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move R_Main_ResizeViewCache call to fix a crash
[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 static int r_frame = 0; ///< used only by R_GetCurrentTexture
32
33 //
34 // screen size info
35 //
36 r_refdef_t r_refdef;
37
38 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
39 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
40 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
41 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
42 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
43 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
44 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
45 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
46
47 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
48 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
49 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
50 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
51 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
52
53 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
54
55 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
56 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
57 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
58 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
59 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
60 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
61 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)"};
62 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
63 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
64 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"};
65 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"};
66 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
67 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"};
68 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"};
69 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"};
70 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
71 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
72 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
73 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
74 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
75 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
76 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
77 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
78 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
79 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
80 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
81 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
82 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
83 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
84 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
85 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
86 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
87 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
88 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
89 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
90 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"};
91 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
92 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
93 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
94 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
95 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
96
97 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
98 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
99 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
100 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
101 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
102 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
103 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
104 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
105
106 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)"};
107
108 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
109 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)"};
110 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
111 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
112 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
113 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
114 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
115 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
116 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
117 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
118 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
119
120 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)"};
121 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
122 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"};
123 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
124 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
125
126 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
127 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
128 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
129 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
130
131 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
132 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
133 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
134 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
135 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
136 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
137 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
138
139 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
140 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
141 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
142 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)"};
143
144 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"};
145
146 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"};
147
148 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
149
150 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
151 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
152 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"};
153 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
154 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
155 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
156 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
157
158 extern cvar_t v_glslgamma;
159
160 extern qboolean v_flipped_state;
161
162 static struct r_bloomstate_s
163 {
164         qboolean enabled;
165         qboolean hdr;
166
167         int bloomwidth, bloomheight;
168
169         int screentexturewidth, screentextureheight;
170         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
171
172         int bloomtexturewidth, bloomtextureheight;
173         rtexture_t *texture_bloom;
174
175         // arrays for rendering the screen passes
176         float screentexcoord2f[8];
177         float bloomtexcoord2f[8];
178         float offsettexcoord2f[8];
179
180         r_viewport_t viewport;
181 }
182 r_bloomstate;
183
184 r_waterstate_t 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_gammaramps;
198 unsigned int r_texture_gammaramps_serial;
199 //rtexture_t *r_texture_fogintensity;
200
201 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
202 unsigned int r_numqueries;
203 unsigned int r_maxqueries;
204
205 typedef struct r_qwskincache_s
206 {
207         char name[MAX_QPATH];
208         skinframe_t *skinframe;
209 }
210 r_qwskincache_t;
211
212 static r_qwskincache_t *r_qwskincache;
213 static int r_qwskincache_size;
214
215 /// vertex coordinates for a quad that covers the screen exactly
216 const float r_screenvertex3f[12] =
217 {
218         0, 0, 0,
219         1, 0, 0,
220         1, 1, 0,
221         0, 1, 0
222 };
223
224 extern void R_DrawModelShadows(void);
225
226 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
227 {
228         int i;
229         for (i = 0;i < verts;i++)
230         {
231                 out[0] = in[0] * r;
232                 out[1] = in[1] * g;
233                 out[2] = in[2] * b;
234                 out[3] = in[3];
235                 in += 4;
236                 out += 4;
237         }
238 }
239
240 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
241 {
242         int i;
243         for (i = 0;i < verts;i++)
244         {
245                 out[0] = r;
246                 out[1] = g;
247                 out[2] = b;
248                 out[3] = a;
249                 out += 4;
250         }
251 }
252
253 // FIXME: move this to client?
254 void FOG_clear(void)
255 {
256         if (gamemode == GAME_NEHAHRA)
257         {
258                 Cvar_Set("gl_fogenable", "0");
259                 Cvar_Set("gl_fogdensity", "0.2");
260                 Cvar_Set("gl_fogred", "0.3");
261                 Cvar_Set("gl_foggreen", "0.3");
262                 Cvar_Set("gl_fogblue", "0.3");
263         }
264         r_refdef.fog_density = 0;
265         r_refdef.fog_red = 0;
266         r_refdef.fog_green = 0;
267         r_refdef.fog_blue = 0;
268         r_refdef.fog_alpha = 1;
269         r_refdef.fog_start = 0;
270         r_refdef.fog_end = 16384;
271         r_refdef.fog_height = 1<<30;
272         r_refdef.fog_fadedepth = 128;
273 }
274
275 static void R_BuildBlankTextures(void)
276 {
277         unsigned char data[4];
278         data[2] = 128; // normal X
279         data[1] = 128; // normal Y
280         data[0] = 255; // normal Z
281         data[3] = 128; // height
282         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
283         data[0] = 255;
284         data[1] = 255;
285         data[2] = 255;
286         data[3] = 255;
287         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
288         data[0] = 128;
289         data[1] = 128;
290         data[2] = 128;
291         data[3] = 255;
292         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
293         data[0] = 0;
294         data[1] = 0;
295         data[2] = 0;
296         data[3] = 255;
297         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
298 }
299
300 static void R_BuildNoTexture(void)
301 {
302         int x, y;
303         unsigned char pix[16][16][4];
304         // this makes a light grey/dark grey checkerboard texture
305         for (y = 0;y < 16;y++)
306         {
307                 for (x = 0;x < 16;x++)
308                 {
309                         if ((y < 8) ^ (x < 8))
310                         {
311                                 pix[y][x][0] = 128;
312                                 pix[y][x][1] = 128;
313                                 pix[y][x][2] = 128;
314                                 pix[y][x][3] = 255;
315                         }
316                         else
317                         {
318                                 pix[y][x][0] = 64;
319                                 pix[y][x][1] = 64;
320                                 pix[y][x][2] = 64;
321                                 pix[y][x][3] = 255;
322                         }
323                 }
324         }
325         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
326 }
327
328 static void R_BuildWhiteCube(void)
329 {
330         unsigned char data[6*1*1*4];
331         memset(data, 255, sizeof(data));
332         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
333 }
334
335 static void R_BuildNormalizationCube(void)
336 {
337         int x, y, side;
338         vec3_t v;
339         vec_t s, t, intensity;
340 #define NORMSIZE 64
341         unsigned char data[6][NORMSIZE][NORMSIZE][4];
342         for (side = 0;side < 6;side++)
343         {
344                 for (y = 0;y < NORMSIZE;y++)
345                 {
346                         for (x = 0;x < NORMSIZE;x++)
347                         {
348                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
349                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
350                                 switch(side)
351                                 {
352                                 default:
353                                 case 0:
354                                         v[0] = 1;
355                                         v[1] = -t;
356                                         v[2] = -s;
357                                         break;
358                                 case 1:
359                                         v[0] = -1;
360                                         v[1] = -t;
361                                         v[2] = s;
362                                         break;
363                                 case 2:
364                                         v[0] = s;
365                                         v[1] = 1;
366                                         v[2] = t;
367                                         break;
368                                 case 3:
369                                         v[0] = s;
370                                         v[1] = -1;
371                                         v[2] = -t;
372                                         break;
373                                 case 4:
374                                         v[0] = s;
375                                         v[1] = -t;
376                                         v[2] = 1;
377                                         break;
378                                 case 5:
379                                         v[0] = -s;
380                                         v[1] = -t;
381                                         v[2] = -1;
382                                         break;
383                                 }
384                                 intensity = 127.0f / sqrt(DotProduct(v, v));
385                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
386                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
387                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
388                                 data[side][y][x][3] = 255;
389                         }
390                 }
391         }
392         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
393 }
394
395 static void R_BuildFogTexture(void)
396 {
397         int x, b;
398 #define FOGWIDTH 256
399         unsigned char data1[FOGWIDTH][4];
400         //unsigned char data2[FOGWIDTH][4];
401         double d, r, alpha;
402
403         r_refdef.fogmasktable_start = r_refdef.fog_start;
404         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
405         r_refdef.fogmasktable_range = r_refdef.fogrange;
406         r_refdef.fogmasktable_density = r_refdef.fog_density;
407
408         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
409         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
410         {
411                 d = (x * r - r_refdef.fogmasktable_start);
412                 if(developer.integer >= 100)
413                         Con_Printf("%f ", d);
414                 d = max(0, d);
415                 if (r_fog_exp2.integer)
416                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
417                 else
418                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
419                 if(developer.integer >= 100)
420                         Con_Printf(" : %f ", alpha);
421                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
422                 if(developer.integer >= 100)
423                         Con_Printf(" = %f\n", alpha);
424                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
425         }
426
427         for (x = 0;x < FOGWIDTH;x++)
428         {
429                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
430                 data1[x][0] = b;
431                 data1[x][1] = b;
432                 data1[x][2] = b;
433                 data1[x][3] = 255;
434                 //data2[x][0] = 255 - b;
435                 //data2[x][1] = 255 - b;
436                 //data2[x][2] = 255 - b;
437                 //data2[x][3] = 255;
438         }
439         if (r_texture_fogattenuation)
440         {
441                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
442                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
443         }
444         else
445         {
446                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
447                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
448         }
449 }
450
451 static const char *builtinshaderstring =
452 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
453 "// written by Forest 'LordHavoc' Hale\n"
454 "\n"
455 "// enable various extensions depending on permutation:\n"
456 "\n"
457 "#ifdef USESHADOWMAPRECT\n"
458 "# extension GL_ARB_texture_rectangle : enable\n"
459 "#endif\n"
460 "\n"
461 "#ifdef USESHADOWMAP2D\n"
462 "# ifdef GL_EXT_gpu_shader4\n"
463 "#   extension GL_EXT_gpu_shader4 : enable\n"
464 "# endif\n"
465 "# ifdef GL_ARB_texture_gather\n"
466 "#   extension GL_ARB_texture_gather : enable\n"
467 "# else\n"
468 "#   ifdef GL_AMD_texture_texture4\n"
469 "#     extension GL_AMD_texture_texture4 : enable\n"
470 "#   endif\n"
471 "# endif\n"
472 "#endif\n"
473 "\n"
474 "#ifdef USESHADOWMAPCUBE\n"
475 "# extension GL_EXT_gpu_shader4 : enable\n"
476 "#endif\n"
477 "\n"
478 "#ifdef USESHADOWSAMPLER\n"
479 "# extension GL_ARB_shadow : enable\n"
480 "#endif\n"
481 "\n"
482 "// common definitions between vertex shader and fragment shader:\n"
483 "\n"
484 "//#ifdef __GLSL_CG_DATA_TYPES\n"
485 "//# define myhalf half\n"
486 "//# define myhalf2 half2\n"
487 "//# define myhalf3half3\n"
488 "//# define myhalf4 half4\n"
489 "//#else\n"
490 "# define myhalf float\n"
491 "# define myhalf2 vec2\n"
492 "# define myhalf3 vec3\n"
493 "# define myhalf4 vec4\n"
494 "//#endif\n"
495 "\n"
496 "#ifdef USEFOGINSIDE\n"
497 "# define USEFOG\n"
498 "#else\n"
499 "# ifdef USEFOGOUTSIDE\n"
500 "#  define USEFOG\n"
501 "# endif\n"
502 "#endif\n"
503 "\n"
504 "#ifdef MODE_DEPTH_OR_SHADOW\n"
505 "\n"
506 "# ifdef VERTEX_SHADER\n"
507 "void main(void)\n"
508 "{\n"
509 "       gl_Position = ftransform();\n"
510 "}\n"
511 "# endif\n"
512 "\n"
513 "#else\n"
514 "#ifdef MODE_SHOWDEPTH\n"
515 "# ifdef VERTEX_SHADER\n"
516 "void main(void)\n"
517 "{\n"
518 "       gl_Position = ftransform();\n"
519 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
520 "}\n"
521 "# endif\n"
522 "# ifdef FRAGMENT_SHADER\n"
523 "void main(void)\n"
524 "{\n"
525 "       gl_FragColor = gl_Color;\n"
526 "}\n"
527 "# endif\n"
528 "\n"
529 "#else // !MODE_SHOWDEPTH\n"
530 "\n"
531 "#ifdef MODE_POSTPROCESS\n"
532 "# ifdef VERTEX_SHADER\n"
533 "void main(void)\n"
534 "{\n"
535 "       gl_FrontColor = gl_Color;\n"
536 "       gl_Position = ftransform();\n"
537 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
538 "#ifdef USEBLOOM\n"
