_TimeReport("waterscenes");
3433         }
3434
3435         R_ResetViewRendering3D();
3436
3437         // don't let sound skip if going slow
3438         if (r_refdef.extraupdate)
3439                 S_ExtraUpdate ();
3440
3441         R_MeshQueue_BeginScene();
3442
3443         R_SkyStartFrame();
3444
3445         R_View_Update();
3446         if (r_timereport_active)
3447                 R_TimeReport("visibility");
3448
3449         Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
3450
3451         if (cl.csqc_vidvars.drawworld)
3452         {
3453                 // don't let sound skip if going slow
3454                 if (r_refdef.extraupdate)
3455                         S_ExtraUpdate ();
3456
3457                 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
3458                 {
3459                         r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
3460                         if (r_timereport_active)
3461                                 R_TimeReport("worldsky");
3462                 }
3463
3464                 if (R_DrawBrushModelsSky() && r_timereport_active)
3465                         R_TimeReport("bmodelsky");
3466         }
3467
3468         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
3469         {
3470                 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
3471                 if (r_timereport_active)
3472                         R_TimeReport("worlddepth");
3473         }
3474         if (r_depthfirst.integer >= 2)
3475         {
3476                 R_DrawModelsDepth();
3477                 if (r_timereport_active)
3478                         R_TimeReport("modeldepth");
3479         }
3480
3481         if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
3482         {
3483                 r_refdef.worldmodel->Draw(r_refdef.worldentity);
3484                 if (r_timereport_active)
3485                         R_TimeReport("world");
3486         }
3487
3488         // don't let sound skip if going slow
3489         if (r_refdef.extraupdate)
3490                 S_ExtraUpdate ();
3491
3492         R_DrawModels();
3493         if (r_timereport_active)
3494                 R_TimeReport("models");
3495
3496         // don't let sound skip if going slow
3497         if (r_refdef.extraupdate)
3498                 S_ExtraUpdate ();
3499
3500         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3501         {
3502                 R_DrawModelShadows();
3503
3504                 R_ResetViewRendering3D();
3505
3506                 // don't let sound skip if going slow
3507                 if (r_refdef.extraupdate)
3508                         S_ExtraUpdate ();
3509         }
3510
3511         R_ShadowVolumeLighting(false);
3512         if (r_timereport_active)
3513                 R_TimeReport("rtlights");
3514
3515         // don't let sound skip if going slow
3516         if (r_refdef.extraupdate)
3517                 S_ExtraUpdate ();
3518
3519         if (cl.csqc_vidvars.drawworld)
3520         {
3521                 R_DrawLightningBeams();
3522                 if (r_timereport_active)
3523                         R_TimeReport("lightning");
3524
3525                 R_DrawDecals();
3526                 if (r_timereport_active)
3527                         R_TimeReport("decals");
3528
3529                 R_DrawParticles();
3530                 if (r_timereport_active)
3531                         R_TimeReport("particles");
3532
3533                 R_DrawExplosions();
3534                 if (r_timereport_active)
3535                         R_TimeReport("explosions");
3536         }
3537
3538         if (gl_support_fragment_shader)
3539         {
3540                 qglUseProgramObjectARB(0);CHECKGLERROR
3541         }
3542         VM_CL_AddPolygonsToMeshQueue();
3543
3544         if (r_view.showdebug)
3545         {
3546                 if (cl_locs_show.integer)
3547                 {
3548                         R_DrawLocs();
3549                         if (r_timereport_active)
3550                                 R_TimeReport("showlocs");
3551                 }
3552
3553                 if (r_drawportals.integer)
3554                 {
3555                         R_DrawPortals();
3556                         if (r_timereport_active)
3557                                 R_TimeReport("portals");
3558                 }
3559
3560                 if (r_showbboxes.value > 0)
3561                 {
3562                         R_DrawEntityBBoxes();
3563                         if (r_timereport_active)
3564                                 R_TimeReport("bboxes");
3565                 }
3566         }
3567
3568         if (gl_support_fragment_shader)
3569         {
3570                 qglUseProgramObjectARB(0);CHECKGLERROR
3571         }
3572         R_MeshQueue_RenderTransparent();
3573         if (r_timereport_active)
3574                 R_TimeReport("drawtrans");
3575
3576         if (gl_support_fragment_shader)
3577         {
3578                 qglUseProgramObjectARB(0);CHECKGLERROR
3579         }
3580
3581         if (r_view.showdebug && r_refdef.worldmodel && r_refdef.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
3582         {
3583                 r_refdef.worldmodel->DrawDebug(r_refdef.worldentity);
3584                 if (r_timereport_active)
3585                         R_TimeReport("worlddebug");
3586                 R_DrawModelsDebug();
3587                 if (r_timereport_active)
3588                         R_TimeReport("modeldebug");
3589         }
3590
3591         if (gl_support_fragment_shader)
3592         {
3593                 qglUseProgramObjectARB(0);CHECKGLERROR
3594         }
3595
3596         if (cl.csqc_vidvars.drawworld)
3597         {
3598                 R_DrawCoronas();
3599                 if (r_timereport_active)
3600                         R_TimeReport("coronas");
3601         }
3602
3603         // don't let sound skip if going slow
3604         if (r_refdef.extraupdate)
3605                 S_ExtraUpdate ();
3606
3607         R_ResetViewRendering2D();
3608 }
3609
3610 static const int bboxelements[36] =
3611 {
3612         5, 1, 3, 5, 3, 7,
3613         6, 2, 0, 6, 0, 4,
3614         7, 3, 2, 7, 2, 6,
3615         4, 0, 1, 4, 1, 5,
3616         4, 5, 7, 4, 7, 6,
3617         1, 0, 2, 1, 2, 3,
3618 };
3619
3620 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3621 {
3622         int i;
3623         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3624         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3625         GL_DepthMask(false);
3626         GL_DepthRange(0, 1);
3627         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3628         R_Mesh_Matrix(&identitymatrix);
3629         R_Mesh_ResetTextureState();
3630
3631         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3632         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3633         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3634         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3635         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3636         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3637         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3638         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3639         R_FillColors(color4f, 8, cr, cg, cb, ca);
3640         if (r_refdef.fogenabled)
3641         {
3642                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3643                 {
3644                         f1 = FogPoint_World(v);
3645                         f2 = 1 - f1;
3646                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3647                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3648                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3649                 }
3650         }
3651         R_Mesh_VertexPointer(vertex3f, 0, 0);
3652         R_Mesh_ColorPointer(color4f, 0, 0);
3653         R_Mesh_ResetTextureState();
3654         R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3655 }
3656
3657 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3658 {
3659         int i;
3660         float color[4];
3661         prvm_edict_t *edict;
3662         // this function draws bounding boxes of server entities
3663         if (!sv.active)
3664                 return;
3665         SV_VM_Begin();
3666         for (i = 0;i < numsurfaces;i++)
3667         {
3668                 edict = PRVM_EDICT_NUM(surfacelist[i]);
3669                 switch ((int)edict->fields.server->solid)
3670                 {
3671                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
3672                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
3673                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
3674                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
3675                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
3676                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
3677                 }
3678                 color[3] *= r_showbboxes.value;
3679                 color[3] = bound(0, color[3], 1);
3680                 GL_DepthTest(!r_showdisabledepthtest.integer);
3681                 GL_CullFace(r_view.cullface_front);
3682                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
3683         }
3684         SV_VM_End();
3685 }
3686
3687 static void R_DrawEntityBBoxes(void)
3688 {
3689         int i;
3690         prvm_edict_t *edict;
3691         vec3_t center;
3692         // this function draws bounding boxes of server entities
3693         if (!sv.active)
3694                 return;
3695         SV_VM_Begin();
3696         for (i = 0;i < prog->num_edicts;i++)
3697         {
3698                 edict = PRVM_EDICT_NUM(i);
3699                 if (edict->priv.server->free)
3700                         continue;
3701                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
3702                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
3703         }
3704         SV_VM_End();
3705 }
3706
3707 int nomodelelements[24] =
3708 {
3709         5, 2, 0,
3710         5, 1, 2,
3711         5, 0, 3,
3712         5, 3, 1,
3713         0, 2, 4,
3714         2, 1, 4,
3715         3, 0, 4,
3716         1, 3, 4
3717 };
3718
3719 float nomodelvertex3f[6*3] =
3720 {
3721         -16,   0,   0,
3722          16,   0,   0,
3723           0, -16,   0,
3724           0,  16,   0,
3725           0,   0, -16,
3726           0,   0,  16
3727 };
3728
3729 float nomodelcolor4f[6*4] =
3730 {
3731         0.0f, 0.0f, 0.5f, 1.0f,
3732         0.0f, 0.0f, 0.5f, 1.0f,
3733         0.0f, 0.5f, 0.0f, 1.0f,
3734         0.0f, 0.5f, 0.0f, 1.0f,
3735         0.5f, 0.0f, 0.0f, 1.0f,
3736         0.5f, 0.0f, 0.0f, 1.0f
3737 };
3738
3739 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3740 {
3741         int i;
3742         float f1, f2, *c;
3743         float color4f[6*4];
3744         // this is only called once per entity so numsurfaces is always 1, and
3745         // surfacelist is always {0}, so this code does not handle batches
3746         R_Mesh_Matrix(&ent->matrix);
3747
3748         if (ent->flags & EF_ADDITIVE)
3749         {
3750                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
3751                 GL_DepthMask(false);
3752         }
3753         else if (ent->alpha < 1)
3754         {
3755                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3756                 GL_DepthMask(false);
3757         }
3758         else
3759         {
3760                 GL_BlendFunc(GL_ONE, GL_ZERO);
3761                 GL_DepthMask(true);
3762         }
3763         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
3764         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3765         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
3766         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_view.cullface_back);
3767         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
3768         if (r_refdef.fogenabled)
3769         {
3770                 vec3_t org;
3771                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3772                 R_Mesh_ColorPointer(color4f, 0, 0);
3773                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3774                 f1 = FogPoint_World(org);
3775                 f2 = 1 - f1;
3776                 for (i = 0, c = color4f;i < 6;i++, c += 4)
3777                 {
3778                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
3779                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
3780                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
3781                         c[3] *= ent->alpha;
3782                 }
3783         }
3784         else if (ent->alpha != 1)
3785         {
3786                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3787                 R_Mesh_ColorPointer(color4f, 0, 0);
3788                 for (i = 0, c = color4f;i < 6;i++, c += 4)
3789                         c[3] *= ent->alpha;
3790         }
3791         else
3792                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
3793         R_Mesh_ResetTextureState();
3794         R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
3795 }
3796
3797 void R_DrawNoModel(entity_render_t *ent)
3798 {
3799         vec3_t org;
3800         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3801         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
3802                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
3803         //else
3804         //      R_DrawNoModelCallback(ent, 0);
3805 }
3806
3807 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
3808 {
3809         vec3_t right1, right2, diff, normal;
3810
3811         VectorSubtract (org2, org1, normal);
3812
3813         // calculate 'right' vector for start
3814         VectorSubtract (r_view.origin, org1, diff);
3815         CrossProduct (normal, diff, right1);
3816         VectorNormalize (right1);
3817
3818         // calculate 'right' vector for end
3819         VectorSubtract (r_view.origin, org2, diff);
3820         CrossProduct (normal, diff, right2);
3821         VectorNormalize (right2);
3822
3823         vert[ 0] = org1[0] + width * right1[0];
3824         vert[ 1] = org1[1] + width * right1[1];
3825         vert[ 2] = org1[2] + width * right1[2];
3826         vert[ 3] = org1[0] - width * right1[0];
3827         vert[ 4] = org1[1] - width * right1[1];
3828         vert[ 5] = org1[2] - width * right1[2];
3829         vert[ 6] = org2[0] - width * right2[0];
3830         vert[ 7] = org2[1] - width * right2[1];
3831         vert[ 8] = org2[2] - width * right2[2];
3832         vert[ 9] = org2[0] + width * right2[0];
3833         vert[10] = org2[1] + width * right2[1];
3834         vert[11] = org2[2] + width * right2[2];
3835 }
3836
3837 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
3838
3839 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)
3840 {
3841         float fog = 1.0f;
3842         float vertex3f[12];
3843
3844         if (r_refdef.fogenabled)
3845                 fog = FogPoint_World(origin);
3846
3847         R_Mesh_Matrix(&identitymatrix);
3848         GL_BlendFunc(blendfunc1, blendfunc2);
3849
3850         if(v_flipped_state)
3851         {
3852                 scalex1 = -scalex1;
3853                 scalex2 = -scalex2;
3854                 GL_CullFace(r_view.cullface_front);
3855         }
3856         else
3857                 GL_CullFace(r_view.cullface_back);
3858
3859         GL_DepthMask(false);
3860         GL_DepthRange(0, depthshort ? 0.0625 : 1);
3861         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3862         GL_DepthTest(!depthdisable);
3863
3864         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
3865         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
3866         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
3867         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
3868         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
3869         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
3870         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
3871         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
3872         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
3873         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
3874         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
3875         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
3876
3877         R_Mesh_VertexPointer(vertex3f, 0, 0);
3878         R_Mesh_ColorPointer(NULL, 0, 0);
3879         R_Mesh_ResetTextureState();
3880         R_Mesh_TexBind(0, R_GetTexture(texture));
3881         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
3882         // FIXME: fixed function path can't properly handle r_view.colorscale > 1
3883         GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
3884         R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3885
3886         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
3887         {
3888                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
3889                 GL_BlendFunc(blendfunc1, GL_ONE);
3890                 fog = 1 - fog;
3891                 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
3892                 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3893         }
3894 }
3895
3896 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3897 {
3898         int i;
3899         float *vertex3f;
3900         float v[3];
3901         VectorSet(v, x, y, z);
3902         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3903                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3904                         break;
3905         if (i == mesh->numvertices)
3906         {
3907                 if (mesh->numvertices < mesh->maxvertices)
3908                 {
3909                         VectorCopy(v, vertex3f);
3910                         mesh->numvertices++;
3911                 }
3912                 return mesh->numvertices;
3913         }
3914         else
3915                 return i;
3916 }
3917
3918 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3919 {
3920         int i;
3921         int *e, element[3];
3922         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3923         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3924         e = mesh->element3i + mesh->numtriangles * 3;
3925         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3926         {
3927                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3928                 if (mesh->numtriangles < mesh->maxtriangles)
3929                 {
3930                         *e++ = element[0];
3931                         *e++ = element[1];
3932                         *e++ = element[2];
3933                         mesh->numtriangles++;
3934                 }
3935                 element[1] = element[2];
3936         }
3937 }
3938
3939 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3940 {
3941         int i;
3942         int *e, element[3];
3943         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3944         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3945         e = mesh->element3i + mesh->numtriangles * 3;
3946         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3947         {
3948                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3949                 if (mesh->numtriangles < mesh->maxtriangles)
3950                 {
3951                         *e++ = element[0];
3952                         *e++ = element[1];
3953                         *e++ = element[2];
3954                         mesh->numtriangles++;
3955                 }
3956                 element[1] = element[2];
3957         }
3958 }
3959
3960 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3961 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3962 {
3963         int planenum, planenum2;
3964         int w;
3965         int tempnumpoints;
3966         mplane_t *plane, *plane2;
3967         double maxdist;
3968         double temppoints[2][256*3];
3969         // figure out how large a bounding box we need to properly compute this brush
3970         maxdist = 0;
3971         for (w = 0;w < numplanes;w++)
3972                 maxdist = max(maxdist, planes[w].dist);
3973         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3974         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3975         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3976         {
3977                 w = 0;
3978                 tempnumpoints = 4;
3979                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3980                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3981                 {
3982                         if (planenum2 == planenum)
3983                                 continue;
3984                         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);
3985                         w = !w;
3986                 }
3987                 if (tempnumpoints < 3)
3988                         continue;
3989                 // generate elements forming a triangle fan for this polygon
3990                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3991         }
3992 }
3993
3994 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)
3995 {
3996         texturelayer_t *layer;
3997         layer = t->currentlayers + t->currentnumlayers++;
3998         layer->type = type;
3999         layer->depthmask = depthmask;
4000         layer->blendfunc1 = blendfunc1;
4001         layer->blendfunc2 = blendfunc2;
4002         layer->texture = texture;
4003         layer->texmatrix = *matrix;
4004         layer->color[0] = r * r_view.colorscale;
4005         layer->color[1] = g * r_view.colorscale;
4006         layer->color[2] = b * r_view.colorscale;
4007         layer->color[3] = a;
4008 }
4009
4010 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4011 {
4012         double index, f;
4013         index = parms[2] + r_refdef.time * parms[3];
4014         index -= floor(index);
4015         switch (func)
4016         {
4017         default:
4018         case Q3WAVEFUNC_NONE:
4019         case Q3WAVEFUNC_NOISE:
4020         case Q3WAVEFUNC_COUNT:
4021                 f = 0;
4022                 break;
4023         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4024         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4025         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4026         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4027         case Q3WAVEFUNC_TRIANGLE:
4028                 index *= 4;
4029                 f = index - floor(index);
4030                 if (index < 1)
4031                         f = f;
4032                 else if (index < 2)
4033                         f = 1 - f;
4034                 else if (index < 3)
4035                         f = -f;
4036                 else
4037                         f = -(1 - f);
4038                 break;
4039         }
4040         return (float)(parms[0] + parms[1] * f);
4041 }
4042
4043 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4044 {
4045         int i;
4046         model_t *model = ent->model;
4047         float f;
4048         float tcmat[12];
4049         q3shaderinfo_layer_tcmod_t *tcmod;
4050
4051         // switch to an alternate material if this is a q1bsp animated material
4052         {
4053                 texture_t *texture = t;
4054                 int s = ent->skinnum;
4055                 if ((unsigned int)s >= (unsigned int)model->numskins)
4056                         s = 0;
4057                 if (model->skinscenes)
4058                 {
4059                         if (model->skinscenes[s].framecount > 1)
4060                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4061                         else
4062                                 s = model->skinscenes[s].firstframe;
4063                 }
4064                 if (s > 0)
4065                         t = t + s * model->num_surfaces;
4066                 if (t->animated)
4067                 {
4068                         // use an alternate animation if the entity's frame is not 0,
4069                         // and only if the texture has an alternate animation
4070                         if (ent->frame2 != 0 && t->anim_total[1])
4071                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
4072                         else
4073                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
4074                 }
4075                 texture->currentframe = t;
4076         }
4077
4078         // update currentskinframe to be a qw skin or animation frame
4079         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4080         {
4081                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4082                 {
4083                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4084                         Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
4085                         r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4086                 }
4087                 t->currentskinframe = r_qwskincache_skinframe[i];
4088                 if (t->currentskinframe == NULL)
4089                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4090         }
4091         else if (t->numskinframes >= 2)
4092                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4093         if (t->backgroundnumskinframes >= 2)
4094                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4095
4096         t->currentmaterialflags = t->basematerialflags;
4097         t->currentalpha = ent->alpha;
4098         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4099         {
4100                 t->currentalpha *= r_wateralpha.value;
4101                 /*
4102                  * FIXME what is this supposed to do?
4103                 // if rendering refraction/reflection, disable transparency
4104                 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4105                         t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4106                 */
4107         }
4108         if(!r_waterstate.enabled)
4109                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4110         if (!(ent->flags & RENDER_LIGHT))
4111                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4112         else if (rsurface.modeltexcoordlightmap2f == NULL)
4113         {
4114                 // pick a model lighting mode
4115                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4116                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4117                 else
4118                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4119         }
4120         if (ent->effects & EF_ADDITIVE)
4121                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4122         else if (t->currentalpha < 1)
4123                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4124         if (ent->effects & EF_DOUBLESIDED)
4125                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4126         if (ent->effects & EF_NODEPTHTEST)
4127                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4128         if (ent->flags & RENDER_VIEWMODEL)
4129                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4130         if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4131                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4132
4133         // make sure that the waterscroll matrix is used on water surfaces when
4134         // there is no tcmod
4135         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4136                 t->currenttexmatrix = r_waterscrollmatrix;
4137
4138         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4139         {
4140                 matrix4x4_t matrix;
4141                 switch(tcmod->tcmod)
4142                 {
4143                 case Q3TCMOD_COUNT:
4144                 case Q3TCMOD_NONE:
4145                         if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4146                                 matrix = r_waterscrollmatrix;
4147                         else
4148                                 matrix = identitymatrix;
4149                         break;
4150                 case Q3TCMOD_ENTITYTRANSLATE:
4151                         // this is used in Q3 to allow the gamecode to control texcoord
4152                         // scrolling on the entity, which is not supported in darkplaces yet.
4153                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4154                         break;
4155                 case Q3TCMOD_ROTATE:
4156                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4157                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1);
4158                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4159                         break;
4160                 case Q3TCMOD_SCALE:
4161                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4162                         break;
4163                 case Q3TCMOD_SCROLL:
4164                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.time, tcmod->parms[1] * r_refdef.time, 0);
4165                         break;
4166                 case Q3TCMOD_STRETCH:
4167                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4168                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4169                         break;
4170                 case Q3TCMOD_TRANSFORM:
4171                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
4172                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
4173                         VectorSet(tcmat +  6, 0                   , 0                , 1);
4174                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
4175                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4176                         break;
4177                 case Q3TCMOD_TURBULENT:
4178                         // this is handled in the RSurf_PrepareVertices function
4179                         matrix = identitymatrix;
4180                         break;
4181                 }
4182                 // either replace or concatenate the transformation
4183                 if (i < 1)
4184                         t->currenttexmatrix = matrix;
4185                 else
4186                 {
4187                         matrix4x4_t temp = t->currenttexmatrix;
4188                         Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4189                 }
4190         }
4191
4192         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4193         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4194         t->glosstexture = r_texture_black;
4195         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4196         t->backgroundglosstexture = r_texture_black;
4197         t->specularpower = r_shadow_glossexponent.value;
4198         // TODO: store reference values for these in the texture?