539 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
540 "#endif\n"
541 "}\n"
542 "# endif\n"
543 "# ifdef FRAGMENT_SHADER\n"
544 "\n"
545 "uniform sampler2D Texture_First;\n"
546 "#ifdef USEBLOOM\n"
547 "uniform sampler2D Texture_Second;\n"
548 "#endif\n"
549 "#ifdef USEGAMMARAMPS\n"
550 "uniform sampler2D Texture_GammaRamps;\n"
551 "#endif\n"
552 "#ifdef USESATURATION\n"
553 "uniform float Saturation;\n"
554 "#endif\n"
555 "#ifdef USEVIEWTINT\n"
556 "uniform vec4 TintColor;\n"
557 "#endif\n"
558 "//uncomment these if you want to use them:\n"
559 "uniform vec4 UserVec1;\n"
560 "// uniform vec4 UserVec2;\n"
561 "// uniform vec4 UserVec3;\n"
562 "// uniform vec4 UserVec4;\n"
563 "// uniform float ClientTime;\n"
564 "uniform vec2 PixelSize;\n"
565 "void main(void)\n"
566 "{\n"
567 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
568 "#ifdef USEBLOOM\n"
569 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
570 "#endif\n"
571 "#ifdef USEVIEWTINT\n"
572 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
573 "#endif\n"
574 "\n"
575 "#ifdef USEPOSTPROCESSING\n"
576 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
577 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
578 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
579 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
580 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
581 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
582 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
583 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
584 "#endif\n"
585 "\n"
586 "#ifdef USESATURATION\n"
587 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
588 "       myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
589 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
590 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
591 "#endif\n"
592 "\n"
593 "#ifdef USEGAMMARAMPS\n"
594 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
595 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
596 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
597 "#endif\n"
598 "}\n"
599 "# endif\n"
600 "\n"
601 "\n"
602 "#else\n"
603 "#ifdef MODE_GENERIC\n"
604 "# ifdef VERTEX_SHADER\n"
605 "void main(void)\n"
606 "{\n"
607 "       gl_FrontColor = gl_Color;\n"
608 "#  ifdef USEDIFFUSE\n"
609 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
610 "#  endif\n"
611 "#  ifdef USESPECULAR\n"
612 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
613 "#  endif\n"
614 "       gl_Position = ftransform();\n"
615 "}\n"
616 "# endif\n"
617 "# ifdef FRAGMENT_SHADER\n"
618 "\n"
619 "#  ifdef USEDIFFUSE\n"
620 "uniform sampler2D Texture_First;\n"
621 "#  endif\n"
622 "#  ifdef USESPECULAR\n"
623 "uniform sampler2D Texture_Second;\n"
624 "#  endif\n"
625 "\n"
626 "void main(void)\n"
627 "{\n"
628 "       gl_FragColor = gl_Color;\n"
629 "#  ifdef USEDIFFUSE\n"
630 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
631 "#  endif\n"
632 "\n"
633 "#  ifdef USESPECULAR\n"
634 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
635 "#  endif\n"
636 "#  ifdef USECOLORMAPPING\n"
637 "       gl_FragColor *= tex2;\n"
638 "#  endif\n"
639 "#  ifdef USEGLOW\n"
640 "       gl_FragColor += tex2;\n"
641 "#  endif\n"
642 "#  ifdef USEVERTEXTEXTUREBLEND\n"
643 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
644 "#  endif\n"
645 "}\n"
646 "# endif\n"
647 "\n"
648 "#else // !MODE_GENERIC\n"
649 "#ifdef MODE_BLOOMBLUR\n"
650 "# ifdef VERTEX_SHADER\n"
651 "void main(void)\n"
652 "{\n"
653 "       gl_FrontColor = gl_Color;\n"
654 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
655 "       gl_Position = ftransform();\n"
656 "}\n"
657 "# endif\n"
658 "# ifdef FRAGMENT_SHADER\n"
659 "\n"
660 "uniform sampler2D Texture_First;\n"
661 "uniform vec4 BloomBlur_Parameters;\n"
662 "\n"
663 "void main(void)\n"
664 "{\n"
665 "       int i;\n"
666 "       vec2 tc = gl_TexCoord[0].xy;\n"
667 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
668 "       tc += BloomBlur_Parameters.xy;\n"
669 "       for (i = 1;i < SAMPLES;i++)\n"
670 "       {\n"
671 "               color += texture2D(Texture_First, tc).rgb;\n"
672 "               tc += BloomBlur_Parameters.xy;\n"
673 "       }\n"
674 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
675 "}\n"
676 "# endif\n"
677 "\n"
678 "#else // !MODE_BLOOMBLUR\n"
679 "\n"
680 "varying vec2 TexCoord;\n"
681 "#ifdef USEVERTEXTEXTUREBLEND\n"
682 "varying vec2 TexCoord2;\n"
683 "#endif\n"
684 "varying vec2 TexCoordLightmap;\n"
685 "\n"
686 "#ifdef MODE_LIGHTSOURCE\n"
687 "varying vec3 CubeVector;\n"
688 "#endif\n"
689 "\n"
690 "#ifdef MODE_LIGHTSOURCE\n"
691 "varying vec3 LightVector;\n"
692 "#endif\n"
693 "#ifdef MODE_LIGHTDIRECTION\n"
694 "varying vec3 LightVector;\n"
695 "#endif\n"
696 "\n"
697 "varying vec3 EyeVector;\n"
698 "#ifdef USEFOG\n"
699 "varying vec3 EyeVectorModelSpace;\n"
700 "varying float FogPlaneVertexDist;\n"
701 "#endif\n"
702 "\n"
703 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
704 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
705 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
706 "\n"
707 "#ifdef MODE_WATER\n"
708 "varying vec4 ModelViewProjectionPosition;\n"
709 "#endif\n"
710 "#ifdef MODE_REFRACTION\n"
711 "varying vec4 ModelViewProjectionPosition;\n"
712 "#endif\n"
713 "#ifdef USEREFLECTION\n"
714 "varying vec4 ModelViewProjectionPosition;\n"
715 "#endif\n"
716 "\n"
717 "\n"
718 "\n"
719 "\n"
720 "\n"
721 "// vertex shader specific:\n"
722 "#ifdef VERTEX_SHADER\n"
723 "\n"
724 "uniform vec3 LightPosition;\n"
725 "uniform vec3 EyePosition;\n"
726 "uniform vec3 LightDir;\n"
727 "uniform vec4 FogPlane;\n"
728 "\n"
729 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
730 "\n"
731 "void main(void)\n"
732 "{\n"
733 "       gl_FrontColor = gl_Color;\n"
734 "       // copy the surface texcoord\n"
735 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
736 "#ifdef USEVERTEXTEXTUREBLEND\n"
737 "       TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
738 "#endif\n"
739 "#ifndef MODE_LIGHTSOURCE\n"
740 "# ifndef MODE_LIGHTDIRECTION\n"
741 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
742 "# endif\n"
743 "#endif\n"
744 "\n"
745 "#ifdef MODE_LIGHTSOURCE\n"
746 "       // transform vertex position into light attenuation/cubemap space\n"
747 "       // (-1 to +1 across the light box)\n"
748 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
749 "\n"
750 "       // transform unnormalized light direction into tangent space\n"
751 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
752 "       //  normalize it per pixel)\n"
753 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
754 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
755 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
756 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
757 "#endif\n"
758 "\n"
759 "#ifdef MODE_LIGHTDIRECTION\n"
760 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
761 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
762 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
763 "#endif\n"
764 "\n"
765 "       // transform unnormalized eye direction into tangent space\n"
766 "#ifndef USEFOG\n"
767 "       vec3 EyeVectorModelSpace;\n"
768 "#endif\n"
769 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
770 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
771 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
772 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
773 "\n"
774 "#ifdef USEFOG\n"
775 "       FogPlaneVertexDist = dot(FogPlane, gl_Vertex);\n"
776 "#endif\n"
777 "\n"
778 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
779 "       VectorS = gl_MultiTexCoord1.xyz;\n"
780 "       VectorT = gl_MultiTexCoord2.xyz;\n"
781 "       VectorR = gl_MultiTexCoord3.xyz;\n"
782 "#endif\n"
783 "\n"
784 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
785 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
786 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
787 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
788 "//#endif\n"
789 "\n"
790 "// transform vertex to camera space, using ftransform to match non-VS\n"
791 "       // rendering\n"
792 "       gl_Position = ftransform();\n"
793 "\n"
794 "#ifdef MODE_WATER\n"
795 "       ModelViewProjectionPosition = gl_Position;\n"
796 "#endif\n"
797 "#ifdef MODE_REFRACTION\n"
798 "       ModelViewProjectionPosition = gl_Position;\n"
799 "#endif\n"
800 "#ifdef USEREFLECTION\n"
801 "       ModelViewProjectionPosition = gl_Position;\n"
802 "#endif\n"
803 "}\n"
804 "\n"
805 "#endif // VERTEX_SHADER\n"
806 "\n"
807 "\n"
808 "\n"
809 "\n"
810 "// fragment shader specific:\n"
811 "#ifdef FRAGMENT_SHADER\n"
812 "\n"
813 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
814 "uniform sampler2D Texture_Normal;\n"
815 "uniform sampler2D Texture_Color;\n"
816 "uniform sampler2D Texture_Gloss;\n"
817 "uniform sampler2D Texture_Glow;\n"
818 "uniform sampler2D Texture_SecondaryNormal;\n"
819 "uniform sampler2D Texture_SecondaryColor;\n"
820 "uniform sampler2D Texture_SecondaryGloss;\n"
821 "uniform sampler2D Texture_SecondaryGlow;\n"
822 "uniform sampler2D Texture_Pants;\n"
823 "uniform sampler2D Texture_Shirt;\n"
824 "uniform sampler2D Texture_FogMask;\n"
825 "uniform sampler2D Texture_Lightmap;\n"
826 "uniform sampler2D Texture_Deluxemap;\n"
827 "uniform sampler2D Texture_Refraction;\n"
828 "uniform sampler2D Texture_Reflection;\n"
829 "uniform sampler2D Texture_Attenuation;\n"
830 "uniform samplerCube Texture_Cube;\n"
831 "\n"
832 "#define showshadowmap 0\n"
833 "\n"
834 "#ifdef USESHADOWMAPRECT\n"
835 "# ifdef USESHADOWSAMPLER\n"
836 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
837 "# else\n"
838 "uniform sampler2DRect Texture_ShadowMapRect;\n"
839 "# endif\n"
840 "#endif\n"
841 "\n"
842 "#ifdef USESHADOWMAP2D\n"
843 "# ifdef USESHADOWSAMPLER\n"
844 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
845 "# else\n"
846 "uniform sampler2D Texture_ShadowMap2D;\n"
847 "# endif\n"
848 "#endif\n"
849 "\n"
850 "#ifdef USESHADOWMAPVSDCT\n"
851 "uniform samplerCube Texture_CubeProjection;\n"
852 "#endif\n"
853 "\n"
854 "#ifdef USESHADOWMAPCUBE\n"
855 "# ifdef USESHADOWSAMPLER\n"
856 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
857 "# else\n"
858 "uniform samplerCube Texture_ShadowMapCube;\n"
859 "# endif\n"
860 "#endif\n"
861 "\n"
862 "uniform myhalf3 LightColor;\n"
863 "uniform myhalf3 AmbientColor;\n"
864 "uniform myhalf3 DiffuseColor;\n"
865 "uniform myhalf3 SpecularColor;\n"
866 "uniform myhalf3 Color_Pants;\n"
867 "uniform myhalf3 Color_Shirt;\n"
868 "uniform myhalf3 FogColor;\n"
869 "\n"
870 "uniform myhalf4 TintColor;\n"
871 "\n"
872 "\n"
873 "//#ifdef MODE_WATER\n"
874 "uniform vec4 DistortScaleRefractReflect;\n"
875 "uniform vec4 ScreenScaleRefractReflect;\n"
876 "uniform vec4 ScreenCenterRefractReflect;\n"
877 "uniform myhalf4 RefractColor;\n"
878 "uniform myhalf4 ReflectColor;\n"
879 "uniform myhalf ReflectFactor;\n"
880 "uniform myhalf ReflectOffset;\n"
881 "//#else\n"
882 "//# ifdef MODE_REFRACTION\n"
883 "//uniform vec4 DistortScaleRefractReflect;\n"
884 "//uniform vec4 ScreenScaleRefractReflect;\n"
885 "//uniform vec4 ScreenCenterRefractReflect;\n"
886 "//uniform myhalf4 RefractColor;\n"
887 "//#  ifdef USEREFLECTION\n"
888 "//uniform myhalf4 ReflectColor;\n"
889 "//#  endif\n"
890 "//# else\n"
891 "//#  ifdef USEREFLECTION\n"
892 "//uniform vec4 DistortScaleRefractReflect;\n"
893 "//uniform vec4 ScreenScaleRefractReflect;\n"
894 "//uniform vec4 ScreenCenterRefractReflect;\n"
895 "//uniform myhalf4 ReflectColor;\n"
896 "//#  endif\n"
897 "//# endif\n"
898 "//#endif\n"
899 "\n"
900 "uniform myhalf3 GlowColor;\n"
901 "uniform myhalf SceneBrightness;\n"
902 "\n"
903 "uniform float OffsetMapping_Scale;\n"
904 "uniform float OffsetMapping_Bias;\n"
905 "uniform float FogRangeRecip;\n"
906 "uniform float FogPlaneViewDist;\n"
907 "uniform float FogHeightFade;\n"
908 "\n"
909 "uniform myhalf AmbientScale;\n"
910 "uniform myhalf DiffuseScale;\n"
911 "uniform myhalf SpecularScale;\n"
912 "uniform myhalf SpecularPower;\n"
913 "\n"
914 "#ifdef USEOFFSETMAPPING\n"
915 "vec2 OffsetMapping(vec2 TexCoord)\n"
916 "{\n"
917 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
918 "       // 14 sample relief mapping: linear search and then binary search\n"
919 "       // this basically steps forward a small amount repeatedly until it finds\n"
920 "       // itself inside solid, then jitters forward and back using decreasing\n"
921 "       // amounts to find the impact\n"
922 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
923 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
924 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
925 "       vec3 RT = vec3(TexCoord, 1);\n"
926 "       OffsetVector *= 0.1;\n"
927 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
928 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
929 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
930 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
931 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
932 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
933 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
934 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
935 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
936 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
937 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
938 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
939 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
940 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
941 "       return RT.xy;\n"
942 "#else\n"
943 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
944 "       // this basically moves forward the full distance, and then backs up based\n"
945 "       // on height of samples\n"
946 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
947 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
948 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
949 "       TexCoord += OffsetVector;\n"
950 "       OffsetVector *= 0.333;\n"
951 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
952 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
953 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
954 "       return TexCoord;\n"
955 "#endif\n"
956 "}\n"
957 "#endif // USEOFFSETMAPPING\n"
958 "\n"
959 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
960 "uniform vec2 ShadowMap_TextureScale;\n"
961 "uniform vec4 ShadowMap_Parameters;\n"
962 "#endif\n"
963 "\n"
964 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
965 "vec3 GetShadowMapTC2D(vec3 dir)\n"
966 "{\n"
967 "       vec3 adir = abs(dir);\n"
968 "# ifndef USESHADOWMAPVSDCT\n"
969 "       vec2 tc;\n"
970 "       vec2 offset;\n"
971 "       float ma;\n"
972 "       if (adir.x > adir.y)\n"
973 "       {\n"
974 "               if (adir.x > adir.z) // X\n"
975 "               {\n"
976 "                       ma = adir.x;\n"
977 "                       tc = dir.zy;\n"
978 "                       offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
979 "               }\n"
980 "               else // Z\n"
981 "               {\n"
982 "                       ma = adir.z;\n"
983 "                       tc = dir.xy;\n"
984 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
985 "               }\n"
986 "       }\n"
987 "       else\n"
988 "       {\n"
989 "               if (adir.y > adir.z) // Y\n"
990 "               {\n"
991 "                       ma = adir.y;\n"
992 "                       tc = dir.xz;\n"
993 "                       offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
994 "               }\n"
995 "               else // Z\n"
996 "               {\n"
997 "                       ma = adir.z;\n"
998 "                       tc = dir.xy;\n"
999 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1000 "               }\n"
1001 "       }\n"
1002 "\n"
1003 "       vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1004 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
1005 "       stc.z += ShadowMap_Parameters.z;\n"
1006 "#  if showshadowmap\n"
1007 "       stc.xy *= ShadowMap_TextureScale;\n"
1008 "#  endif\n"
1009 "       return stc;\n"
1010 "# else\n"
1011 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1012 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
1013 "       vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1014 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1015 "       stc.z += ShadowMap_Parameters.z;\n"
1016 "#  if showshadowmap\n"
1017 "       stc.xy *= ShadowMap_TextureScale;\n"
1018 "#  endif\n"
1019 "       return stc;\n"
1020 "# endif\n"
1021 "}\n"
1022 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1023 "\n"
1024 "#ifdef USESHADOWMAPCUBE\n"
1025 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1026 "{\n"
1027 "    vec3 adir = abs(dir);\n"
1028 "    return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1029 "}\n"
1030 "#endif\n"
1031 "\n"
1032 "#if !showshadowmap\n"
1033 "# ifdef USESHADOWMAPRECT\n"
1034 "float ShadowMapCompare(vec3 dir)\n"
1035 "{\n"
1036 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1037 "       float f;\n"
1038 "#  ifdef USESHADOWSAMPLER\n"
1039 "\n"
1040 "#    ifdef USESHADOWMAPPCF\n"
1041 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1042 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1043 "#    else\n"
1044 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1045 "#    endif\n"
1046 "\n"
1047 "#  else\n"
1048 "\n"
1049 "#    ifdef USESHADOWMAPPCF\n"
1050 "#      if USESHADOWMAPPCF > 1\n"
1051 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1052 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1053 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1054 "    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1055 "    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1056 "    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1057 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1058 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1059 "#      else\n"
1060 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1061 "    vec2 offset = fract(shadowmaptc.xy);\n"
1062 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1063 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1064 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1065 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1066 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1067 "#      endif\n"
1068 "#    else\n"
1069 "    f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1070 "#    endif\n"
1071 "\n"
1072 "#  endif\n"
1073 "       return f;\n"
1074 "}\n"
1075 "# endif\n"
1076 "\n"
1077 "# ifdef USESHADOWMAP2D\n"
1078 "float ShadowMapCompare(vec3 dir)\n"
1079 "{\n"
1080 "    vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1081 "    float f;\n"