4199         t->specularscale = 0;
4200         if (r_shadow_gloss.integer > 0)
4201         {
4202                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4203                 {
4204                         if (r_shadow_glossintensity.value > 0)
4205                         {
4206                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4207                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4208                                 t->specularscale = r_shadow_glossintensity.value;
4209                         }
4210                 }
4211                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4212                 {
4213                         t->glosstexture = r_texture_white;
4214                         t->backgroundglosstexture = r_texture_white;
4215                         t->specularscale = r_shadow_gloss2intensity.value;
4216                 }
4217         }
4218
4219         // lightmaps mode looks bad with dlights using actual texturing, so turn
4220         // off the colormap and glossmap, but leave the normalmap on as it still
4221         // accurately represents the shading involved
4222         if (gl_lightmaps.integer && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
4223         {
4224                 t->basetexture = r_texture_white;
4225                 t->specularscale = 0;
4226         }
4227
4228         VectorClear(t->dlightcolor);
4229         t->currentnumlayers = 0;
4230         if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
4231         {
4232                 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
4233                 {
4234                         int blendfunc1, blendfunc2, depthmask;
4235                         if (t->currentmaterialflags & MATERIALFLAG_ADD)
4236                         {
4237                                 blendfunc1 = GL_SRC_ALPHA;
4238                                 blendfunc2 = GL_ONE;
4239                         }
4240                         else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4241                         {
4242                                 blendfunc1 = GL_SRC_ALPHA;
4243                                 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4244                         }
4245                         else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4246                         {
4247                                 blendfunc1 = t->customblendfunc[0];
4248                                 blendfunc2 = t->customblendfunc[1];
4249                         }
4250                         else
4251                         {
4252                                 blendfunc1 = GL_ONE;
4253                                 blendfunc2 = GL_ZERO;
4254                         }
4255                         depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4256                         if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
4257                         {
4258                                 rtexture_t *currentbasetexture;
4259                                 int layerflags = 0;
4260                                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4261                                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4262                                 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4263                                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4264                                 {
4265                                         // fullbright is not affected by r_refdef.lightmapintensity
4266                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4267                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4268                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
4269                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4270                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
4271                                 }
4272                                 else
4273                                 {
4274                                         float colorscale;
4275                                         // set the color tint used for lights affecting this surface
4276                                         VectorSet(t->dlightcolor, ent->colormod[0] * t->currentalpha, ent->colormod[1] * t->currentalpha, ent->colormod[2] * t->currentalpha);
4277                                         colorscale = 2;
4278                                         // q3bsp has no lightmap updates, so the lightstylevalue that
4279                                         // would normally be baked into the lightmap must be
4280                                         // applied to the color
4281                                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4282                                         if (ent->model->type == mod_brushq3)
4283                                                 colorscale *= r_refdef.rtlightstylevalue[0];
4284                                         colorscale *= r_refdef.lightmapintensity;
4285                                         Vector4Set(t->lightmapcolor, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
4286                                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
4287                                         if (r_ambient.value >= (1.0f/64.0f))
4288                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
4289                                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4290                                         {
4291                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2]  * ent->colormod[2] * colorscale, t->currentalpha);
4292                                                 if (r_ambient.value >= (1.0f/64.0f))
4293                                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
4294                                         }
4295                                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4296                                         {
4297                                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
4298                                                 if (r_ambient.value >= (1.0f/64.0f))
4299                                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
4300                                         }
4301                                 }
4302                                 if (t->currentskinframe->glow != NULL)
4303                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->currentalpha);
4304                                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4305                                 {
4306                                         // if this is opaque use alpha blend which will darken the earlier
4307                                         // passes cheaply.
4308                                         //
4309                                         // if this is an alpha blended material, all the earlier passes
4310                                         // were darkened by fog already, so we only need to add the fog
4311                                         // color ontop through the fog mask texture
4312                                         //
4313                                         // if this is an additive blended material, all the earlier passes
4314                                         // were darkened by fog already, and we should not add fog color
4315                                         // (because the background was not darkened, there is no fog color
4316                                         // that was lost behind it).
4317                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
4318                                 }
4319                         }
4320                 }
4321         }
4322 }
4323
4324 void R_UpdateAllTextureInfo(entity_render_t *ent)
4325 {
4326         int i;
4327         if (ent->model)
4328                 for (i = 0;i < ent->model->num_texturesperskin;i++)
4329                         R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4330 }
4331
4332 rsurfacestate_t rsurface;
4333
4334 void R_Mesh_ResizeArrays(int newvertices)
4335 {
4336         float *base;
4337         if (rsurface.array_size >= newvertices)
4338                 return;
4339         if (rsurface.array_modelvertex3f)
4340                 Mem_Free(rsurface.array_modelvertex3f);
4341         rsurface.array_size = (newvertices + 1023) & ~1023;
4342         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4343         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
4344         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
4345         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
4346         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
4347         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
4348         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4349         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4350         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
4351         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
4352         rsurface.array_color4f           = base + rsurface.array_size * 27;
4353         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4354 }
4355
4356 void RSurf_CleanUp(void)
4357 {
4358         CHECKGLERROR
4359         if (rsurface.mode == RSURFMODE_GLSL)
4360         {
4361                 qglUseProgramObjectARB(0);CHECKGLERROR
4362         }
4363         GL_AlphaTest(false);
4364         rsurface.mode = RSURFMODE_NONE;
4365         rsurface.uselightmaptexture = false;
4366         rsurface.texture = NULL;
4367 }
4368
4369 void RSurf_ActiveWorldEntity(void)
4370 {
4371         model_t *model = r_refdef.worldmodel;
4372         RSurf_CleanUp();
4373         if (rsurface.array_size < model->surfmesh.num_vertices)
4374                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4375         rsurface.matrix = identitymatrix;
4376         rsurface.inversematrix = identitymatrix;
4377         R_Mesh_Matrix(&identitymatrix);
4378         VectorCopy(r_view.origin, rsurface.modelorg);
4379         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4380         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4381         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4382         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4383         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4384         rsurface.frameblend[0].frame = 0;
4385         rsurface.frameblend[0].lerp = 1;
4386         rsurface.frameblend[1].frame = 0;
4387         rsurface.frameblend[1].lerp = 0;
4388         rsurface.frameblend[2].frame = 0;
4389         rsurface.frameblend[2].lerp = 0;
4390         rsurface.frameblend[3].frame = 0;
4391         rsurface.frameblend[3].lerp = 0;
4392         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4393         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4394         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4395         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4396         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4397         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4398         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4399         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4400         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4401         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4402         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4403         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4404         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4405         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4406         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4407         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4408         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4409         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4410         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4411         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4412         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4413         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4414         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4415         rsurface.modelelement3i = model->surfmesh.data_element3i;
4416         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4417         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4418         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4419         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4420         rsurface.modelsurfaces = model->data_surfaces;
4421         rsurface.generatedvertex = false;
4422         rsurface.vertex3f  = rsurface.modelvertex3f;
4423         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4424         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4425         rsurface.svector3f = rsurface.modelsvector3f;
4426         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4427         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4428         rsurface.tvector3f = rsurface.modeltvector3f;
4429         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4430         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4431         rsurface.normal3f  = rsurface.modelnormal3f;
4432         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4433         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4434         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4435 }
4436
4437 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4438 {
4439         model_t *model = ent->model;
4440         RSurf_CleanUp();
4441         if (rsurface.array_size < model->surfmesh.num_vertices)
4442                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4443         rsurface.matrix = ent->matrix;
4444         rsurface.inversematrix = ent->inversematrix;
4445         R_Mesh_Matrix(&rsurface.matrix);
4446         Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
4447         rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4448         rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4449         rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4450         rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4451         rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4452         rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4453         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4454         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4455         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4456         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4457         rsurface.frameblend[0] = ent->frameblend[0];
4458         rsurface.frameblend[1] = ent->frameblend[1];
4459         rsurface.frameblend[2] = ent->frameblend[2];
4460         rsurface.frameblend[3] = ent->frameblend[3];
4461         rsurface.basepolygonfactor = r_refdef.polygonfactor;
4462         rsurface.basepolygonoffset = r_refdef.polygonoffset;
4463         if (ent->model->brush.submodel)
4464         {
4465                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4466                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4467         }
4468         if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4469         {
4470                 if (wanttangents)
4471                 {
4472                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4473                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4474                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4475                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4476                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4477                 }
4478                 else if (wantnormals)
4479                 {
4480                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4481                         rsurface.modelsvector3f = NULL;
4482                         rsurface.modeltvector3f = NULL;
4483                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4484                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4485                 }
4486                 else
4487                 {
4488                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4489                         rsurface.modelsvector3f = NULL;
4490                         rsurface.modeltvector3f = NULL;
4491                         rsurface.modelnormal3f = NULL;
4492                         Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4493                 }
4494                 rsurface.modelvertex3f_bufferobject = 0;
4495                 rsurface.modelvertex3f_bufferoffset = 0;
4496                 rsurface.modelsvector3f_bufferobject = 0;
4497                 rsurface.modelsvector3f_bufferoffset = 0;
4498                 rsurface.modeltvector3f_bufferobject = 0;
4499                 rsurface.modeltvector3f_bufferoffset = 0;
4500                 rsurface.modelnormal3f_bufferobject = 0;
4501                 rsurface.modelnormal3f_bufferoffset = 0;
4502                 rsurface.generatedvertex = true;
4503         }
4504         else
4505         {
4506                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
4507                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4508                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4509                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4510                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4511                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4512                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4513                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4514                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4515                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
4516                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4517                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4518                 rsurface.generatedvertex = false;
4519         }
4520         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
4521         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4522         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4523         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
4524         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4525         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4526         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
4527         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4528         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4529         rsurface.modelelement3i = model->surfmesh.data_element3i;
4530         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4531         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4532         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4533         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4534         rsurface.modelsurfaces = model->data_surfaces;
4535         rsurface.vertex3f  = rsurface.modelvertex3f;
4536         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4537         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4538         rsurface.svector3f = rsurface.modelsvector3f;
4539         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4540         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4541         rsurface.tvector3f = rsurface.modeltvector3f;
4542         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4543         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4544         rsurface.normal3f  = rsurface.modelnormal3f;
4545         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4546         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4547         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4548 }
4549
4550 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4551 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4552 {
4553         int deformindex;
4554         int texturesurfaceindex;
4555         int i, j;
4556         float amplitude;
4557         float animpos;
4558         float scale;
4559         const float *v1, *in_tc;
4560         float *out_tc;
4561         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4562         float waveparms[4];
4563         q3shaderinfo_deform_t *deform;
4564         // 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
4565         if (rsurface.generatedvertex)
4566         {
4567                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4568                         generatenormals = true;
4569                 for (i = 0;i < Q3MAXDEFORMS;i++)
4570                 {
4571                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4572                         {
4573                                 generatetangents = true;
4574                                 generatenormals = true;
4575                         }
4576                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4577                                 generatenormals = true;
4578                 }
4579                 if (generatenormals && !rsurface.modelnormal3f)
4580                 {
4581                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4582                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4583                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4584                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4585                 }
4586                 if (generatetangents && !rsurface.modelsvector3f)
4587                 {
4588                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4589                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4590                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4591                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4592                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4593                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4594                         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);
4595                 }
4596         }
4597         rsurface.vertex3f  = rsurface.modelvertex3f;
4598         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4599         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4600         rsurface.svector3f = rsurface.modelsvector3f;
4601         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4602         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4603         rsurface.tvector3f = rsurface.modeltvector3f;
4604         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4605         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4606         rsurface.normal3f  = rsurface.modelnormal3f;
4607         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4608         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4609         // if vertices are deformed (sprite flares and things in maps, possibly
4610         // water waves, bulges and other deformations), generate them into
4611         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4612         // (may be static model data or generated data for an animated model, or
4613         //  the previous deform pass)
4614         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4615         {
4616                 switch (deform->deform)
4617                 {
4618                 default:
4619                 case Q3DEFORM_PROJECTIONSHADOW:
4620                 case Q3DEFORM_TEXT0:
4621                 case Q3DEFORM_TEXT1:
4622                 case Q3DEFORM_TEXT2:
4623                 case Q3DEFORM_TEXT3:
4624                 case Q3DEFORM_TEXT4:
4625                 case Q3DEFORM_TEXT5:
4626                 case Q3DEFORM_TEXT6:
4627                 case Q3DEFORM_TEXT7:
4628                 case Q3DEFORM_NONE:
4629                         break;
4630                 case Q3DEFORM_AUTOSPRITE:
4631                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
4632                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
4633                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
4634                         VectorNormalize(newforward);
4635                         VectorNormalize(newright);
4636                         VectorNormalize(newup);
4637                         // make deformed versions of only the model vertices used by the specified surfaces
4638                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4639                         {
4640                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4641                                 // a single autosprite surface can contain multiple sprites...
4642                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
4643                                 {
4644                                         VectorClear(center);
4645                                         for (i = 0;i < 4;i++)
4646                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4647                                         VectorScale(center, 0.25f, center);
4648                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
4649                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4650                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4651                                         for (i = 0;i < 4;i++)
4652                                         {
4653                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4654                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4655                                         }
4656                                 }
4657                                 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);
4658                                 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);
4659                         }
4660                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4661                         rsurface.vertex3f_bufferobject = 0;
4662                         rsurface.vertex3f_bufferoffset = 0;
4663                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4664                         rsurface.svector3f_bufferobject = 0;
4665                         rsurface.svector3f_bufferoffset = 0;
4666                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4667                         rsurface.tvector3f_bufferobject = 0;
4668                         rsurface.tvector3f_bufferoffset = 0;
4669                         rsurface.normal3f = rsurface.array_deformednormal3f;
4670                         rsurface.normal3f_bufferobject = 0;
4671                         rsurface.normal3f_bufferoffset = 0;
4672                         break;
4673                 case Q3DEFORM_AUTOSPRITE2:
4674                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
4675                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
4676                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
4677                         VectorNormalize(newforward);
4678                         VectorNormalize(newright);
4679                         VectorNormalize(newup);
4680                         // make deformed versions of only the model vertices used by the specified surfaces
4681                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4682                         {
4683                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4684                                 const float *v1, *v2;
4685                                 vec3_t start, end;
4686                                 float f, l;
4687                                 struct
4688                                 {
4689                                         float length2;
4690                                         const float *v1;
4691                                         const float *v2;
4692                                 }
4693                                 shortest[2];
4694                                 memset(shortest, 0, sizeof(shortest));
4695                                 // a single autosprite surface can contain multiple sprites...
4696                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
4697                                 {
4698                                         VectorClear(center);
4699                                         for (i = 0;i < 4;i++)
4700                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4701                                         VectorScale(center, 0.25f, center);
4702                                         // find the two shortest edges, then use them to define the
4703                                         // axis vectors for rotating around the central axis
4704                                         for (i = 0;i < 6;i++)
4705                                         {
4706                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
4707                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
4708 #if 0
4709                                                 Debug_PolygonBegin(NULL, 0, false, 0);
4710                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
4711                                                 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);
4712                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
4713                                                 Debug_PolygonEnd();
4714 #endif
4715                                                 l = VectorDistance2(v1, v2);
4716                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
4717                                                 if (v1[2] != v2[2])
4718                                                         l += (1.0f / 1024.0f);
4719                                                 if (shortest[0].length2 > l || i == 0)
4720                                                 {
4721                                                         shortest[1] = shortest[0];
4722                                                         shortest[0].length2 = l;
4723                                                         shortest[0].v1 = v1;
4724                                                         shortest[0].v2 = v2;
4725                                                 }
4726                                                 else if (shortest[1].length2 > l || i == 1)
4727                                                 {
4728                                                         shortest[1].length2 = l;
4729                                                         shortest[1].v1 = v1;
4730                                                         shortest[1].v2 = v2;
4731                                                 }
4732                                         }
4733                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
4734                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
4735 #if 0
4736                                         Debug_PolygonBegin(NULL, 0, false, 0);
4737                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
4738                                         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);
4739                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
4740                                         Debug_PolygonEnd();
4741 #endif
4742                                         // this calculates the right vector from the shortest edge
4743                                         // and the up vector from the edge midpoints
4744                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
4745                                         VectorNormalize(right);
4746                                         VectorSubtract(end, start, up);
4747                                         VectorNormalize(up);
4748                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
4749                                         //VectorSubtract(rsurface.modelorg, center, forward);
4750                                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, forward);
4751                                         VectorNegate(forward, forward);
4752                                         VectorReflect(forward, 0, up, forward);
4753                                         VectorNormalize(forward);
4754                                         CrossProduct(up, forward, newright);
4755                                         VectorNormalize(newright);
4756 #if 0
4757                                         Debug_PolygonBegin(NULL, 0, false, 0);
4758                                         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);
4759                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
4760                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
4761                                         Debug_PolygonEnd();
4762 #endif
4763 #if 0
4764                                         Debug_PolygonBegin(NULL, 0, false, 0);
4765                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
4766                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
4767                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
4768                                         Debug_PolygonEnd();
4769 #endif
4770                                         // rotate the quad around the up axis vector, this is made
4771                                         // especially easy by the fact we know the quad is flat,
4772                                         // so we only have to subtract the center position and
4773                                         // measure distance along the right vector, and then
4774                                         // multiply that by the newright vector and add back the
4775                                         // center position
4776                                         // we also need to subtract the old position to undo the
4777                                         // displacement from the center, which we do with a
4778                                         // DotProduct, the subtraction/addition of center is also
4779                                         // optimized into DotProducts here
4780                                         l = DotProduct(right, center);
4781                                         for (i = 0;i < 4;i++)
4782                                         {
4783                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
4784                                                 f = DotProduct(right, v1) - l;
4785                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4786                                         }
4787                                 }
4788                                 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);
4789                                 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);
4790                         }
4791                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4792                         rsurface.vertex3f_bufferobject = 0;
4793                         rsurface.vertex3f_bufferoffset = 0;
4794                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4795                         rsurface.svector3f_bufferobject = 0;
4796                         rsurface.svector3f_bufferoffset = 0;
4797                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4798                         rsurface.tvector3f_bufferobject = 0;
4799                         rsurface.tvector3f_bufferoffset = 0;
4800                         rsurface.normal3f = rsurface.array_deformednormal3f;
4801                         rsurface.normal3f_bufferobject = 0;
4802                         rsurface.normal3f_bufferoffset = 0;
4803                         break;
4804                 case Q3DEFORM_NORMAL:
4805                         // deform the normals to make reflections wavey
4806                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4807                         {
4808                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4809                                 for (j = 0;j < surface->num_vertices;j++)
4810                                 {
4811                                         float vertex[3];
4812                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
4813                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
4814                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
4815                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4816                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4817                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4818                                         VectorNormalize(normal);
4819                                 }
4820                                 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);
4821                         }
4822                         rsurface.svector3f = rsurface.array_deformedsvector3f;
4823                         rsurface.svector3f_bufferobject = 0;
4824                         rsurface.svector3f_bufferoffset = 0;
4825                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
4826                         rsurface.tvector3f_bufferobject = 0;
4827                         rsurface.tvector3f_bufferoffset = 0;
4828                         rsurface.normal3f = rsurface.array_deformednormal3f;
4829                         rsurface.normal3f_bufferobject = 0;
4830                         rsurface.normal3f_bufferoffset = 0;
4831                         break;
4832                 case Q3DEFORM_WAVE:
4833                         // deform vertex array to make wavey water and flags and such
4834                         waveparms[0] = deform->waveparms[0];
4835                         waveparms[1] = deform->waveparms[1];
4836                         waveparms[2] = deform->waveparms[2];
4837                         waveparms[3] = deform->waveparms[3];
4838                         // this is how a divisor of vertex influence on deformation
4839                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
4840                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4841                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4842                         {
4843                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4844                                 for (j = 0;j < surface->num_vertices;j++)
4845                                 {
4846                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
4847                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
4848                                         // if the wavefunc depends on time, evaluate it per-vertex
4849                                         if (waveparms[3])
4850                                         {
4851                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
4852                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4853                                         }
4854                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
4855                                 }
4856                         }
4857                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4858                         rsurface.vertex3f_bufferobject = 0;
4859                         rsurface.vertex3f_bufferoffset = 0;
4860                         break;
4861                 case Q3DEFORM_BULGE:
4862                         // deform vertex array to make the surface have moving bulges
4863                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4864                         {
4865                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4866                                 for (j = 0;j < surface->num_vertices;j++)
4867                                 {
4868                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.time * deform->parms[2])) * deform->parms[1];
4869                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4870                                 }
4871                         }
4872                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4873                         rsurface.vertex3f_bufferobject = 0;
4874                         rsurface.vertex3f_bufferoffset = 0;
4875                         break;
4876                 case Q3DEFORM_MOVE:
4877                         // deform vertex array
4878                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
4879                         VectorScale(deform->parms, scale, waveparms);
4880                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4881                         {
4882                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4883                                 for (j = 0;j < surface->num_vertices;j++)
4884                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4885                         }
4886                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
4887                         rsurface.vertex3f_bufferobject = 0;
4888                         rsurface.vertex3f_bufferoffset = 0;
4889                         break;
4890                 }
4891         }
4892         // generate texcoords based on the chosen texcoord source
4893         switch(rsurface.texture->tcgen.tcgen)
4894         {
4895         default:
4896         case Q3TCGEN_TEXTURE:
4897                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
4898                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
4899                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
4900                 break;
4901         case Q3TCGEN_LIGHTMAP:
4902                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
4903                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
4904                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
4905                 break;
4906         case Q3TCGEN_VECTOR:
4907                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4908                 {
4909                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4910                         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)
4911                         {
4912                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
4913                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
4914                         }
4915                 }
4916                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
4917                 rsurface.texcoordtexture2f_bufferobject  = 0;
4918                 rsurface.texcoordtexture2f_bufferoffset  = 0;
4919                 break;
4920         case Q3TCGEN_ENVIRONMENT:
4921                 // make environment reflections using a spheremap
4922                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4923                 {
4924                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4925                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
4926                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
4927                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
4928                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
4929                         {
4930                                 float l, d, eyedir[3];
4931                                 VectorSubtract(rsurface.modelorg, vertex, eyedir);
4932                                 l = 0.5f / VectorLength(eyedir);