1082 "\n"
1083 "#  ifdef USESHADOWSAMPLER\n"
1084 "#    ifdef USESHADOWMAPPCF\n"
1085 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1086 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1087 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1088 "#    else\n"
1089 "    f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1090 "#    endif\n"
1091 "#  else\n"
1092 "#    ifdef USESHADOWMAPPCF\n"
1093 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1094 "#      ifdef GL_ARB_texture_gather\n"
1095 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1096 "#      else\n"
1097 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1098 "#      endif\n"
1099 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1100 "    center *= ShadowMap_TextureScale;\n"
1101 "    vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1102 "    vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1103 "    vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1104 "    vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1105 "    vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1106 "                mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1107 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1108 "#     else\n"
1109 "#      ifdef GL_EXT_gpu_shader4\n"
1110 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1111 "#      else\n"
1112 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1113 "#      endif\n"
1114 "#      if USESHADOWMAPPCF > 1\n"
1115 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1116 "    center *= ShadowMap_TextureScale;\n"
1117 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1118 "    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1119 "    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1120 "    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1121 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1122 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1123 "#      else\n"
1124 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1125 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1126 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1127 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1128 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1129 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1130 "#      endif\n"
1131 "#     endif\n"
1132 "#    else\n"
1133 "    f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1134 "#    endif\n"
1135 "#  endif\n"
1136 "    return f;\n"
1137 "}\n"
1138 "# endif\n"
1139 "\n"
1140 "# ifdef USESHADOWMAPCUBE\n"
1141 "float ShadowMapCompare(vec3 dir)\n"
1142 "{\n"
1143 "    // apply depth texture cubemap as light filter\n"
1144 "    vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1145 "    float f;\n"
1146 "#  ifdef USESHADOWSAMPLER\n"
1147 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1148 "#  else\n"
1149 "    f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1150 "#  endif\n"
1151 "    return f;\n"
1152 "}\n"
1153 "# endif\n"
1154 "#endif\n"
1155 "\n"
1156 "#ifdef MODE_WATER\n"
1157 "\n"
1158 "// water pass\n"
1159 "void main(void)\n"
1160 "{\n"
1161 "#ifdef USEOFFSETMAPPING\n"
1162 "       // apply offsetmapping\n"
1163 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1164 "#define TexCoord TexCoordOffset\n"
1165 "#endif\n"
1166 "\n"
1167 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1168 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1169 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1170 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1171 "       // FIXME temporary hack to detect the case that the reflection\n"
1172 "       // gets blackened at edges due to leaving the area that contains actual\n"
1173 "       // content.\n"
1174 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1175 "       // 'appening.\n"
1176 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1177 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1178 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1179 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1180 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1181 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1182 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1183 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1184 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1185 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1186 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1187 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1188 "}\n"
1189 "\n"
1190 "#else // !MODE_WATER\n"
1191 "#ifdef MODE_REFRACTION\n"
1192 "\n"
1193 "// refraction pass\n"
1194 "void main(void)\n"
1195 "{\n"
1196 "#ifdef USEOFFSETMAPPING\n"
1197 "       // apply offsetmapping\n"
1198 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1199 "#define TexCoord TexCoordOffset\n"
1200 "#endif\n"
1201 "\n"
1202 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1203 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1204 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1205 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1206 "       // FIXME temporary hack to detect the case that the reflection\n"
1207 "       // gets blackened at edges due to leaving the area that contains actual\n"
1208 "       // content.\n"
1209 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1210 "       // 'appening.\n"
1211 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1212 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1213 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1214 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1215 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1216 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1217 "}\n"
1218 "\n"
1219 "#else // !MODE_REFRACTION\n"
1220 "void main(void)\n"
1221 "{\n"
1222 "#ifdef USEOFFSETMAPPING\n"
1223 "       // apply offsetmapping\n"
1224 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1225 "#define TexCoord TexCoordOffset\n"
1226 "#endif\n"
1227 "\n"
1228 "       // combine the diffuse textures (base, pants, shirt)\n"
1229 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1230 "#ifdef USECOLORMAPPING\n"
1231 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1232 "#endif\n"
1233 "#ifdef USEVERTEXTEXTUREBLEND\n"
1234 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1235 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1236 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1237 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1238 "       color.a = 1.0;\n"
1239 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1240 "#endif\n"
1241 "\n"
1242 "#ifdef USEDIFFUSE\n"
1243 "       // get the surface normal and the gloss color\n"
1244 "# ifdef USEVERTEXTEXTUREBLEND\n"
1245 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1246 "#  ifdef USESPECULAR\n"
1247 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1248 "#  endif\n"
1249 "# else\n"
1250 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1251 "#  ifdef USESPECULAR\n"
1252 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1253 "#  endif\n"
1254 "# endif\n"
1255 "#endif\n"
1256 "\n"
1257 "\n"
1258 "\n"
1259 "#ifdef MODE_LIGHTSOURCE\n"
1260 "       // light source\n"
1261 "\n"
1262 "       // calculate surface normal, light normal, and specular normal\n"
1263 "       // compute color intensity for the two textures (colormap and glossmap)\n"
1264 "       // scale by light color and attenuation as efficiently as possible\n"
1265 "       // (do as much scalar math as possible rather than vector math)\n"
1266 "# ifdef USEDIFFUSE\n"
1267 "       // get the light normal\n"
1268 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1269 "# endif\n"
1270 "# ifdef USESPECULAR\n"
1271 "#  ifndef USEEXACTSPECULARMATH\n"
1272 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1273 "\n"
1274 "#  endif\n"
1275 "       // calculate directional shading\n"
1276 "#  ifdef USEEXACTSPECULARMATH\n"
1277 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
1278 "#  else\n"
1279 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
1280 "#  endif\n"
1281 "# else\n"
1282 "#  ifdef USEDIFFUSE\n"
1283 "       // calculate directional shading\n"
1284 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1285 "#  else\n"
1286 "       // calculate directionless shading\n"
1287 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1288 "#  endif\n"
1289 "# endif\n"
1290 "\n"
1291 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1292 "#if !showshadowmap\n"
1293 "    color.rgb *= ShadowMapCompare(CubeVector);\n"
1294 "#endif\n"
1295 "#endif\n"
1296 "\n"
1297 "# ifdef USECUBEFILTER\n"
1298 "       // apply light cubemap filter\n"
1299 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1300 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1301 "# endif\n"
1302 "#endif // MODE_LIGHTSOURCE\n"
1303 "\n"
1304 "\n"
1305 "\n"
1306 "\n"
1307 "#ifdef MODE_LIGHTDIRECTION\n"
1308 "       // directional model lighting\n"
1309 "# ifdef USEDIFFUSE\n"
1310 "       // get the light normal\n"
1311 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1312 "# endif\n"
1313 "# ifdef USESPECULAR\n"
1314 "       // calculate directional shading\n"
1315 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1316 "#  ifdef USEEXACTSPECULARMATH\n"
1317 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1318 "#  else\n"
1319 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1320 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1321 "#  endif\n"
1322 "# else\n"
1323 "#  ifdef USEDIFFUSE\n"
1324 "\n"
1325 "       // calculate directional shading\n"
1326 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1327 "#  else\n"
1328 "       color.rgb *= AmbientColor;\n"
1329 "#  endif\n"
1330 "# endif\n"
1331 "#endif // MODE_LIGHTDIRECTION\n"
1332 "\n"
1333 "\n"
1334 "\n"
1335 "\n"
1336 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1337 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1338 "\n"
1339 "       // get the light normal\n"
1340 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1341 "       myhalf3 diffusenormal;\n"
1342 "       diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1343 "       diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1344 "       diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1345 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1346 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1347 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1348 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1349 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1350 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1351 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1352 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1353 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1354 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1355 "               // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1356 "# ifdef USESPECULAR\n"
1357 "#  ifdef USEEXACTSPECULARMATH\n"
1358 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1359 "#  else\n"
1360 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1361 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1362 "#  endif\n"
1363 "# endif\n"
1364 "\n"
1365 "       // apply lightmap color\n"
1366 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1367 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1368 "\n"
1369 "\n"
1370 "\n"
1371 "\n"
1372 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1373 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1374 "\n"
1375 "       // get the light normal\n"
1376 "       myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1377 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1378 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1379 "# ifdef USESPECULAR\n"
1380 "#  ifdef USEEXACTSPECULARMATH\n"
1381 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1382 "#  else\n"
1383 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1384 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1385 "#  endif\n"
1386 "# endif\n"
1387 "\n"
1388 "       // apply lightmap color\n"
1389 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1390 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1391 "\n"
1392 "\n"
1393 "\n"
1394 "\n"
1395 "#ifdef MODE_LIGHTMAP\n"
1396 "       // apply lightmap color\n"
1397 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1398 "#endif // MODE_LIGHTMAP\n"
1399 "\n"
1400 "\n"
1401 "\n"
1402 "\n"
1403 "#ifdef MODE_VERTEXCOLOR\n"
1404 "       // apply lightmap color\n"
1405 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1406 "#endif // MODE_VERTEXCOLOR\n"
1407 "\n"
1408 "\n"
1409 "\n"
1410 "\n"
1411 "#ifdef MODE_FLATCOLOR\n"
1412 "#endif // MODE_FLATCOLOR\n"
1413 "\n"
1414 "\n"
1415 "\n"
1416 "\n"
1417 "\n"
1418 "\n"
1419 "\n"
1420 "       color *= TintColor;\n"
1421 "\n"
1422 "#ifdef USEGLOW\n"
1423 "#ifdef USEVERTEXTEXTUREBLEND\n"
1424 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1425 "#else\n"
1426 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
1427 "#endif\n"
1428 "#endif\n"
1429 "\n"
1430 "       color.rgb *= SceneBrightness;\n"
1431 "\n"
1432 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1433 "#ifdef USEFOG\n"
1434 "       float fogfrac;\n"
1435 "#ifdef USEFOGOUTSIDE\n"
1436 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1437 "#else\n"
1438 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1439 "#endif\n"
1440 "//     float FogHeightFade1 = -0.5/1024.0;\n"
1441 "//     if (FogPlaneViewDist >= 0.0)\n"
1442 "//             fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade1);\n"
1443 "//     else\n"
1444 "//             fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade1);\n"
1445 "//# ifdef USEFOGABOVE\n"
1446 "//     if (FogPlaneViewDist >= 0.0)\n"
1447 "//             fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist);\n"
1448 "//     else\n"
1449 "//             fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist));\n"
1450 "//     fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1451 "//     fogfrac *= min(1.0, (max(0.0, fade*FogPlaneVertexDist) + max(0.0, fade*FogPlaneViewDist)));\n"
1452 "//     fogfrac *= min(1.0, (max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1453 "//     fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1454 "\n"
1455 "       //fogfrac *= min(1.0, max(0.0, (max(-2048, min(0, FogPlaneVertexDist)) + max(-2048, min(0, FogPlaneViewDist)))/-2048.0));\n"
1456 "       //float fade = -0.5/128.0;\n"
1457 "       //fogfrac *= max(0.0, min(1.0, fade*FogPlaneVertexDist)) + max(0.0, min(1.0, fade*FogPlaneViewDist));\n"
1458 "       //fogfrac *= max(0.0, min(1.0, FogHeightFade1*FogPlaneVertexDist)) + max(0.0, min(1.0, FogHeightFade1*FogPlaneViewDist));\n"
1459 "       //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1460 "       //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1461 "       //fogfrac *= min(1.0, min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1462 "       //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1463 "       //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1464 "       //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1465 "//# endif\n"
1466 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0))));\n"
1467 "#endif\n"
1468 "\n"
1469 "       // 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"
1470 "#ifdef USEREFLECTION\n"
1471 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1472 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1473 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1474 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1475 "       // FIXME temporary hack to detect the case that the reflection\n"
1476 "       // gets blackened at edges due to leaving the area that contains actual\n"
1477 "       // content.\n"
1478 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1479 "       // 'appening.\n"
1480 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1481 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1482 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1483 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1484 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1485 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1486 "#endif\n"
1487 "\n"
1488 "       gl_FragColor = vec4(color);\n"
1489 "\n"
1490 "#if showshadowmap\n"
1491 "# ifdef USESHADOWMAPRECT\n"
1492 "#  ifdef USESHADOWSAMPLER\n"
1493 "       gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1494 "#  else\n"
1495 "       gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1496 "#  endif\n"
1497 "# endif\n"
1498 "# ifdef USESHADOWMAP2D\n"
1499 "#  ifdef USESHADOWSAMPLER\n"
1500 "    gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1501 "#  else\n"
1502 "    gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1503 "#  endif\n"
1504 "# endif\n"
1505 "\n"
1506 "# ifdef USESHADOWMAPCUBE\n"
1507 "#  ifdef USESHADOWSAMPLER\n"
1508 "    gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1509 "#  else\n"
1510 "    gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1511 "#  endif\n"
1512 "# endif\n"
1513 "#endif\n"
1514 "}\n"
1515 "#endif // !MODE_REFRACTION\n"
1516 "#endif // !MODE_WATER\n"
1517 "\n"
1518 "#endif // FRAGMENT_SHADER\n"
1519 "\n"
1520 "#endif // !MODE_BLOOMBLUR\n"
1521 "#endif // !MODE_GENERIC\n"
1522 "#endif // !MODE_POSTPROCESS\n"
1523 "#endif // !MODE_SHOWDEPTH\n"
1524 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1525 ;
1526
1527 typedef struct shaderpermutationinfo_s
1528 {
1529         const char *pretext;
1530         const char *name;
1531 }
1532 shaderpermutationinfo_t;
1533
1534 typedef struct shadermodeinfo_s
1535 {
1536         const char *vertexfilename;
1537         const char *geometryfilename;
1538         const char *fragmentfilename;
1539         const char *pretext;
1540         const char *name;
1541 }
1542 shadermodeinfo_t;
1543
1544 typedef enum shaderpermutation_e
1545 {
1546         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1547         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1548         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
1549         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
1550         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
1551         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
1552         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
1553         SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
1554         SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
1555         SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
1556         SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
1557         SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