4933                                 d = DotProduct(normal, eyedir)*2;
4934                                 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
4935                                 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
4936                         }
4937                 }
4938                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
4939                 rsurface.texcoordtexture2f_bufferobject  = 0;
4940                 rsurface.texcoordtexture2f_bufferoffset  = 0;
4941                 break;
4942         }
4943         // the only tcmod that needs software vertex processing is turbulent, so
4944         // check for it here and apply the changes if needed
4945         // and we only support that as the first one
4946         // (handling a mixture of turbulent and other tcmods would be problematic
4947         //  without punting it entirely to a software path)
4948         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
4949         {
4950                 amplitude = rsurface.texture->tcmods[0].parms[1];
4951                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.time * rsurface.texture->tcmods[0].parms[3];
4952                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4953                 {
4954                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4955                         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)
4956                         {
4957                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4958                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4959                         }
4960                 }
4961                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
4962                 rsurface.texcoordtexture2f_bufferobject  = 0;
4963                 rsurface.texcoordtexture2f_bufferoffset  = 0;
4964         }
4965         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
4966         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4967         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4968         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
4969 }
4970
4971 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
4972 {
4973         int i, j;
4974         const msurface_t *surface = texturesurfacelist[0];
4975         const msurface_t *surface2;
4976         int firstvertex;
4977         int endvertex;
4978         int numvertices;
4979         int numtriangles;
4980         // TODO: lock all array ranges before render, rather than on each surface
4981         if (texturenumsurfaces == 1)
4982         {
4983                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4984                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4985         }
4986         else if (r_batchmode.integer == 2)
4987         {
4988                 #define MAXBATCHTRIANGLES 4096
4989                 int batchtriangles = 0;
4990                 int batchelements[MAXBATCHTRIANGLES*3];
4991                 for (i = 0;i < texturenumsurfaces;i = j)
4992                 {
4993                         surface = texturesurfacelist[i];
4994                         j = i + 1;
4995                         if (surface->num_triangles > MAXBATCHTRIANGLES)
4996                         {
4997                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4998                                 continue;
4999                         }
5000                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5001                         batchtriangles = surface->num_triangles;
5002                         firstvertex = surface->num_firstvertex;
5003                         endvertex = surface->num_firstvertex + surface->num_vertices;
5004                         for (;j < texturenumsurfaces;j++)
5005                         {
5006                                 surface2 = texturesurfacelist[j];
5007                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5008                                         break;
5009                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5010                                 batchtriangles += surface2->num_triangles;
5011                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5012                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5013                         }
5014                         surface2 = texturesurfacelist[j-1];
5015                         numvertices = endvertex - firstvertex;
5016                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5017                 }
5018         }
5019         else if (r_batchmode.integer == 1)
5020         {
5021                 for (i = 0;i < texturenumsurfaces;i = j)
5022                 {
5023                         surface = texturesurfacelist[i];
5024                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5025                                 if (texturesurfacelist[j] != surface2)
5026                                         break;
5027                         surface2 = texturesurfacelist[j-1];
5028                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5029                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5030                         GL_LockArrays(surface->num_firstvertex, numvertices);
5031                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5032                 }
5033         }
5034         else
5035         {
5036                 for (i = 0;i < texturenumsurfaces;i++)
5037                 {
5038                         surface = texturesurfacelist[i];
5039                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5040                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5041                 }
5042         }
5043 }
5044
5045 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5046 {
5047         int i, planeindex, vertexindex;
5048         float d, bestd;
5049         vec3_t vert;
5050         const float *v;
5051         r_waterstate_waterplane_t *p, *bestp;
5052         msurface_t *surface;
5053         if (r_waterstate.renderingscene)
5054                 return;
5055         for (i = 0;i < texturenumsurfaces;i++)
5056         {
5057                 surface = texturesurfacelist[i];
5058                 if (lightmaptexunit >= 0)
5059                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5060                 if (deluxemaptexunit >= 0)
5061                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5062                 // pick the closest matching water plane
5063                 bestd = 0;
5064                 bestp = NULL;
5065                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5066                 {
5067                         d = 0;
5068                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5069                         {
5070                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5071                                 d += fabs(PlaneDiff(vert, &p->plane));
5072                         }
5073                         if (bestd > d || !bestp)
5074                         {
5075                                 bestd = d;
5076                                 bestp = p;
5077                         }
5078                 }
5079                 if (bestp)
5080                 {
5081                         if (refractiontexunit >= 0)
5082                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5083                         if (reflectiontexunit >= 0)
5084                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5085                 }
5086                 else
5087                 {
5088                         if (refractiontexunit >= 0)
5089                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5090                         if (reflectiontexunit >= 0)
5091                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5092                 }
5093                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5094                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5095         }
5096 }
5097
5098 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5099 {
5100         int i;
5101         int j;
5102         const msurface_t *surface = texturesurfacelist[0];
5103         const msurface_t *surface2;
5104         int firstvertex;
5105         int endvertex;
5106         int numvertices;
5107         int numtriangles;
5108         // TODO: lock all array ranges before render, rather than on each surface
5109         if (texturenumsurfaces == 1)
5110         {
5111                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5112                 if (deluxemaptexunit >= 0)
5113                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5114                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5115                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5116         }
5117         else if (r_batchmode.integer == 2)
5118         {
5119                 #define MAXBATCHTRIANGLES 4096
5120                 int batchtriangles = 0;
5121                 int batchelements[MAXBATCHTRIANGLES*3];
5122                 for (i = 0;i < texturenumsurfaces;i = j)
5123                 {
5124                         surface = texturesurfacelist[i];
5125                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5126                         if (deluxemaptexunit >= 0)
5127                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5128                         j = i + 1;
5129                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5130                         {
5131                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5132                                 continue;
5133                         }
5134                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5135                         batchtriangles = surface->num_triangles;
5136                         firstvertex = surface->num_firstvertex;
5137                         endvertex = surface->num_firstvertex + surface->num_vertices;
5138                         for (;j < texturenumsurfaces;j++)
5139                         {
5140                                 surface2 = texturesurfacelist[j];
5141                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5142                                         break;
5143                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5144                                 batchtriangles += surface2->num_triangles;
5145                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5146                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5147                         }
5148                         surface2 = texturesurfacelist[j-1];
5149                         numvertices = endvertex - firstvertex;
5150                         R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5151                 }
5152         }
5153         else if (r_batchmode.integer == 1)
5154         {
5155 #if 0
5156                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5157                 for (i = 0;i < texturenumsurfaces;i = j)
5158                 {
5159                         surface = texturesurfacelist[i];
5160                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5161                                 if (texturesurfacelist[j] != surface2)
5162                                         break;
5163                         Con_Printf(" %i", j - i);
5164                 }
5165                 Con_Printf("\n");
5166                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5167 #endif
5168                 for (i = 0;i < texturenumsurfaces;i = j)
5169                 {
5170                         surface = texturesurfacelist[i];
5171                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5172                         if (deluxemaptexunit >= 0)
5173                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5174                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5175                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5176                                         break;
5177 #if 0
5178                         Con_Printf(" %i", j - i);
5179 #endif
5180                         surface2 = texturesurfacelist[j-1];
5181                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5182                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5183                         GL_LockArrays(surface->num_firstvertex, numvertices);
5184                         R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5185                 }
5186 #if 0
5187                 Con_Printf("\n");
5188 #endif
5189         }
5190         else
5191         {
5192                 for (i = 0;i < texturenumsurfaces;i++)
5193                 {
5194                         surface = texturesurfacelist[i];
5195                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5196                         if (deluxemaptexunit >= 0)
5197                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5198                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5199                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5200                 }
5201         }
5202 }
5203
5204 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5205 {
5206         int j;
5207         int texturesurfaceindex;
5208         if (r_showsurfaces.integer == 2)
5209         {
5210                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5211                 {
5212                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5213                         for (j = 0;j < surface->num_triangles;j++)
5214                         {
5215                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
5216                                 GL_Color(f, f, f, 1);
5217                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
5218                         }
5219                 }
5220         }
5221         else
5222         {
5223                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5224                 {
5225                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5226                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
5227                         GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
5228                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5229                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5230                 }
5231         }
5232 }
5233
5234 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5235 {
5236         int texturesurfaceindex;
5237         int i;
5238         float f;
5239         float *v, *c, *c2;
5240         if (rsurface.lightmapcolor4f)
5241         {
5242                 // generate color arrays for the surfaces in this list
5243                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5244                 {
5245                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5246                         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)
5247                         {
5248                                 f = FogPoint_Model(v);
5249                                 c2[0] = c[0] * f;
5250                                 c2[1] = c[1] * f;
5251                                 c2[2] = c[2] * f;
5252                                 c2[3] = c[3];
5253                         }
5254                 }
5255         }
5256         else
5257         {
5258                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5259                 {
5260                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5261                         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)
5262                         {
5263                                 f = FogPoint_Model(v);
5264                                 c2[0] = f;
5265                                 c2[1] = f;
5266                                 c2[2] = f;
5267                                 c2[3] = 1;
5268                         }
5269                 }
5270         }
5271         rsurface.lightmapcolor4f = rsurface.array_color4f;
5272         rsurface.lightmapcolor4f_bufferobject = 0;
5273         rsurface.lightmapcolor4f_bufferoffset = 0;
5274 }
5275
5276 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5277 {
5278         int texturesurfaceindex;
5279         int i;
5280         float *c, *c2;
5281         if (!rsurface.lightmapcolor4f)
5282                 return;
5283         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5284         {
5285                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5286                 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)
5287                 {
5288                         c2[0] = c[0] * r;
5289                         c2[1] = c[1] * g;
5290                         c2[2] = c[2] * b;
5291                         c2[3] = c[3] * a;
5292                 }
5293         }
5294         rsurface.lightmapcolor4f = rsurface.array_color4f;
5295         rsurface.lightmapcolor4f_bufferobject = 0;
5296         rsurface.lightmapcolor4f_bufferoffset = 0;
5297 }
5298
5299 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5300 {
5301         // TODO: optimize
5302         rsurface.lightmapcolor4f = NULL;
5303         rsurface.lightmapcolor4f_bufferobject = 0;
5304         rsurface.lightmapcolor4f_bufferoffset = 0;
5305         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5306         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5307         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5308         GL_Color(r, g, b, a);
5309         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5310 }
5311
5312 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5313 {
5314         // TODO: optimize applyfog && applycolor case
5315         // just apply fog if necessary, and tint the fog color array if necessary
5316         rsurface.lightmapcolor4f = NULL;
5317         rsurface.lightmapcolor4f_bufferobject = 0;
5318         rsurface.lightmapcolor4f_bufferoffset = 0;
5319         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5320         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5321         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5322         GL_Color(r, g, b, a);
5323         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5324 }
5325
5326 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5327 {
5328         int texturesurfaceindex;
5329         int i;
5330         float *c;
5331         // TODO: optimize
5332         if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5333         {
5334                 // generate color arrays for the surfaces in this list
5335                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5336                 {
5337                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5338                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5339                         {
5340                                 if (surface->lightmapinfo->samples)
5341                                 {
5342                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5343                                         float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5344                                         VectorScale(lm, scale, c);
5345                                         if (surface->lightmapinfo->styles[1] != 255)
5346                                         {
5347                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5348                                                 lm += size3;
5349                                                 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5350                                                 VectorMA(c, scale, lm, c);
5351                                                 if (surface->lightmapinfo->styles[2] != 255)
5352                                                 {
5353                                                         lm += size3;
5354                                                         scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5355                                                         VectorMA(c, scale, lm, c);
5356                                                         if (surface->lightmapinfo->styles[3] != 255)
5357                                                         {
5358                                                                 lm += size3;
5359                                                                 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5360                                                                 VectorMA(c, scale, lm, c);
5361                                                         }
5362                                                 }
5363                                         }
5364                                 }
5365                                 else
5366                                         VectorClear(c);
5367                                 c[3] = 1;
5368                         }
5369                 }
5370                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5371                 rsurface.lightmapcolor4f_bufferobject = 0;
5372                 rsurface.lightmapcolor4f_bufferoffset = 0;
5373         }
5374         else
5375         {
5376                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5377                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5378                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5379         }
5380         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5381         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5382         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5383         GL_Color(r, g, b, a);
5384         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5385 }
5386
5387 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5388 {
5389         int texturesurfaceindex;
5390         int i;
5391         float f;
5392         float *v, *c, *c2;
5393         vec3_t ambientcolor;
5394         vec3_t diffusecolor;
5395         vec3_t lightdir;
5396         // TODO: optimize
5397         // model lighting
5398         VectorCopy(rsurface.modellight_lightdir, lightdir);
5399         f = 0.5f * r_refdef.lightmapintensity;
5400         ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5401         ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5402         ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5403         diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5404         diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5405         diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5406         if (VectorLength2(diffusecolor) > 0)
5407         {
5408                 // generate color arrays for the surfaces in this list
5409                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5410                 {
5411                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5412                         int numverts = surface->num_vertices;
5413                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5414                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5415                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5416                         // q3-style directional shading
5417                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5418                         {
5419                                 if ((f = DotProduct(c2, lightdir)) > 0)
5420                                         VectorMA(ambientcolor, f, diffusecolor, c);
5421                                 else
5422                                         VectorCopy(ambientcolor, c);
5423                                 c[3] = a;
5424                         }
5425                 }
5426                 r = 1;
5427                 g = 1;
5428                 b = 1;
5429                 a = 1;
5430                 applycolor = false;
5431                 rsurface.lightmapcolor4f = rsurface.array_color4f;
5432                 rsurface.lightmapcolor4f_bufferobject = 0;
5433                 rsurface.lightmapcolor4f_bufferoffset = 0;
5434         }
5435         else
5436         {
5437                 r = ambientcolor[0];
5438                 g = ambientcolor[1];
5439                 b = ambientcolor[2];
5440                 rsurface.lightmapcolor4f = NULL;
5441                 rsurface.lightmapcolor4f_bufferobject = 0;
5442                 rsurface.lightmapcolor4f_bufferoffset = 0;
5443         }
5444         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5445         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5446         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5447         GL_Color(r, g, b, a);
5448         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5449 }
5450
5451 void RSurf_SetupDepthAndCulling(void)
5452 {
5453         // submodels are biased to avoid z-fighting with world surfaces that they
5454         // may be exactly overlapping (avoids z-fighting artifacts on certain
5455         // doors and things in Quake maps)
5456         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5457         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5458         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5459         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5460 }
5461
5462 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5463 {
5464         RSurf_SetupDepthAndCulling();
5465         if (rsurface.mode != RSURFMODE_SHOWSURFACES)
5466         {
5467                 rsurface.mode = RSURFMODE_SHOWSURFACES;
5468                 GL_DepthMask(true);
5469                 GL_BlendFunc(GL_ONE, GL_ZERO);
5470                 R_Mesh_ColorPointer(NULL, 0, 0);
5471                 R_Mesh_ResetTextureState();
5472         }
5473         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5474         RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5475 }
5476
5477 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5478 {
5479         // transparent sky would be ridiculous
5480         if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
5481                 return;
5482         if (rsurface.mode != RSURFMODE_SKY)
5483         {
5484                 if (rsurface.mode == RSURFMODE_GLSL)
5485                 {
5486                         qglUseProgramObjectARB(0);CHECKGLERROR
5487                 }
5488                 rsurface.mode = RSURFMODE_SKY;
5489         }
5490         if (skyrendernow)
5491         {
5492                 skyrendernow = false;
5493                 R_Sky();
5494                 // restore entity matrix
5495                 R_Mesh_Matrix(&rsurface.matrix);
5496         }
5497         RSurf_SetupDepthAndCulling();
5498         GL_DepthMask(true);
5499         // LordHavoc: HalfLife maps have freaky skypolys so don't use
5500         // skymasking on them, and Quake3 never did sky masking (unlike
5501         // software Quake and software Quake2), so disable the sky masking
5502         // in Quake3 maps as it causes problems with q3map2 sky tricks,
5503         // and skymasking also looks very bad when noclipping outside the
5504         // level, so don't use it then either.
5505         if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
5506         {
5507                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5508                 R_Mesh_ColorPointer(NULL, 0, 0);
5509                 R_Mesh_ResetTextureState();
5510                 if (skyrendermasked)
5511                 {
5512                         // depth-only (masking)
5513                         GL_ColorMask(0,0,0,0);
5514                         // just to make sure that braindead drivers don't draw
5515                         // anything despite that colormask...
5516                         GL_BlendFunc(GL_ZERO, GL_ONE);
5517                 }
5518                 else
5519                 {
5520                         // fog sky
5521                         GL_BlendFunc(GL_ONE, GL_ZERO);
5522                 }
5523                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5524                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5525                 if (skyrendermasked)
5526                         GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
5527         }
5528 }
5529
5530 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
5531 {
5532         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5533                 return;
5534
5535         if (rsurface.mode != RSURFMODE_GLSL)
5536         {
5537                 rsurface.mode = RSURFMODE_GLSL;
5538                 R_Mesh_ResetTextureState();
5539                 GL_Color(1, 1, 1, 1);
5540         }
5541
5542         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5543         R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5544         R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
5545         R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
5546         R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
5547         R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
5548         R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5549         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5550         {
5551                 R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
5552                 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5553                 R_Mesh_ColorPointer(NULL, 0, 0);
5554         }
5555         else if (rsurface.uselightmaptexture)
5556         {
5557                 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
5558                 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
5559                 R_Mesh_ColorPointer(NULL, 0, 0);
5560         }
5561         else
5562         {
5563                 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
5564                 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5565                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5566         }
5567         R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
5568         R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
5569         R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
5570
5571         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5572         {
5573                 // render background
5574                 GL_BlendFunc(GL_ONE, GL_ZERO);
5575                 GL_DepthMask(true);
5576                 GL_AlphaTest(false);
5577
5578                 GL_Color(1, 1, 1, 1);
5579                 R_Mesh_ColorPointer(NULL, 0, 0);
5580
5581                 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5582                 if (r_glsl_permutation)
5583                 {
5584                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5585                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5586                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5587                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5588                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5589                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5590                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection ? 12 : -1);
5591                 }
5592
5593                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5594                 GL_DepthMask(false);
5595                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5596                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5597                 {
5598                         R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
5599                         R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5600                         R_Mesh_ColorPointer(NULL, 0, 0);
5601                 }
5602                 else if (rsurface.uselightmaptexture)
5603                 {
5604                         R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
5605                         R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
5606                         R_Mesh_ColorPointer(NULL, 0, 0);
5607                 }
5608                 else
5609                 {
5610                         R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
5611                         R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5612                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5613                 }
5614                 R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
5615                 R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
5616         }
5617
5618         R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5619         if (!r_glsl_permutation)
5620                 return;
5621
5622         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5623         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5624         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5625         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5626         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5627         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5628
5629         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5630         {
5631                 GL_BlendFunc(GL_ONE, GL_ZERO);
5632                 GL_DepthMask(true);
5633                 GL_AlphaTest(false);
5634         }
5635
5636         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5637         {
5638                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5639                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
5640                 else
5641                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
5642         }
5643         else
5644         {
5645                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5646                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
5647                 else
5648                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5649         }
5650         if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
5651         {
5652         }
5653 }
5654
5655 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
5656 {
5657         // OpenGL 1.3 path - anything not completely ancient
5658         int texturesurfaceindex;
5659         qboolean applycolor;
5660         qboolean applyfog;
5661         rmeshstate_t m;
5662         int layerindex;
5663         const texturelayer_t *layer;
5664         if (rsurface.mode != RSURFMODE_MULTIPASS)
5665                 rsurface.mode = RSURFMODE_MULTIPASS;
5666         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5667
5668         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5669         {
5670                 vec4_t layercolor;
5671                 int layertexrgbscale;
5672                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5673                 {
5674                         if (layerindex == 0)
5675                                 GL_AlphaTest(true);
5676                         else
5677                         {
5678                                 GL_AlphaTest(false);
5679                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5680                         }
5681                 }
5682                 GL_DepthMask(layer->depthmask);
5683                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5684                 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
5685                 {
5686                         layertexrgbscale = 4;
5687                         VectorScale(layer->color, 0.25f, layercolor);
5688                 }
5689                 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
5690                 {
5691                         layertexrgbscale = 2;
5692                         VectorScale(layer->color, 0.5f, layercolor);
5693                 }
5694                 else
5695                 {
5696                         layertexrgbscale = 1;
5697                         VectorScale(layer->color, 1.0f, layercolor);
5698                 }
5699                 layercolor[3] = layer->color[3];
5700                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5701                 R_Mesh_ColorPointer(NULL, 0, 0);
5702                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5703                 switch (layer->type)
5704                 {
5705                 case TEXTURELAYERTYPE_LITTEXTURE:
5706                         memset(&m, 0, sizeof(m));
5707                         m.tex[0] = R_GetTexture(r_texture_white);
5708                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5709                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5710                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5711                         m.tex[1] = R_GetTexture(layer->texture);
5712                         m.texmatrix[1] = layer->texmatrix;
5713                         m.texrgbscale[1] = layertexrgbscale;
5714                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
5715                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
5716                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
5717                         R_Mesh_TextureState(&m);
5718                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5719                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5720                         else if (rsurface.uselightmaptexture)
5721                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5722                         else