1558         SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
1559         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1560         SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1561         SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
1562         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1563         SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
1564         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
1565         SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
1566         SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
1567         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1568         SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
1569         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1570         SHADERPERMUTATION_LIMIT = 1<<24, ///< size of permutations array
1571         SHADERPERMUTATION_COUNT = 24 ///< size of shaderpermutationinfo array
1572 }
1573 shaderpermutation_t;
1574
1575 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1576 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1577 {
1578         {"#define USEDIFFUSE\n", " diffuse"},
1579         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1580         {"#define USEVIEWTINT\n", " viewtint"},
1581         {"#define USECOLORMAPPING\n", " colormapping"},
1582         {"#define USESATURATION\n", " saturation"},
1583         {"#define USEFOGINSIDE\n", " foginside"},
1584         {"#define USEFOGOUTSIDE\n", " fogoutside"},
1585         {"#define USEGAMMARAMPS\n", " gammaramps"},
1586         {"#define USECUBEFILTER\n", " cubefilter"},
1587         {"#define USEGLOW\n", " glow"},
1588         {"#define USEBLOOM\n", " bloom"},
1589         {"#define USESPECULAR\n", " specular"},
1590         {"#define USEPOSTPROCESSING\n", " postprocessing"},
1591         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1592         {"#define USEREFLECTION\n", " reflection"},
1593         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1594         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1595         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1596         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1597         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1598         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1599         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1600         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1601         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1602 };
1603
1604 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1605 typedef enum shadermode_e
1606 {
1607         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1608         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1609         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1610         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1611         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1612         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1613         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1614         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1615         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1616         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1617         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1618         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1619         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1620         SHADERMODE_COUNT
1621 }
1622 shadermode_t;
1623
1624 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1625 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1626 {
1627         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1628         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1629         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1630         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1631         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1632         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1633         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1634         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1635         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1636         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1637         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1638         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1639         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1640 };
1641
1642 struct r_glsl_permutation_s;
1643 typedef struct r_glsl_permutation_s
1644 {
1645         /// hash lookup data
1646         struct r_glsl_permutation_s *hashnext;
1647         unsigned int mode;
1648         unsigned int permutation;
1649
1650         /// indicates if we have tried compiling this permutation already
1651         qboolean compiled;
1652         /// 0 if compilation failed
1653         int program;
1654         /// locations of detected uniforms in program object, or -1 if not found
1655         int loc_Texture_First;
1656         int loc_Texture_Second;
1657         int loc_Texture_GammaRamps;
1658         int loc_Texture_Normal;
1659         int loc_Texture_Color;
1660         int loc_Texture_Gloss;
1661         int loc_Texture_Glow;
1662         int loc_Texture_SecondaryNormal;
1663         int loc_Texture_SecondaryColor;
1664         int loc_Texture_SecondaryGloss;
1665         int loc_Texture_SecondaryGlow;
1666         int loc_Texture_Pants;
1667         int loc_Texture_Shirt;
1668         int loc_Texture_FogMask;
1669         int loc_Texture_Lightmap;
1670         int loc_Texture_Deluxemap;
1671         int loc_Texture_Attenuation;
1672         int loc_Texture_Cube;
1673         int loc_Texture_Refraction;
1674         int loc_Texture_Reflection;
1675         int loc_Texture_ShadowMapRect;
1676         int loc_Texture_ShadowMapCube;
1677         int loc_Texture_ShadowMap2D;
1678         int loc_Texture_CubeProjection;
1679         int loc_FogColor;
1680         int loc_LightPosition;
1681         int loc_EyePosition;
1682         int loc_Color_Pants;
1683         int loc_Color_Shirt;
1684         int loc_FogPlane;
1685         int loc_FogPlaneViewDist;
1686         int loc_FogRangeRecip;
1687         int loc_FogHeightFade;
1688         int loc_AmbientScale;
1689         int loc_DiffuseScale;
1690         int loc_SpecularScale;
1691         int loc_SpecularPower;
1692         int loc_GlowColor;
1693         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1694         int loc_OffsetMapping_Scale;
1695         int loc_TintColor;
1696         int loc_AmbientColor;
1697         int loc_DiffuseColor;
1698         int loc_SpecularColor;
1699         int loc_LightDir;
1700         int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1701         int loc_GammaCoeff; ///< 1 / gamma
1702         int loc_DistortScaleRefractReflect;
1703         int loc_ScreenScaleRefractReflect;
1704         int loc_ScreenCenterRefractReflect;
1705         int loc_RefractColor;
1706         int loc_ReflectColor;
1707         int loc_ReflectFactor;
1708         int loc_ReflectOffset;
1709         int loc_UserVec1;
1710         int loc_UserVec2;
1711         int loc_UserVec3;
1712         int loc_UserVec4;
1713         int loc_ClientTime;
1714         int loc_PixelSize;
1715         int loc_Saturation;
1716         int loc_ShadowMap_TextureScale;
1717         int loc_ShadowMap_Parameters;
1718 }
1719 r_glsl_permutation_t;
1720
1721 #define SHADERPERMUTATION_HASHSIZE 256
1722
1723 /// information about each possible shader permutation
1724 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1725 /// currently selected permutation
1726 r_glsl_permutation_t *r_glsl_permutation;
1727 /// storage for permutations linked in the hash table
1728 memexpandablearray_t r_glsl_permutationarray;
1729
1730 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1731 {
1732         //unsigned int hashdepth = 0;
1733         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1734         r_glsl_permutation_t *p;
1735         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1736         {
1737                 if (p->mode == mode && p->permutation == permutation)
1738                 {
1739                         //if (hashdepth > 10)
1740                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1741                         return p;
1742                 }
1743                 //hashdepth++;
1744         }
1745         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1746         p->mode = mode;
1747         p->permutation = permutation;
1748         p->hashnext = r_glsl_permutationhash[mode][hashindex];
1749         r_glsl_permutationhash[mode][hashindex] = p;
1750         //if (hashdepth > 10)
1751         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1752         return p;
1753 }
1754
1755 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1756 {
1757         char *shaderstring;
1758         if (!filename || !filename[0])
1759                 return NULL;
1760         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1761         if (shaderstring)
1762         {
1763                 if (printfromdisknotice)
1764                         Con_DPrint("from disk... ");
1765                 return shaderstring;
1766         }
1767         else if (!strcmp(filename, "glsl/default.glsl"))
1768         {
1769                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1770                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1771         }
1772         return shaderstring;
1773 }
1774
1775 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1776 {
1777         int i;
1778         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1779         int vertstrings_count = 0;
1780         int geomstrings_count = 0;
1781         int fragstrings_count = 0;
1782         char *vertexstring, *geometrystring, *fragmentstring;
1783         const char *vertstrings_list[32+3];
1784         const char *geomstrings_list[32+3];
1785         const char *fragstrings_list[32+3];
1786         char permutationname[256];
1787
1788         if (p->compiled)
1789                 return;
1790         p->compiled = true;
1791         p->program = 0;
1792
1793         permutationname[0] = 0;
1794         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1795         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1796         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1797
1798         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1799
1800         // the first pretext is which type of shader to compile as
1801         // (later these will all be bound together as a program object)
1802         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1803         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1804         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1805
1806         // the second pretext is the mode (for example a light source)
1807         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1808         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1809         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1810         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1811
1812         // now add all the permutation pretexts
1813         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1814         {
1815                 if (permutation & (1<<i))
1816                 {
1817                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1818                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1819                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1820                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1821                 }
1822                 else
1823                 {
1824                         // keep line numbers correct
1825                         vertstrings_list[vertstrings_count++] = "\n";
1826                         geomstrings_list[geomstrings_count++] = "\n";
1827                         fragstrings_list[fragstrings_count++] = "\n";
1828                 }
1829         }
1830
1831         // now append the shader text itself
1832         vertstrings_list[vertstrings_count++] = vertexstring;
1833         geomstrings_list[geomstrings_count++] = geometrystring;
1834         fragstrings_list[fragstrings_count++] = fragmentstring;
1835
1836         // if any sources were NULL, clear the respective list
1837         if (!vertexstring)
1838                 vertstrings_count = 0;
1839         if (!geometrystring)
1840                 geomstrings_count = 0;
1841         if (!fragmentstring)
1842                 fragstrings_count = 0;
1843
1844         // compile the shader program
1845         if (vertstrings_count + geomstrings_count + fragstrings_count)
1846                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1847         if (p->program)
1848         {
1849                 CHECKGLERROR
1850                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1851                 // look up all the uniform variable names we care about, so we don't
1852                 // have to look them up every time we set them
1853                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1854                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1855                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1856                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1857                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1858                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1859                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1860                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1861                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1862                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1863                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1864                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1865                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1866                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1867                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1868                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1869                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1870                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1871                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1872                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1873                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1874                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1875                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1876                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");  
1877                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1878                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1879                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1880                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1881                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1882                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
1883                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
1884                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1885                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
1886                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1887                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1888                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1889                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1890                 p->loc_GlowColor                  = qglGetUniformLocationARB(p->program, "GlowColor");
1891                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1892                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1893                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1894                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1895                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1896                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1897                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1898                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1899                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1900                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1901                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1902                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1903                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1904                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1905                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1906                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1907                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1908                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1909                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1910                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1911                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1912                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
1913                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
1914                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1915                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1916                 // initialize the samplers to refer to the texture units we use
1917                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1918                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1919                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1920                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1921                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1922                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1923                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1924                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1925                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1926                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1927                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1928                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1929                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1930                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1931                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1932                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1933                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1934                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1935                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1936                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1937                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , GL20TU_SHADOWMAPRECT);