5723                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5724                         break;
5725                 case TEXTURELAYERTYPE_TEXTURE:
5726                         memset(&m, 0, sizeof(m));
5727                         m.tex[0] = R_GetTexture(layer->texture);
5728                         m.texmatrix[0] = layer->texmatrix;
5729                         m.texrgbscale[0] = layertexrgbscale;
5730                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5731                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5732                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5733                         R_Mesh_TextureState(&m);
5734                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5735                         break;
5736                 case TEXTURELAYERTYPE_FOG:
5737                         memset(&m, 0, sizeof(m));
5738                         m.texrgbscale[0] = layertexrgbscale;
5739                         if (layer->texture)
5740                         {
5741                                 m.tex[0] = R_GetTexture(layer->texture);
5742                                 m.texmatrix[0] = layer->texmatrix;
5743                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5744                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5745                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5746                         }
5747                         R_Mesh_TextureState(&m);
5748                         // generate a color array for the fog pass
5749                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5750                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5751                         {
5752                                 int i;
5753                                 float f, *v, *c;
5754                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5755                                 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)
5756                                 {
5757                                         f = 1 - FogPoint_Model(v);
5758                                         c[0] = layercolor[0];
5759                                         c[1] = layercolor[1];
5760                                         c[2] = layercolor[2];
5761                                         c[3] = f * layercolor[3];
5762                                 }
5763                         }
5764                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5765                         break;
5766                 default:
5767                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5768                 }
5769                 GL_LockArrays(0, 0);
5770         }
5771         CHECKGLERROR
5772         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5773         {
5774                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5775                 GL_AlphaTest(false);
5776         }
5777 }
5778
5779 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
5780 {
5781         // OpenGL 1.1 - crusty old voodoo path
5782         int texturesurfaceindex;
5783         qboolean applyfog;
5784         rmeshstate_t m;
5785         int layerindex;
5786         const texturelayer_t *layer;
5787         if (rsurface.mode != RSURFMODE_MULTIPASS)
5788                 rsurface.mode = RSURFMODE_MULTIPASS;
5789         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5790
5791         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5792         {
5793                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5794                 {
5795                         if (layerindex == 0)
5796                                 GL_AlphaTest(true);
5797                         else
5798                         {
5799                                 GL_AlphaTest(false);
5800                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5801                         }
5802                 }
5803                 GL_DepthMask(layer->depthmask);
5804                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5805                 R_Mesh_ColorPointer(NULL, 0, 0);
5806                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5807                 switch (layer->type)
5808                 {
5809                 case TEXTURELAYERTYPE_LITTEXTURE:
5810                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
5811                         {
5812                                 // two-pass lit texture with 2x rgbscale
5813                                 // first the lightmap pass
5814                                 memset(&m, 0, sizeof(m));
5815                                 m.tex[0] = R_GetTexture(r_texture_white);
5816                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5817                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5818                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5819                                 R_Mesh_TextureState(&m);
5820                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5821                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5822                                 else if (rsurface.uselightmaptexture)
5823                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5824                                 else
5825                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5826                                 GL_LockArrays(0, 0);
5827                                 // then apply the texture to it
5828                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
5829                                 memset(&m, 0, sizeof(m));
5830                                 m.tex[0] = R_GetTexture(layer->texture);
5831                                 m.texmatrix[0] = layer->texmatrix;
5832                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5833                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5834                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5835                                 R_Mesh_TextureState(&m);
5836                                 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);
5837                         }
5838                         else
5839                         {
5840                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
5841                                 memset(&m, 0, sizeof(m));
5842                                 m.tex[0] = R_GetTexture(layer->texture);
5843                                 m.texmatrix[0] = layer->texmatrix;
5844                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5845                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5846                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5847                                 R_Mesh_TextureState(&m);
5848                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5849                                         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);
5850                                 else
5851                                         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);
5852                         }
5853                         break;
5854                 case TEXTURELAYERTYPE_TEXTURE:
5855                         // singletexture unlit texture with transparency support
5856                         memset(&m, 0, sizeof(m));
5857                         m.tex[0] = R_GetTexture(layer->texture);
5858                         m.texmatrix[0] = layer->texmatrix;
5859                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5860                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5861                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5862                         R_Mesh_TextureState(&m);
5863                         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);
5864                         break;
5865                 case TEXTURELAYERTYPE_FOG:
5866                         // singletexture fogging
5867                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5868                         if (layer->texture)
5869                         {
5870                                 memset(&m, 0, sizeof(m));
5871                                 m.tex[0] = R_GetTexture(layer->texture);
5872                                 m.texmatrix[0] = layer->texmatrix;
5873                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5874                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5875                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5876                                 R_Mesh_TextureState(&m);
5877                         }
5878                         else
5879                                 R_Mesh_ResetTextureState();
5880                         // generate a color array for the fog pass
5881                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5882                         {
5883                                 int i;
5884                                 float f, *v, *c;
5885                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5886                                 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)
5887                                 {
5888                                         f = 1 - FogPoint_Model(v);
5889                                         c[0] = layer->color[0];
5890                                         c[1] = layer->color[1];
5891                                         c[2] = layer->color[2];
5892                                         c[3] = f * layer->color[3];
5893                                 }
5894                         }
5895                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5896                         break;
5897                 default:
5898                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5899                 }
5900                 GL_LockArrays(0, 0);
5901         }
5902         CHECKGLERROR
5903         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5904         {
5905                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5906                 GL_AlphaTest(false);
5907         }
5908 }
5909
5910 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
5911 {
5912         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
5913                 return;
5914         rsurface.rtlight = NULL;
5915         CHECKGLERROR
5916         if (depthonly)
5917         {
5918                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
5919                         return;
5920                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
5921                         return;
5922                 if (rsurface.mode != RSURFMODE_MULTIPASS)
5923                         rsurface.mode = RSURFMODE_MULTIPASS;
5924                 if (r_depthfirst.integer == 3)
5925                 {
5926                         int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
5927                         if (!r_view.showdebug)
5928                                 GL_Color(0, 0, 0, 1);
5929                         else
5930                                 GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
5931                 }
5932                 else
5933                 {
5934                         GL_ColorMask(0,0,0,0);
5935                         GL_Color(1,1,1,1);
5936                 }
5937                 RSurf_SetupDepthAndCulling();
5938                 GL_DepthTest(true);
5939                 GL_BlendFunc(GL_ONE, GL_ZERO);
5940                 GL_DepthMask(true);
5941                 GL_AlphaTest(false);
5942                 R_Mesh_ColorPointer(NULL, 0, 0);
5943                 R_Mesh_ResetTextureState();
5944                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5945                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5946                 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
5947         }
5948         else if (r_depthfirst.integer == 3)
5949                 return;
5950         else if (!r_view.showdebug && (r_showsurfaces.integer || gl_lightmaps.integer))
5951         {
5952                 GL_Color(0, 0, 0, 1);
5953                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5954         }
5955         else if (r_showsurfaces.integer)
5956         {
5957                 if (rsurface.mode != RSURFMODE_MULTIPASS)
5958                         rsurface.mode = RSURFMODE_MULTIPASS;
5959                 RSurf_SetupDepthAndCulling();
5960                 GL_DepthTest(true);
5961                 GL_BlendFunc(GL_ONE, GL_ZERO);
5962                 GL_DepthMask(writedepth);
5963                 GL_Color(1,1,1,1);
5964                 GL_AlphaTest(false);
5965                 R_Mesh_ColorPointer(NULL, 0, 0);
5966                 R_Mesh_ResetTextureState();
5967                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5968                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5969         }
5970         else if (gl_lightmaps.integer)
5971         {
5972                 rmeshstate_t m;
5973                 if (rsurface.mode != RSURFMODE_MULTIPASS)
5974                         rsurface.mode = RSURFMODE_MULTIPASS;
5975                 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5976                 GL_DepthTest(true);
5977                 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5978                 GL_BlendFunc(GL_ONE, GL_ZERO);
5979                 GL_DepthMask(writedepth);
5980                 GL_Color(1,1,1,1);
5981                 GL_AlphaTest(false);
5982                 R_Mesh_ColorPointer(NULL, 0, 0);
5983                 memset(&m, 0, sizeof(m));
5984                 m.tex[0] = R_GetTexture(r_texture_white);
5985                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5986                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5987                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5988                 R_Mesh_TextureState(&m);
5989                 RSurf_PrepareVerticesForBatch(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, false, texturenumsurfaces, texturesurfacelist);
5990                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5991                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5992                 else if (rsurface.uselightmaptexture)
5993                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5994                 else
5995                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5996         }
5997         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
5998                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
5999         else if (rsurface.texture->currentnumlayers)
6000         {
6001                 // write depth for anything we skipped on the depth-only pass earlier
6002                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6003                         writedepth = true;
6004                 RSurf_SetupDepthAndCulling();
6005                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6006                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6007                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6008                 if (r_glsl.integer && gl_support_fragment_shader)
6009                         R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
6010                 else if (gl_combine.integer && r_textureunits.integer >= 2)
6011                         R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
6012                 else
6013                         R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
6014         }
6015         CHECKGLERROR
6016         GL_LockArrays(0, 0);
6017 }
6018
6019 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6020 {
6021         int i, j;
6022         int texturenumsurfaces, endsurface;
6023         texture_t *texture;
6024         msurface_t *surface;
6025         msurface_t *texturesurfacelist[1024];
6026
6027         // if the model is static it doesn't matter what value we give for
6028         // wantnormals and wanttangents, so this logic uses only rules applicable
6029         // to a model, knowing that they are meaningless otherwise
6030         if (ent == r_refdef.worldentity)
6031                 RSurf_ActiveWorldEntity();
6032         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6033                 RSurf_ActiveModelEntity(ent, false, false);
6034         else
6035                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6036
6037         for (i = 0;i < numsurfaces;i = j)
6038         {
6039                 j = i + 1;
6040                 surface = rsurface.modelsurfaces + surfacelist[i];
6041                 texture = surface->texture;
6042                 R_UpdateTextureInfo(ent, texture);
6043                 rsurface.texture = texture->currentframe;
6044                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6045                 // scan ahead until we find a different texture
6046                 endsurface = min(i + 1024, numsurfaces);
6047                 texturenumsurfaces = 0;
6048                 texturesurfacelist[texturenumsurfaces++] = surface;
6049                 for (;j < endsurface;j++)
6050                 {
6051                         surface = rsurface.modelsurfaces + surfacelist[j];
6052                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6053                                 break;
6054                         texturesurfacelist[texturenumsurfaces++] = surface;
6055                 }
6056                 // render the range of surfaces
6057                 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
6058         }
6059
6060         RSurf_CleanUp();
6061 }
6062
6063 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6064 {
6065         int i, j;
6066         vec3_t tempcenter, center;
6067         texture_t *texture;
6068         // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6069         if (addwaterplanes)
6070         {
6071                 for (i = 0;i < numsurfaces;i++)
6072                         if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6073                                 R_Water_AddWaterPlane(surfacelist[i]);
6074                 return;
6075         }
6076         // break the surface list down into batches by texture and use of lightmapping
6077         for (i = 0;i < numsurfaces;i = j)
6078         {
6079                 j = i + 1;
6080                 // texture is the base texture pointer, rsurface.texture is the
6081                 // current frame/skin the texture is directing us to use (for example
6082                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6083                 // use skin 1 instead)