1938                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
1939                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
1940                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1941                 CHECKGLERROR
1942                 if (developer.integer)
1943                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1944         }
1945         else
1946                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1947
1948         // free the strings
1949         if (vertexstring)
1950                 Mem_Free(vertexstring);
1951         if (geometrystring)
1952                 Mem_Free(geometrystring);
1953         if (fragmentstring)
1954                 Mem_Free(fragmentstring);
1955 }
1956
1957 void R_GLSL_Restart_f(void)
1958 {
1959         unsigned int i, limit;
1960         r_glsl_permutation_t *p;
1961         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1962         for (i = 0;i < limit;i++)
1963         {
1964                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1965                 {
1966                         GL_Backend_FreeProgram(p->program);
1967                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1968                 }
1969         }
1970         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1971 }
1972
1973 void R_GLSL_DumpShader_f(void)
1974 {
1975         int i;
1976
1977         qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1978         if(!file)
1979         {
1980                 Con_Printf("failed to write to glsl/default.glsl\n");
1981                 return;
1982         }
1983
1984         FS_Print(file, "/* The engine may define the following macros:\n");
1985         FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1986         for (i = 0;i < SHADERMODE_COUNT;i++)
1987                 FS_Print(file, shadermodeinfo[i].pretext);
1988         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1989                 FS_Print(file, shaderpermutationinfo[i].pretext);
1990         FS_Print(file, "*/\n");
1991         FS_Print(file, builtinshaderstring);
1992         FS_Close(file);
1993
1994         Con_Printf("glsl/default.glsl written\n");
1995 }
1996
1997 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1998 {
1999         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
2000         if (r_glsl_permutation != perm)
2001         {
2002                 r_glsl_permutation = perm;
2003                 if (!r_glsl_permutation->program)
2004                 {
2005                         if (!r_glsl_permutation->compiled)
2006                                 R_GLSL_CompilePermutation(perm, mode, permutation);
2007                         if (!r_glsl_permutation->program)
2008                         {
2009                                 // remove features until we find a valid permutation
2010                                 int i;
2011                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2012                                 {
2013                                         // reduce i more quickly whenever it would not remove any bits
2014                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
2015                                         if (!(permutation & j))
2016                                                 continue;
2017                                         permutation -= j;
2018                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2019                                         if (!r_glsl_permutation->compiled)
2020                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
2021                                         if (r_glsl_permutation->program)
2022                                                 break;
2023                                 }
2024                                 if (i >= SHADERPERMUTATION_COUNT)
2025                                 {
2026                                         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");
2027                                         Cvar_SetValueQuick(&r_glsl, 0);
2028                                         R_GLSL_Restart_f(); // unload shaders
2029                                         return; // no bit left to clear
2030                                 }
2031                         }
2032                 }
2033                 CHECKGLERROR
2034                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
2035         }
2036 }
2037
2038 void R_SetupGenericShader(qboolean usetexture)
2039 {
2040         if (gl_support_fragment_shader)
2041         {
2042                 if (r_glsl.integer && r_glsl_usegeneric.integer)
2043                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
2044                 else if (r_glsl_permutation)
2045                 {
2046                         r_glsl_permutation = NULL;
2047                         qglUseProgramObjectARB(0);CHECKGLERROR
2048                 }
2049         }
2050 }
2051
2052 void R_SetupGenericTwoTextureShader(int texturemode)
2053 {
2054         if (gl_support_fragment_shader)
2055         {
2056                 if (r_glsl.integer && r_glsl_usegeneric.integer)
2057                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
2058                 else if (r_glsl_permutation)
2059                 {
2060                         r_glsl_permutation = NULL;
2061                         qglUseProgramObjectARB(0);CHECKGLERROR
2062                 }
2063         }
2064         if (!r_glsl_permutation)
2065         {
2066                 if (texturemode == GL_DECAL && gl_combine.integer)
2067                         texturemode = GL_INTERPOLATE_ARB;
2068                 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
2069         }
2070 }
2071
2072 void R_SetupDepthOrShadowShader(void)
2073 {
2074         if (gl_support_fragment_shader)
2075         {
2076                 if (r_glsl.integer && r_glsl_usegeneric.integer)
2077                         R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
2078                 else if (r_glsl_permutation)
2079                 {
2080                         r_glsl_permutation = NULL;
2081                         qglUseProgramObjectARB(0);CHECKGLERROR
2082                 }
2083         }
2084 }
2085
2086 void R_SetupShowDepthShader(void)
2087 {
2088         if (gl_support_fragment_shader)
2089         {
2090                 if (r_glsl.integer && r_glsl_usegeneric.integer)
2091                         R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
2092                 else if (r_glsl_permutation)
2093                 {
2094                         r_glsl_permutation = NULL;
2095                         qglUseProgramObjectARB(0);CHECKGLERROR
2096                 }
2097         }
2098 }
2099
2100 extern rtexture_t *r_shadow_attenuationgradienttexture;
2101 extern rtexture_t *r_shadow_attenuation2dtexture;
2102 extern rtexture_t *r_shadow_attenuation3dtexture;
2103 extern qboolean r_shadow_usingshadowmaprect;
2104 extern qboolean r_shadow_usingshadowmapcube;
2105 extern qboolean r_shadow_usingshadowmap2d;
2106 extern float r_shadow_shadowmap_texturescale[2];
2107 extern float r_shadow_shadowmap_parameters[4];
2108 extern qboolean r_shadow_shadowmapvsdct;
2109 extern qboolean r_shadow_shadowmapsampler;
2110 extern int r_shadow_shadowmappcf;
2111 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2112 {
2113         // select a permutation of the lighting shader appropriate to this
2114         // combination of texture, entity, light source, and fogging, only use the
2115         // minimum features necessary to avoid wasting rendering time in the
2116         // fragment shader on features that are not being used
2117         unsigned int permutation = 0;
2118         unsigned int mode = 0;
2119         // TODO: implement geometry-shader based shadow volumes someday
2120         if (r_glsl_offsetmapping.integer)
2121         {
2122                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2123                 if (r_glsl_offsetmapping_reliefmapping.integer)
2124                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2125         }
2126         if (rsurfacepass == RSURFPASS_BACKGROUND)
2127         {
2128                 // distorted background
2129                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2130                         mode = SHADERMODE_WATER;
2131                 else
2132                         mode = SHADERMODE_REFRACTION;
2133         }
2134         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2135         {
2136                 // light source
2137                 mode = SHADERMODE_LIGHTSOURCE;
2138                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2139                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2140                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2141                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2142                 if (diffusescale > 0)
2143                         permutation |= SHADERPERMUTATION_DIFFUSE;
2144                 if (specularscale > 0)
2145                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2146                 if (r_refdef.fogenabled)
2147                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2148                 if (rsurface.texture->colormapping)
2149                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2150                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2151                 {
2152                         if (r_shadow_usingshadowmaprect)
2153                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2154                         if (r_shadow_usingshadowmap2d)
2155                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2156                         if (r_shadow_usingshadowmapcube)
2157                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2158                         else if(r_shadow_shadowmapvsdct)
2159                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2160
2161                         if (r_shadow_shadowmapsampler)
2162                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2163                         if (r_shadow_shadowmappcf > 1)
2164                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2165                         else if (r_shadow_shadowmappcf)
2166                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2167                 }
2168         }
2169         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2170         {
2171                 // unshaded geometry (fullbright or ambient model lighting)
2172                 mode = SHADERMODE_FLATCOLOR;
2173                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2174                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2175                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2176                         permutation |= SHADERPERMUTATION_GLOW;
2177                 if (r_refdef.fogenabled)
2178                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2179                 if (rsurface.texture->colormapping)
2180                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2181                 if (r_glsl_offsetmapping.integer)
2182                 {
2183                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2184                         if (r_glsl_offsetmapping_reliefmapping.integer)
2185                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2186                 }
2187                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2188                         permutation |= SHADERPERMUTATION_REFLECTION;
2189         }
2190         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2191         {
2192                 // directional model lighting
2193                 mode = SHADERMODE_LIGHTDIRECTION;
2194                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2195                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2196                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2197                         permutation |= SHADERPERMUTATION_GLOW;
2198                 permutation |= SHADERPERMUTATION_DIFFUSE;
2199                 if (specularscale > 0)
2200                         permutation |= SHADERPERMUTATION_SPECULAR;
2201                 if (r_refdef.fogenabled)
2202                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2203                 if (rsurface.texture->colormapping)
2204                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2205                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2206                         permutation |= SHADERPERMUTATION_REFLECTION;
2207         }
2208         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2209         {
2210                 // ambient model lighting
2211                 mode = SHADERMODE_LIGHTDIRECTION;
2212                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2213                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2214                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2215                         permutation |= SHADERPERMUTATION_GLOW;
2216                 if (r_refdef.fogenabled)
2217                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2218                 if (rsurface.texture->colormapping)
2219                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2220                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2221                         permutation |= SHADERPERMUTATION_REFLECTION;
2222         }
2223         else
2224         {
2225                 // lightmapped wall
2226                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2227                 {
2228                         // deluxemapping (light direction texture)
2229                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2230                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2231                         else
2232                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2233                         permutation |= SHADERPERMUTATION_DIFFUSE;
2234                         if (specularscale > 0)
2235                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2236                 }
2237                 else if (r_glsl_deluxemapping.integer >= 2)
2238                 {
2239                         // fake deluxemapping (uniform light direction in tangentspace)
2240                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2241                         permutation |= SHADERPERMUTATION_DIFFUSE;
2242                         if (specularscale > 0)
2243                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2244                 }
2245                 else if (rsurface.uselightmaptexture)
2246                 {
2247                         // ordinary lightmapping (q1bsp, q3bsp)
2248                         mode = SHADERMODE_LIGHTMAP;
2249                 }
2250                 else
2251                 {
2252                         // ordinary vertex coloring (q3bsp)
2253                         mode = SHADERMODE_VERTEXCOLOR;
2254                 }
2255                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2256                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2257                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2258                         permutation |= SHADERPERMUTATION_GLOW;
2259                 if (r_refdef.fogenabled)
2260                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2261                 if (rsurface.texture->colormapping)
2262                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2263                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2264                         permutation |= SHADERPERMUTATION_REFLECTION;
2265         }
2266         if(permutation & SHADERPERMUTATION_SPECULAR)
2267                 if(r_shadow_glossexact.integer)
2268                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2269         R_SetupShader_SetPermutation(mode, permutation);
2270         if (mode == SHADERMODE_LIGHTSOURCE)
2271         {
2272                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2273                 if (permutation & SHADERPERMUTATION_DIFFUSE)
2274                 {
2275                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2276                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2277                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2278                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2279                 }
2280                 else
2281                 {
2282                         // ambient only is simpler
2283                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
2284                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2285                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2286                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2287                 }
2288                 // additive passes are only darkened by fog, not tinted
2289                 if (r_glsl_permutation->loc_FogColor >= 0)
2290                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2291                 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2292                 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2293         }
2294         else
2295         {
2296                 if (mode == SHADERMODE_LIGHTDIRECTION)
2297                 {
2298                         if (r_glsl_permutation->loc_AmbientColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale  * 0.5f, rsurface.modellight_ambient[1] * ambientscale  * 0.5f, rsurface.modellight_ambient[2] * ambientscale  * 0.5f);
2299                         if (r_glsl_permutation->loc_DiffuseColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale  * 0.5f, rsurface.modellight_diffuse[1] * diffusescale  * 0.5f, rsurface.modellight_diffuse[2] * diffusescale  * 0.5f);
2300                         if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
2301                         if (r_glsl_permutation->loc_LightDir      >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2302                 }
2303                 else
2304                 {
2305                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2306                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2307                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2308                 }
2309                 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]);
2310                 if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
2311                 // additive passes are only darkened by fog, not tinted
2312                 if (r_glsl_permutation->loc_FogColor >= 0)
2313                 {
2314                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2315                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2316                         else
2317                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2318                 }
2319                 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);
2320                 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]);
2321                 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]);
2322                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2323                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2324                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2325                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2326         }
2327         if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2328         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2329         if (r_glsl_permutation->loc_Color_Pants >= 0)
2330         {
2331                 if (rsurface.texture->currentskinframe->pants)
2332                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2333                 else
2334                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2335         }
2336         if (r_glsl_permutation->loc_Color_Shirt >= 0)
2337         {
2338                 if (rsurface.texture->currentskinframe->shirt)
2339                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2340                 else
2341                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2342         }
2343         if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2344         if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2345         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2346         if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2347         if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2348         {
2349                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2350         }
2351         else
2352         {
2353                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2354         }
2355         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2356         CHECKGLERROR
2357 }
2358
2359 #define SKINFRAME_HASH 1024
2360
2361 typedef struct
2362 {
2363         int loadsequence; // incremented each level change
2364         memexpandablearray_t array;
2365         skinframe_t *hash[SKINFRAME_HASH];
2366 }
2367 r_skinframe_t;
2368 r_skinframe_t r_skinframe;
2369
2370 void R_SkinFrame_PrepareForPurge(void)
2371 {
2372         r_skinframe.loadsequence++;
2373         // wrap it without hitting zero
2374         if (r_skinframe.loadsequence >= 200)
2375                 r_skinframe.loadsequence = 1;
2376 }
2377
2378 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2379 {
2380         if (!skinframe)
2381                 return;
2382         // mark the skinframe as used for the purging code
2383         skinframe->loadsequence = r_skinframe.loadsequence;
2384 }
2385
2386 void R_SkinFrame_Purge(void)
2387 {
2388         int i;
2389         skinframe_t *s;
2390         for (i = 0;i < SKINFRAME_HASH;i++)
2391         {
2392                 for (s = r_skinframe.hash[i];s;s = s->next)
2393                 {
2394                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2395                         {
2396                                 if (s->merged == s->base)
2397                                         s->merged = NULL;
2398                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2399                                 R_PurgeTexture(s->stain );s->stain  = NULL;
2400                                 R_PurgeTexture(s->merged);s->merged = NULL;
2401                                 R_PurgeTexture(s->base  );s->base   = NULL;
2402                                 R_PurgeTexture(s->pants );s->pants  = NULL;
2403                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
2404                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
2405                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
2406                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
2407                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
2408                                 s->loadsequence = 0;
2409                         }
2410                 }
2411         }
2412 }
2413
2414 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2415         skinframe_t *item;
2416         char basename[MAX_QPATH];
2417
2418         Image_StripImageExtension(name, basename, sizeof(basename));
2419
2420         if( last == NULL ) {
2421                 int hashindex;
2422                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2423                 item = r_skinframe.hash[hashindex];
2424         } else {
2425                 item = last->next;
2426         }
2427
2428         // linearly search through the hash bucket
2429         for( ; item ; item = item->next ) {
2430                 if( !strcmp( item->basename, basename ) ) {
2431                         return item;
2432                 }
2433         }
2434         return NULL;
2435 }
2436
2437 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2438 {
2439         skinframe_t *item;
2440         int hashindex;
2441         char basename[MAX_QPATH];
2442
2443         Image_StripImageExtension(name, basename, sizeof(basename));
2444
2445         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2446         for (item = r_skinframe.hash[hashindex];item;item = item->next)
2447                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2448                         break;
2449
2450         if (!item) {
2451                 rtexture_t *dyntexture;
2452                 // check whether its a dynamic texture
2453                 dyntexture = CL_GetDynTexture( basename );
2454                 if (!add && !dyntexture)
2455                         return NULL;
2456                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2457                 memset(item, 0, sizeof(*item));
2458                 strlcpy(item->basename, basename, sizeof(item->basename));
2459                 item->base = dyntexture; // either NULL or dyntexture handle
2460                 item->textureflags = textureflags;
2461                 item->comparewidth = comparewidth;
2462                 item->compareheight = compareheight;
2463                 item->comparecrc = comparecrc;
2464                 item->next = r_skinframe.hash[hashindex];
2465                 r_skinframe.hash[hashindex] = item;
2466         }
2467         else if( item->base == NULL )
2468         {
2469                 rtexture_t *dyntexture;
2470                 // check whether its a dynamic texture
2471                 // 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]
2472                 dyntexture = CL_GetDynTexture( basename );
2473                 item->base = dyntexture; // either NULL or dyntexture handle
2474         }
2475
2476         R_SkinFrame_MarkUsed(item);
2477         return item;
2478 }
2479
2480 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2481         { \
2482                 unsigned long long avgcolor[5], wsum; \
2483                 int pix, comp, w; \
2484                 avgcolor[0] = 0; \
2485                 avgcolor[1] = 0; \
2486                 avgcolor[2] = 0; \
2487                 avgcolor[3] = 0; \
2488                 avgcolor[4] = 0; \
2489                 wsum = 0; \
2490                 for(pix = 0; pix < cnt; ++pix) \
2491                 { \
2492                         w = 0; \
2493                         for(comp = 0; comp < 3; ++comp) \
2494                                 w += getpixel; \
2495                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2496                         { \
2497                                 ++wsum; \
2498                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2499                                 w = getpixel; \
2500                                 for(comp = 0; comp < 3; ++comp) \
2501                                         avgcolor[comp] += getpixel * w; \
2502                                 avgcolor[3] += w; \
2503                         } \
2504                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2505                         avgcolor[4] += getpixel; \
2506                 } \
2507                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2508                         avgcolor[3] = 1; \
2509                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2510                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2511                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2512                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2513         }
2514
2515 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
2516 {
2517         // FIXME: it should be possible to disable loading various layers using
2518         // cvars, to prevent wasted loading time and memory usage if the user does
2519         // not want them
2520         qboolean loadnormalmap = true;
2521         qboolean loadgloss = true;
2522         qboolean loadpantsandshirt = true;
2523         qboolean loadglow = true;
2524         int j;
2525         unsigned char *pixels;
2526         unsigned char *bumppixels;
2527         unsigned char *basepixels = NULL;
2528         int basepixels_width;
2529         int basepixels_height;
2530         skinframe_t *skinframe;
2531
2532         if (has_alpha)
2533                 *has_alpha = false;
2534
2535         if (cls.state == ca_dedicated)
2536                 return NULL;
2537
2538         // return an existing skinframe if already loaded
2539         // if loading of the first image fails, don't make a new skinframe as it
2540         // would cause all future lookups of this to be missing
2541         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2542         if (skinframe && skinframe->base)
2543                 return skinframe;
2544
2545         basepixels = loadimagepixelsbgra(name, complain, true);
2546         if (basepixels == NULL)
2547                 return NULL;
2548
2549         if (developer_loading.integer)
2550                 Con_Printf("loading skin \"%s\"\n", name);
2551
2552         // we've got some pixels to store, so really allocate this new texture now
2553         if (!skinframe)
2554                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2555         skinframe->stain = NULL;
2556         skinframe->merged = NULL;
2557         skinframe->base = r_texture_notexture;
2558         skinframe->pants = NULL;
2559         skinframe->shirt = NULL;
2560         skinframe->nmap = r_texture_blanknormalmap;
2561         skinframe->gloss = NULL;
2562         skinframe->glow = NULL;
2563         skinframe->fog = NULL;
2564
2565         basepixels_width = image_width;
2566         basepixels_height = image_height;
2567         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);
2568
2569         if (textureflags & TEXF_ALPHA)
2570         {
2571                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2572                         if (basepixels[j] < 255)
2573                                 break;
2574                 if (j < basepixels_width * basepixels_height * 4)
2575                 {
2576                         // has transparent pixels
2577                         if (has_alpha)
2578                                 *has_alpha = true;
2579                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2580                         for (j = 0;j < image_width * image_height * 4;j += 4)
2581                         {
2582                                 pixels[j+0] = 255;
2583                                 pixels[j+1] = 255;
2584                                 pixels[j+2] = 255;
2585                                 pixels[j+3] = basepixels[j+3];
2586                         }
2587                         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);
2588                         Mem_Free(pixels);
2589                 }
2590         }
2591
2592         R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2593         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2594
2595         // _norm is the name used by tenebrae and has been adopted as standard
2596         if (loadnormalmap)
2597         {
2598                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2599                 {
2600                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2601                         Mem_Free(pixels);
2602                         pixels = NULL;
2603                 }
2604                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2605                 {
2606                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2607                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2608                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2609                         Mem_Free(pixels);
2610                         Mem_Free(bumppixels);
2611                 }
2612                 else if (r_shadow_bumpscale_basetexture.value > 0)
2613                 {
2614                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2615                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2616                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2617                         Mem_Free(pixels);
2618                 }
2619         }
2620         // _luma is supported for tenebrae compatibility
2621         // (I think it's a very stupid name, but oh well)
2622         // _glow is the preferred name
2623         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;}
2624         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;}
2625         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;}
2626         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;}
2627
2628         if (basepixels)
2629                 Mem_Free(basepixels);
2630
2631         return skinframe;
2632 }
2633
2634 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2635 {
2636         return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, NULL);
2637 }
2638
2639 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)
2640 {
2641         int i;
2642         if (!force)
2643         {
2644                 for (i = 0;i < width*height;i++)
2645                         if (((unsigned char *)&palette[in[i]])[3] > 0)
2646                                 break;
2647                 if (i == width*height)
2648                         return NULL;
2649         }
2650         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2651 }
2652
2653 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2654 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2655 {
2656         int i;
2657         unsigned char *temp1, *temp2;
2658         skinframe_t *skinframe;
2659
2660         if (cls.state == ca_dedicated)
2661                 return NULL;
2662
2663         // if already loaded just return it, otherwise make a new skinframe
2664         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2665         if (skinframe && skinframe->base)
2666                 return skinframe;
2667
2668         skinframe->stain = NULL;
2669         skinframe->merged = NULL;
2670         skinframe->base = r_texture_notexture;
2671         skinframe->pants = NULL;
2672         skinframe->shirt = NULL;
2673         skinframe->nmap = r_texture_blanknormalmap;
2674         skinframe->gloss = NULL;
2675         skinframe->glow = NULL;
2676         skinframe->fog = NULL;
2677
2678         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2679         if (!skindata)
2680                 return NULL;
2681
2682         if (developer_loading.integer)
2683                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2684
2685         if (r_shadow_bumpscale_basetexture.value > 0)
2686         {
2687                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2688                 temp2 = temp1 + width * height * 4;
2689                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2690                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2691                 Mem_Free(temp1);
2692         }
2693         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2694         if (textureflags & TEXF_ALPHA)
2695         {
2696                 for (i = 3;i < width * height * 4;i += 4)
2697                         if (skindata[i] < 255)
2698                                 break;
2699                 if (i < width * height * 4)
2700                 {
2701                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2702                         memcpy(fogpixels, skindata, width * height * 4);
2703                         for (i = 0;i < width * height * 4;i += 4)
2704                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2705                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2706                         Mem_Free(fogpixels);
2707                 }
2708         }
2709
2710         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2711         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2712
2713         return skinframe;
2714 }
2715
2716 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2717 {
2718         int i;
2719         unsigned char *temp1, *temp2;
2720         unsigned int *palette;
2721         skinframe_t *skinframe;
2722
2723         if (cls.state == ca_dedicated)
2724                 return NULL;
2725
2726         // if already loaded just return it, otherwise make a new skinframe
2727         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2728         if (skinframe && skinframe->base)