6084                 texture = surfacelist[i]->texture;
6085                 rsurface.texture = texture->currentframe;
6086                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6087                 if (!(rsurface.texture->currentmaterialflags & flagsmask))
6088                 {
6089                         // if this texture is not the kind we want, skip ahead to the next one
6090                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6091                                 ;
6092                         continue;
6093                 }
6094                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6095                 {
6096                         // transparent surfaces get pushed off into the transparent queue
6097                         const msurface_t *surface = surfacelist[i];
6098                         if (depthonly)
6099                                 continue;
6100                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6101                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6102                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6103                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6104                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
6105                 }
6106                 else
6107                 {
6108                         // simply scan ahead until we find a different texture or lightmap state
6109                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6110                                 ;
6111                         // render the range of surfaces
6112                         R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
6113                 }
6114         }
6115 }
6116
6117 float locboxvertex3f[6*4*3] =
6118 {
6119         1,0,1, 1,0,0, 1,1,0, 1,1,1,
6120         0,1,1, 0,1,0, 0,0,0, 0,0,1,
6121         1,1,1, 1,1,0, 0,1,0, 0,1,1,
6122         0,0,1, 0,0,0, 1,0,0, 1,0,1,
6123         0,0,1, 1,0,1, 1,1,1, 0,1,1,
6124         1,0,0, 0,0,0, 0,1,0, 1,1,0
6125 };
6126
6127 int locboxelement3i[6*2*3] =
6128 {
6129          0, 1, 2, 0, 2, 3,
6130          4, 5, 6, 4, 6, 7,
6131          8, 9,10, 8,10,11,
6132         12,13,14, 12,14,15,
6133         16,17,18, 16,18,19,
6134         20,21,22, 20,22,23
6135 };
6136
6137 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6138 {
6139         int i, j;
6140         cl_locnode_t *loc = (cl_locnode_t *)ent;
6141         vec3_t mins, size;
6142         float vertex3f[6*4*3];
6143         CHECKGLERROR
6144         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6145         GL_DepthMask(false);
6146         GL_DepthRange(0, 1);
6147         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6148         GL_DepthTest(true);
6149         GL_CullFace(GL_NONE);
6150         R_Mesh_Matrix(&identitymatrix);
6151
6152         R_Mesh_VertexPointer(vertex3f, 0, 0);
6153         R_Mesh_ColorPointer(NULL, 0, 0);
6154         R_Mesh_ResetTextureState();
6155
6156         i = surfacelist[0];
6157         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
6158                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
6159                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
6160                         surfacelist[0] < 0 ? 0.5f : 0.125f);
6161
6162         if (VectorCompare(loc->mins, loc->maxs))
6163         {
6164                 VectorSet(size, 2, 2, 2);
6165                 VectorMA(loc->mins, -0.5f, size, mins);
6166         }
6167         else
6168         {
6169                 VectorCopy(loc->mins, mins);
6170                 VectorSubtract(loc->maxs, loc->mins, size);
6171         }
6172
6173         for (i = 0;i < 6*4*3;)
6174                 for (j = 0;j < 3;j++, i++)
6175                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6176
6177         R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6178 }
6179
6180 void R_DrawLocs(void)
6181 {
6182         int index;
6183         cl_locnode_t *loc, *nearestloc;
6184         vec3_t center;
6185         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6186         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6187         {
6188                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6189                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6190         }
6191 }
6192
6193 void R_DrawDebugModel(entity_render_t *ent)
6194 {
6195         int i, j, k, l, flagsmask;
6196         const int *elements;
6197         q3mbrush_t *brush;
6198         msurface_t *surface;
6199         model_t *model = ent->model;
6200         vec3_t v;
6201
6202         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
6203
6204         R_Mesh_ColorPointer(NULL, 0, 0);
6205         R_Mesh_ResetTextureState();
6206         GL_DepthRange(0, 1);
6207         GL_DepthTest(!r_showdisabledepthtest.integer);
6208         GL_DepthMask(false);
6209         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6210
6211         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6212         {
6213                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6214                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6215                 {
6216                         if (brush->colbrushf && brush->colbrushf->numtriangles)
6217                         {
6218                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6219                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value);
6220                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6221                         }
6222                 }
6223                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6224                 {
6225                         if (surface->num_collisiontriangles)
6226                         {
6227                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6228                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value);
6229                                 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6230                         }
6231                 }
6232         }
6233
6234         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6235
6236         if (r_showtris.integer || r_shownormals.integer)
6237         {
6238                 if (r_showdisabledepthtest.integer)
6239                 {
6240                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6241                         GL_DepthMask(false);
6242                 }
6243                 else
6244                 {
6245                         GL_BlendFunc(GL_ONE, GL_ZERO);
6246                         GL_DepthMask(true);
6247                 }
6248                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6249                 {
6250                         if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
6251                                 continue;
6252                         rsurface.texture = surface->texture->currentframe;
6253                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6254                         {
6255                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6256                                 if (r_showtris.value > 0)
6257                                 {
6258                                         if (!rsurface.texture->currentlayers->depthmask)
6259                                                 GL_Color(r_view.colorscale, 0, 0, r_showtris.value);
6260                                         else if (ent == r_refdef.worldentity)
6261                                                 GL_Color(r_view.colorscale, r_view.colorscale, r_view.colorscale, r_showtris.value);
6262                                         else
6263                                                 GL_Color(0, r_view.colorscale, 0, r_showtris.value);
6264                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6265                                         CHECKGLERROR
6266                                         qglBegin(GL_LINES);
6267                                         for (k = 0;k < surface->num_triangles;k++, elements += 3)
6268                                         {
6269 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6270                                                 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6271                                                 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6272                                                 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6273                                         }
6274                                         qglEnd();
6275                                         CHECKGLERROR
6276                                 }
6277                                 if (r_shownormals.value > 0)
6278                                 {
6279                                         qglBegin(GL_LINES);
6280                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6281                                         {
6282                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6283                                                 GL_Color(r_view.colorscale, 0, 0, 1);
6284                                                 qglVertex3f(v[0], v[1], v[2]);
6285                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6286                                                 GL_Color(r_view.colorscale, 1, 1, 1);
6287                                                 qglVertex3f(v[0], v[1], v[2]);
6288                                         }
6289                                         qglEnd();
6290                                         CHECKGLERROR
6291                                         qglBegin(GL_LINES);
6292                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6293                                         {
6294                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6295                                                 GL_Color(0, r_view.colorscale, 0, 1);
6296                                                 qglVertex3f(v[0], v[1], v[2]);
6297                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6298                                                 GL_Color(r_view.colorscale, 1, 1, 1);
6299                                                 qglVertex3f(v[0], v[1], v[2]);
6300                                         }
6301                                         qglEnd();
6302                                         CHECKGLERROR
6303                                         qglBegin(GL_LINES);
6304                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6305                                         {
6306                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
6307                                                 GL_Color(0, 0, r_view.colorscale, 1);
6308                                                 qglVertex3f(v[0], v[1], v[2]);
6309                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6310                                                 GL_Color(r_view.colorscale, 1, 1, 1);
6311                                                 qglVertex3f(v[0], v[1], v[2]);
6312                                         }
6313                                         qglEnd();
6314                                         CHECKGLERROR
6315                                 }
6316                         }
6317                 }
6318                 rsurface.texture = NULL;
6319         }
6320 }
6321
6322 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6323 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6324 {
6325         int i, j, endj, f, flagsmask;
6326         msurface_t *surface;
6327         texture_t *t;
6328         model_t *model = r_refdef.worldmodel;
6329         const int maxsurfacelist = 1024;
6330         int numsurfacelist = 0;
6331         msurface_t *surfacelist[1024];
6332         if (model == NULL)
6333                 return;
6334
6335         RSurf_ActiveWorldEntity();
6336
6337         // update light styles on this submodel
6338         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6339         {
6340                 model_brush_lightstyleinfo_t *style;
6341                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6342                 {
6343                         if (style->value != r_refdef.lightstylevalue[style->style])
6344                         {
6345                                 msurface_t *surfaces = model->data_surfaces;
6346                                 int *list = style->surfacelist;
6347                                 style->value = r_refdef.lightstylevalue[style->style];
6348                                 for (j = 0;j < style->numsurfaces;j++)
6349                                         surfaces[list[j]].cached_dlight = true;
6350                         }
6351                 }
6352         }
6353
6354         R_UpdateAllTextureInfo(r_refdef.worldentity);
6355         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6356
6357         if (debug)
6358         {
6359                 R_DrawDebugModel(r_refdef.worldentity);
6360                 return;
6361         }
6362
6363         f = 0;
6364         t = NULL;
6365         rsurface.uselightmaptexture = false;
6366         rsurface.texture = NULL;
6367         numsurfacelist = 0;
6368         j = model->firstmodelsurface;
6369         endj = j + model->nummodelsurfaces;
6370         while (j < endj)
6371         {
6372                 // quickly skip over non-visible surfaces
6373                 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
6374                         ;
6375                 // quickly iterate over visible surfaces
6376                 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
6377                 {
6378                         // process this surface
6379                         surface = model->data_surfaces + j;
6380                         // if this surface fits the criteria, add it to the list
6381                         if (surface->num_triangles)
6382                         {
6383                                 // if lightmap parameters changed, rebuild lightmap texture
6384                                 if (surface->cached_dlight)
6385                                         R_BuildLightMap(r_refdef.worldentity, surface);
6386                                 // add face to draw list
6387                                 surfacelist[numsurfacelist++] = surface;
6388                                 r_refdef.stats.world_triangles += surface->num_triangles;
6389                                 if (numsurfacelist >= maxsurfacelist)
6390                                 {
6391                                         r_refdef.stats.world_surfaces += numsurfacelist;
6392                                         R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6393                                         numsurfacelist = 0;
6394                                 }
6395                         }
6396                 }
6397         }
6398         r_refdef.stats.world_surfaces += numsurfacelist;
6399         if (numsurfacelist)
6400                 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6401         RSurf_CleanUp();
6402 }
6403
6404 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6405 {
6406         int i, j, f, flagsmask;
6407         msurface_t *surface, *endsurface;
6408         texture_t *t;
6409         model_t *model = ent->model;
6410         const int maxsurfacelist = 1024;
6411         int numsurfacelist = 0;
6412         msurface_t *surfacelist[1024];
6413         if (model == NULL)
6414                 return;
6415
6416         // if the model is static it doesn't matter what value we give for
6417         // wantnormals and wanttangents, so this logic uses only rules applicable
6418         // to a model, knowing that they are meaningless otherwise
6419         if (ent == r_refdef.worldentity)
6420                 RSurf_ActiveWorldEntity();
6421         else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6422                 RSurf_ActiveModelEntity(ent, false, false);
6423         else
6424                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6425
6426         // update light styles
6427         if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6428         {
6429                 model_brush_lightstyleinfo_t *style;
6430                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6431                 {
6432                         if (style->value != r_refdef.lightstylevalue[style->style])
6433                         {
6434                                 msurface_t *surfaces = model->data_surfaces;
6435                                 int *list = style->surfacelist;
6436                                 style->value = r_refdef.lightstylevalue[style->style];
6437                                 for (j = 0;j < style->numsurfaces;j++)
6438                                         surfaces[list[j]].cached_dlight = true;
6439                         }
6440                 }
6441         }
6442
6443         R_UpdateAllTextureInfo(ent);
6444         flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6445
6446         if (debug)
6447         {
6448                 R_DrawDebugModel(ent);
6449                 return;
6450         }
6451
6452         f = 0;
6453         t = NULL;
6454         rsurface.uselightmaptexture = false;
6455         rsurface.texture = NULL;
6456         numsurfacelist = 0;
6457         surface = model->data_surfaces + model->firstmodelsurface;
6458         endsurface = surface + model->nummodelsurfaces;
6459         for (;surface < endsurface;surface++)
6460         {
6461                 // if this surface fits the criteria, add it to the list
6462                 if (surface->num_triangles)
6463                 {
6464                         // if lightmap parameters changed, rebuild lightmap texture
6465                         if (surface->cached_dlight)
6466                                 R_BuildLightMap(ent, surface);
6467                         // add face to draw list
6468                         surfacelist[numsurfacelist++] = surface;
6469                         r_refdef.stats.entities_triangles += surface->num_triangles;
6470                         if (numsurfacelist >= maxsurfacelist)
6471                         {
6472                                 r_refdef.stats.entities_surfaces += numsurfacelist;
6473                                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6474                                 numsurfacelist = 0;
6475                         }
6476                 }
6477         }
6478         r_refdef.stats.entities_surfaces += numsurfacelist;
6479         if (numsurfacelist)
6480                 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6481         RSurf_CleanUp();
6482 }