2729                 return skinframe;
2730
2731         palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2732
2733         skinframe->stain = NULL;
2734         skinframe->merged = NULL;
2735         skinframe->base = r_texture_notexture;
2736         skinframe->pants = NULL;
2737         skinframe->shirt = NULL;
2738         skinframe->nmap = r_texture_blanknormalmap;
2739         skinframe->gloss = NULL;
2740         skinframe->glow = NULL;
2741         skinframe->fog = NULL;
2742
2743         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2744         if (!skindata)
2745                 return NULL;
2746
2747         if (developer_loading.integer)
2748                 Con_Printf("loading quake skin \"%s\"\n", name);
2749
2750         if (r_shadow_bumpscale_basetexture.value > 0)
2751         {
2752                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2753                 temp2 = temp1 + width * height * 4;
2754                 // use either a custom palette or the quake palette
2755                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2756                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2757                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2758                 Mem_Free(temp1);
2759         }
2760         // use either a custom palette, or the quake palette
2761         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2762         if (loadglowtexture)
2763                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2764         if (loadpantsandshirt)
2765         {
2766                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2767                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2768         }
2769         if (skinframe->pants || skinframe->shirt)
2770                 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
2771         if (textureflags & TEXF_ALPHA)
2772         {
2773                 for (i = 0;i < width * height;i++)
2774                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2775                                 break;
2776                 if (i < width * height)
2777                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2778         }
2779
2780         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2781         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2782
2783         return skinframe;
2784 }
2785
2786 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
2787 {
2788         int i;
2789         skinframe_t *skinframe;
2790
2791         if (cls.state == ca_dedicated)
2792                 return NULL;
2793
2794         // if already loaded just return it, otherwise make a new skinframe
2795         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2796         if (skinframe && skinframe->base)
2797                 return skinframe;
2798
2799         skinframe->stain = NULL;
2800         skinframe->merged = NULL;
2801         skinframe->base = r_texture_notexture;
2802         skinframe->pants = NULL;
2803         skinframe->shirt = NULL;
2804         skinframe->nmap = r_texture_blanknormalmap;
2805         skinframe->gloss = NULL;
2806         skinframe->glow = NULL;
2807         skinframe->fog = NULL;
2808
2809         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2810         if (!skindata)
2811                 return NULL;
2812
2813         if (developer_loading.integer)
2814                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2815
2816         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, skinframe->basename, palette, skinframe->textureflags, true);
2817         if (textureflags & TEXF_ALPHA)
2818         {
2819                 for (i = 0;i < width * height;i++)
2820                         if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
2821                                 break;
2822                 if (i < width * height)
2823                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, skinframe->textureflags, true); // fog mask
2824         }
2825
2826         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2827         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2828
2829         return skinframe;
2830 }
2831
2832 skinframe_t *R_SkinFrame_LoadMissing(void)
2833 {
2834         skinframe_t *skinframe;
2835
2836         if (cls.state == ca_dedicated)
2837                 return NULL;
2838
2839         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2840         skinframe->stain = NULL;
2841         skinframe->merged = NULL;
2842         skinframe->base = r_texture_notexture;
2843         skinframe->pants = NULL;
2844         skinframe->shirt = NULL;
2845         skinframe->nmap = r_texture_blanknormalmap;
2846         skinframe->gloss = NULL;
2847         skinframe->glow = NULL;
2848         skinframe->fog = NULL;
2849
2850         skinframe->avgcolor[0] = rand() / RAND_MAX;
2851         skinframe->avgcolor[1] = rand() / RAND_MAX;
2852         skinframe->avgcolor[2] = rand() / RAND_MAX;
2853         skinframe->avgcolor[3] = 1;
2854
2855         return skinframe;
2856 }
2857
2858 void R_Main_FreeViewCache(void)
2859 {
2860         if (r_refdef.viewcache.entityvisible)
2861                 Mem_Free(r_refdef.viewcache.entityvisible);
2862         if (r_refdef.viewcache.world_pvsbits)
2863                 Mem_Free(r_refdef.viewcache.world_pvsbits);
2864         if (r_refdef.viewcache.world_leafvisible)
2865                 Mem_Free(r_refdef.viewcache.world_leafvisible);
2866         if (r_refdef.viewcache.world_surfacevisible)
2867                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2868         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2869 }
2870
2871 void R_Main_ResizeViewCache(void)
2872 {
2873         int numentities = r_refdef.scene.numentities;
2874         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2875         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2876         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2877         if (r_refdef.viewcache.maxentities < numentities)
2878         {
2879                 r_refdef.viewcache.maxentities = numentities;
2880                 if (r_refdef.viewcache.entityvisible)
2881                         Mem_Free(r_refdef.viewcache.entityvisible);
2882                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2883         }
2884         if (r_refdef.viewcache.world_numclusters != numclusters)
2885         {
2886                 r_refdef.viewcache.world_numclusters = numclusters;
2887                 if (r_refdef.viewcache.world_pvsbits)
2888                         Mem_Free(r_refdef.viewcache.world_pvsbits);
2889                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, (r_refdef.viewcache.world_numclusters+7)>>3);
2890         }
2891         if (r_refdef.viewcache.world_numleafs != numleafs)
2892         {
2893                 r_refdef.viewcache.world_numleafs = numleafs;
2894                 if (r_refdef.viewcache.world_leafvisible)
2895                         Mem_Free(r_refdef.viewcache.world_leafvisible);
2896                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
2897         }
2898         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
2899         {
2900                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
2901                 if (r_refdef.viewcache.world_surfacevisible)
2902                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
2903                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
2904         }
2905 }
2906
2907 void gl_main_start(void)
2908 {
2909         r_numqueries = 0;
2910         r_maxqueries = 0;
2911         memset(r_queries, 0, sizeof(r_queries));
2912
2913         r_qwskincache = NULL;
2914         r_qwskincache_size = 0;
2915
2916         // set up r_skinframe loading system for textures
2917         memset(&r_skinframe, 0, sizeof(r_skinframe));
2918         r_skinframe.loadsequence = 1;
2919         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2920
2921         r_main_texturepool = R_AllocTexturePool();
2922         R_BuildBlankTextures();
2923         R_BuildNoTexture();
2924         if (gl_texturecubemap)
2925         {
2926                 R_BuildWhiteCube();
2927                 R_BuildNormalizationCube();
2928         }
2929         r_texture_fogattenuation = NULL;
2930         r_texture_gammaramps = NULL;
2931         //r_texture_fogintensity = NULL;
2932         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2933         memset(&r_waterstate, 0, sizeof(r_waterstate));
2934         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
2935         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
2936         memset(&r_svbsp, 0, sizeof (r_svbsp));
2937
2938         r_refdef.fogmasktable_density = 0;
2939 }
2940
2941 extern rtexture_t *loadingscreentexture;
2942 void gl_main_shutdown(void)
2943 {
2944         R_Main_FreeViewCache();
2945
2946         if (r_maxqueries)
2947                 qglDeleteQueriesARB(r_maxqueries, r_queries);
2948
2949         r_numqueries = 0;
2950         r_maxqueries = 0;
2951         memset(r_queries, 0, sizeof(r_queries));
2952
2953         r_qwskincache = NULL;
2954         r_qwskincache_size = 0;
2955
2956         // clear out the r_skinframe state
2957         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2958         memset(&r_skinframe, 0, sizeof(r_skinframe));
2959
2960         if (r_svbsp.nodes)
2961                 Mem_Free(r_svbsp.nodes);
2962         memset(&r_svbsp, 0, sizeof (r_svbsp));
2963         R_FreeTexturePool(&r_main_texturepool);
2964         loadingscreentexture = NULL;
2965         r_texture_blanknormalmap = NULL;
2966         r_texture_white = NULL;
2967         r_texture_grey128 = NULL;
2968         r_texture_black = NULL;
2969         r_texture_whitecube = NULL;
2970         r_texture_normalizationcube = NULL;
2971         r_texture_fogattenuation = NULL;
2972         r_texture_gammaramps = NULL;
2973         //r_texture_fogintensity = NULL;
2974         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2975         memset(&r_waterstate, 0, sizeof(r_waterstate));
2976         R_GLSL_Restart_f();
2977 }
2978
2979 extern void CL_ParseEntityLump(char *entitystring);
2980 void gl_main_newmap(void)
2981 {
2982         // FIXME: move this code to client
2983         int l;
2984         char *entities, entname[MAX_QPATH];
2985         if (r_qwskincache)
2986                 Mem_Free(r_qwskincache);
2987         r_qwskincache = NULL;
2988         r_qwskincache_size = 0;
2989         if (cl.worldmodel)
2990         {
2991                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2992                 l = (int)strlen(entname) - 4;
2993                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2994                 {
2995                         memcpy(entname + l, ".ent", 5);
2996                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2997                         {
2998                                 CL_ParseEntityLump(entities);
2999                                 Mem_Free(entities);
3000                                 return;
3001                         }
3002                 }
3003                 if (cl.worldmodel->brush.entities)
3004                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
3005         }
3006         R_Main_FreeViewCache();
3007 }
3008
3009 void GL_Main_Init(void)
3010 {
3011         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3012
3013         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3014         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3015         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3016         if (gamemode == GAME_NEHAHRA)
3017         {
3018                 Cvar_RegisterVariable (&gl_fogenable);
3019                 Cvar_RegisterVariable (&gl_fogdensity);
3020                 Cvar_RegisterVariable (&gl_fogred);
3021                 Cvar_RegisterVariable (&gl_foggreen);
3022                 Cvar_RegisterVariable (&gl_fogblue);
3023                 Cvar_RegisterVariable (&gl_fogstart);
3024                 Cvar_RegisterVariable (&gl_fogend);
3025                 Cvar_RegisterVariable (&gl_skyclip);
3026         }
3027         Cvar_RegisterVariable(&r_motionblur);
3028         Cvar_RegisterVariable(&r_motionblur_maxblur);
3029         Cvar_RegisterVariable(&r_motionblur_bmin);
3030         Cvar_RegisterVariable(&r_motionblur_vmin);
3031         Cvar_RegisterVariable(&r_motionblur_vmax);
3032         Cvar_RegisterVariable(&r_motionblur_vcoeff);
3033         Cvar_RegisterVariable(&r_motionblur_randomize);
3034         Cvar_RegisterVariable(&r_damageblur);
3035         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3036         Cvar_RegisterVariable(&r_equalize_entities_minambient);
3037         Cvar_RegisterVariable(&r_equalize_entities_by);
3038         Cvar_RegisterVariable(&r_equalize_entities_to);
3039         Cvar_RegisterVariable(&r_animcache);
3040         Cvar_RegisterVariable(&r_depthfirst);
3041         Cvar_RegisterVariable(&r_useinfinitefarclip);
3042         Cvar_RegisterVariable(&r_farclip_base);
3043         Cvar_RegisterVariable(&r_farclip_world);
3044         Cvar_RegisterVariable(&r_nearclip);
3045         Cvar_RegisterVariable(&r_showbboxes);
3046         Cvar_RegisterVariable(&r_showsurfaces);
3047         Cvar_RegisterVariable(&r_showtris);
3048         Cvar_RegisterVariable(&r_shownormals);
3049         Cvar_RegisterVariable(&r_showlighting);
3050         Cvar_RegisterVariable(&r_showshadowvolumes);
3051         Cvar_RegisterVariable(&r_showcollisionbrushes);
3052         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3053         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3054         Cvar_RegisterVariable(&r_showdisabledepthtest);
3055         Cvar_RegisterVariable(&r_drawportals);
3056         Cvar_RegisterVariable(&r_drawentities);
3057         Cvar_RegisterVariable(&r_cullentities_trace);
3058         Cvar_RegisterVariable(&r_cullentities_trace_samples);
3059         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3060         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3061         Cvar_RegisterVariable(&r_cullentities_trace_delay);
3062         Cvar_RegisterVariable(&r_drawviewmodel);
3063         Cvar_RegisterVariable(&r_speeds);
3064         Cvar_RegisterVariable(&r_fullbrights);
3065         Cvar_RegisterVariable(&r_wateralpha);
3066         Cvar_RegisterVariable(&r_dynamic);
3067         Cvar_RegisterVariable(&r_fullbright);
3068         Cvar_RegisterVariable(&r_shadows);
3069         Cvar_RegisterVariable(&r_shadows_darken);
3070         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3071         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3072         Cvar_RegisterVariable(&r_shadows_throwdistance);
3073         Cvar_RegisterVariable(&r_shadows_throwdirection);
3074         Cvar_RegisterVariable(&r_q1bsp_skymasking);
3075         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3076         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3077         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3078         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3079         Cvar_RegisterVariable(&r_fog_exp2);
3080         Cvar_RegisterVariable(&r_drawfog);
3081         Cvar_RegisterVariable(&r_textureunits);
3082         Cvar_RegisterVariable(&r_glsl);
3083         Cvar_RegisterVariable(&r_glsl_deluxemapping);
3084         Cvar_RegisterVariable(&r_glsl_offsetmapping);
3085         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3086         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3087         Cvar_RegisterVariable(&r_glsl_postprocess);
3088         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3089         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3090         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3091         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3092         Cvar_RegisterVariable(&r_glsl_usegeneric);
3093         Cvar_RegisterVariable(&r_water);
3094         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3095         Cvar_RegisterVariable(&r_water_clippingplanebias);
3096         Cvar_RegisterVariable(&r_water_refractdistort);
3097         Cvar_RegisterVariable(&r_water_reflectdistort);
3098         Cvar_RegisterVariable(&r_lerpsprites);
3099         Cvar_RegisterVariable(&r_lerpmodels);
3100         Cvar_RegisterVariable(&r_lerplightstyles);
3101         Cvar_RegisterVariable(&r_waterscroll);
3102         Cvar_RegisterVariable(&r_bloom);
3103         Cvar_RegisterVariable(&r_bloom_colorscale);
3104         Cvar_RegisterVariable(&r_bloom_brighten);
3105         Cvar_RegisterVariable(&r_bloom_blur);
3106         Cvar_RegisterVariable(&r_bloom_resolution);
3107         Cvar_RegisterVariable(&r_bloom_colorexponent);
3108         Cvar_RegisterVariable(&r_bloom_colorsubtract);
3109         Cvar_RegisterVariable(&r_hdr);
3110         Cvar_RegisterVariable(&r_hdr_scenebrightness);
3111         Cvar_RegisterVariable(&r_hdr_glowintensity);
3112         Cvar_RegisterVariable(&r_hdr_range);
3113         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3114         Cvar_RegisterVariable(&developer_texturelogging);
3115         Cvar_RegisterVariable(&gl_lightmaps);
3116         Cvar_RegisterVariable(&r_test);
3117         Cvar_RegisterVariable(&r_batchmode);
3118         Cvar_RegisterVariable(&r_glsl_saturation);
3119         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3120                 Cvar_SetValue("r_fullbrights", 0);
3121         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
3122
3123         Cvar_RegisterVariable(&r_track_sprites);
3124         Cvar_RegisterVariable(&r_track_sprites_flags);
3125         Cvar_RegisterVariable(&r_track_sprites_scalew);
3126         Cvar_RegisterVariable(&r_track_sprites_scaleh);
3127 }
3128
3129 extern void R_Textures_Init(void);
3130 extern void GL_Draw_Init(void);
3131 extern void GL_Main_Init(void);
3132 extern void R_Shadow_Init(void);
3133 extern void R_Sky_Init(void);
3134 extern void GL_Surf_Init(void);
3135 extern void R_Particles_Init(void);
3136 extern void R_Explosion_Init(void);
3137 extern void gl_backend_init(void);
3138 extern void Sbar_Init(void);
3139 extern void R_LightningBeams_Init(void);
3140 extern void Mod_RenderInit(void);
3141
3142 void Render_Init(void)
3143 {
3144         gl_backend_init();
3145         R_Textures_Init();
3146         GL_Main_Init();
3147         GL_Draw_Init();
3148         R_Shadow_Init();
3149         R_Sky_Init();
3150         GL_Surf_Init();
3151         Sbar_Init();
3152         R_Particles_Init();
3153         R_Explosion_Init();
3154         R_LightningBeams_Init();
3155         Mod_RenderInit();
3156 }
3157
3158 /*
3159 ===============
3160 GL_Init
3161 ===============
3162 */
3163 extern char *ENGINE_EXTENSIONS;
3164 void GL_Init (void)
3165 {
3166         gl_renderer = (const char *)qglGetString(GL_RENDERER);
3167         gl_vendor = (const char *)qglGetString(GL_VENDOR);
3168         gl_version = (const char *)qglGetString(GL_VERSION);
3169         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3170
3171         if (!gl_extensions)
3172                 gl_extensions = "";
3173         if (!gl_platformextensions)
3174                 gl_platformextensions = "";
3175
3176         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3177         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3178         Con_Printf("GL_VERSION: %s\n", gl_version);
3179         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3180         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3181
3182         VID_CheckExtensions();
3183
3184         // LordHavoc: report supported extensions
3185         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3186
3187         // clear to black (loading plaque will be seen over this)
3188         CHECKGLERROR
3189         qglClearColor(0,0,0,1);CHECKGLERROR
3190         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
3191 }
3192
3193 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3194 {
3195         int i;
3196         mplane_t *p;
3197         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3198         {
3199                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
3200                 if (i == 4)
3201                         continue;
3202                 p = r_refdef.view.frustum + i;
3203                 switch(p->signbits)
3204                 {
3205                 default:
3206                 case 0:
3207                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3208                                 return true;
3209                         break;
3210                 case 1:
3211                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3212                                 return true;
3213                         break;
3214                 case 2:
3215                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3216                                 return true;
3217                         break;
3218                 case 3:
3219                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3220                                 return true;
3221                         break;
3222                 case 4:
3223                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3224                                 return true;
3225                         break;
3226                 case 5:
3227                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3228                                 return true;
3229                         break;
3230                 case 6:
3231                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3232                                 return true;
3233                         break;
3234                 case 7:
3235                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3236                                 return true;
3237                         break;
3238                 }
3239         }
3240         return false;
3241 }
3242
3243 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3244 {
3245         int i;
3246         const mplane_t *p;
3247         for (i = 0;i < numplanes;i++)
3248         {
3249                 p = planes + i;
3250                 switch(p->signbits)
3251                 {
3252                 default:
3253                 case 0:
3254                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3255                                 return true;
3256                         break;
3257                 case 1:
3258                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3259                                 return true;
3260                         break;
3261                 case 2:
3262                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3263                                 return true;
3264                         break;
3265                 case 3:
3266                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3267                                 return true;
3268                         break;
3269                 case 4:
3270                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3271                                 return true;
3272                         break;
3273                 case 5:
3274                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3275                                 return true;
3276                         break;
3277                 case 6:
3278                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3279                                 return true;
3280                         break;
3281                 case 7:
3282                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3283                                 return true;
3284                         break;
3285                 }
3286         }
3287         return false;
3288 }
3289
3290 //==================================================================================
3291
3292 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3293
3294 /**
3295  * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3296  * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3297  * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3298  */
3299
3300 typedef struct r_animcache_entity_s
3301 {
3302         float *vertex3f;
3303         float *normal3f;
3304         float *svector3f;
3305         float *tvector3f;
3306         int maxvertices;
3307         qboolean wantnormals;
3308         qboolean wanttangents;
3309 }
3310 r_animcache_entity_t;
3311
3312 typedef struct r_animcache_s
3313 {
3314         r_animcache_entity_t entity[MAX_EDICTS];
3315         int maxindex;
3316         int currentindex;
3317 }
3318 r_animcache_t;
3319
3320 static r_animcache_t r_animcachestate;
3321
3322 void R_AnimCache_Free(void)
3323 {
3324         int idx;
3325         for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
3326         {
3327                 r_animcachestate.entity[idx].maxvertices = 0;
3328                 Mem_Free(r_animcachestate.entity[idx].vertex3f);
3329                 r_animcachestate.entity[idx].vertex3f = NULL;
3330                 r_animcachestate.entity[idx].normal3f = NULL;
3331                 r_animcachestate.entity[idx].svector3f = NULL;
3332                 r_animcachestate.entity[idx].tvector3f = NULL;
3333         }
3334         r_animcachestate.currentindex = 0;
3335         r_animcachestate.maxindex = 0;
3336 }
3337
3338 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
3339 {
3340         int arraySize;
3341         float *base;
3342         r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
3343
3344         if (cache->maxvertices >= numvertices)
3345                 return;
3346
3347         // Release existing memory
3348         if (cache->vertex3f)
3349                 Mem_Free(cache->vertex3f);
3350
3351         // Pad by 1024 verts
3352         cache->maxvertices = (numvertices + 1023) & ~1023;
3353         arraySize = cache->maxvertices * 3;
3354
3355         // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
3356         base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
3357         r_animcachestate.entity[cacheIdx].vertex3f = base;
3358         r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
3359         r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
3360         r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3361
3362 //      Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3363 }
3364
3365 void R_AnimCache_NewFrame(void)
3366 {
3367         int i;
3368
3369         if (r_animcache.integer && r_drawentities.integer)
3370                 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3371         else if (r_animcachestate.maxindex)
3372                 R_AnimCache_Free();
3373
3374         r_animcachestate.currentindex = 0;
3375
3376         for (i = 0;i < r_refdef.scene.numentities;i++)
3377                 r_refdef.scene.entities[i]->animcacheindex = -1;
3378 }
3379
3380 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3381 {
3382         dp_model_t *model = ent->model;
3383         r_animcache_entity_t *c;
3384         // see if it's already cached this frame
3385         if (ent->animcacheindex >= 0)
3386         {
3387                 // add normals/tangents if needed
3388                 c = r_animcachestate.entity + ent->animcacheindex;
3389                 if (c->wantnormals)
3390                         wantnormals = false;
3391                 if (c->wanttangents)
3392                         wanttangents = false;
3393                 if (wantnormals || wanttangents)
3394                         model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3395         }
3396         else
3397         {
3398                 // see if this ent is worth caching
3399                 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3400                         return false;
3401                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3402                         return false;
3403                 // assign it a cache entry and make sure the arrays are big enough
3404                 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3405                 ent->animcacheindex = r_animcachestate.currentindex++;
3406                 c = r_animcachestate.entity + ent->animcacheindex;
3407                 c->wantnormals = wantnormals;
3408                 c->wanttangents = wanttangents;
3409                 model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3410         }
3411         return true;
3412 }
3413
3414 void R_AnimCache_CacheVisibleEntities(void)
3415 {
3416         int i;
3417         qboolean wantnormals;
3418         qboolean wanttangents;
3419
3420         if (!r_animcachestate.maxindex)
3421                 return;
3422
3423         wantnormals = !r_showsurfaces.integer;
3424         wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
3425
3426         // TODO: thread this?
3427
3428         for (i = 0;i < r_refdef.scene.numentities;i++)
3429         {
3430                 if (!r_refdef.viewcache.entityvisible[i])
3431                         continue;
3432                 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3433         }
3434 }
3435
3436 //==================================================================================
3437
3438 static void R_View_UpdateEntityLighting (void)
3439 {
3440         int i;
3441         entity_render_t *ent;
3442         vec3_t tempdiffusenormal, avg;
3443         vec_t f, fa, fd, fdd;
3444
3445         for (i = 0;i < r_refdef.scene.numentities;i++)
3446         {
3447                 ent = r_refdef.scene.entities[i];
3448
3449                 // skip unseen models
3450                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3451                         continue;
3452
3453                 // skip bsp models
3454                 if (ent->model && ent->model->brush.num_leafs)
3455                 {
3456                         // TODO: use modellight for r_ambient settings on world?
3457                         VectorSet(ent->modellight_ambient, 0, 0, 0);
3458                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
3459                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
3460                         continue;
3461                 }
3462
3463                 // fetch the lighting from the worldmodel data
3464                 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
3465                 VectorClear(ent->modellight_diffuse);
3466                 VectorClear(tempdiffusenormal);
3467                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3468                 {
3469                         vec3_t org;
3470                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3471                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3472                         if(ent->flags & RENDER_EQUALIZE)
3473                         {
3474                                 // first fix up ambient lighting...
3475                                 if(r_equalize_entities_minambient.value > 0)
3476                                 {
3477                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
3478                                         if(fd > 0)
3479                                         {
3480                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
3481                                                 if(fa < r_equalize_entities_minambient.value * fd)
3482                                                 {
3483                                                         // solve:
3484                                                         //   fa'/fd' = minambient
3485                                                         //   fa'+0.25*fd' = fa+0.25*fd
3486                                                         //   ...
3487                                                         //   fa' = fd' * minambient
3488                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
3489                                                         //   ...
3490                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
3491                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
3492                                                         //   ...
3493                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
3494                                                         f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
3495                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
3496                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3497                                                 }
3498                                         }
3499                                 }
3500
3501                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
3502                                 {
3503                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
3504                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
3505                                         if(f > 0)
3506                                         {
3507                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
3508                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
3509                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3510                                         }
3511                                 }
3512                         }
3513                 }
3514                 else // highly rare
3515                         VectorSet(ent->modellight_ambient, 1, 1, 1);
3516
3517                 // move the light direction into modelspace coordinates for lighting code
3518                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3519                 if(VectorLength2(ent->modellight_lightdir) == 0)
3520                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3521                 VectorNormalize(ent->modellight_lightdir);
3522         }
3523 }
3524
3525 #define MAX_LINEOFSIGHTTRACES 64
3526
3527 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3528 {
3529         int i;
3530         vec3_t boxmins, boxmaxs;
3531         vec3_t start;
3532         vec3_t end;
3533         dp_model_t *model = r_refdef.scene.worldmodel;
3534         
3535         if (!model || !model->brush.TraceLineOfSight)
3536                 return true;
3537
3538         // expand the box a little
3539         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
3540         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
3541         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
3542         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
3543         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
3544         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
3545
3546         // try center
3547         VectorCopy(eye, start);
3548         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
3549         if (model->brush.TraceLineOfSight(model, start, end))
3550                 return true;
3551
3552         // try various random positions
3553         for (i = 0;i < numsamples;i++)
3554         {
3555                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3556                 if (model->brush.TraceLineOfSight(model, start, end))
3557                         return true;
3558         }
3559
3560         return false;
3561 }
3562
3563
3564 static void R_View_UpdateEntityVisible (void)
3565 {
3566         int i;
3567         int renderimask;
3568         int samples;
3569         entity_render_t *ent;
3570
3571         if (!r_drawentities.integer)
3572                 return;
3573
3574         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3575         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3576         {
3577                 // worldmodel can check visibility
3578                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3579                 for (i = 0;i < r_refdef.scene.numentities;i++)
3580                 {
3581                         ent = r_refdef.scene.entities[i];
3582                         if (!(ent->flags & renderimask))
3583                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
3584                         if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
3585                                 r_refdef.viewcache.entityvisible[i] = true;
3586                 }
3587                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3588                 {
3589                         for (i = 0;i < r_refdef.scene.numentities;i++)
3590                         {
3591                                 ent = r_refdef.scene.entities[i];
3592                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
3593                                 {
3594                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
3595                                         if (samples < 0)
3596                                                 continue; // temp entities do pvs only
3597                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
3598                                                 ent->last_trace_visibility = realtime;
3599                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3600                                                 r_refdef.viewcache.entityvisible[i] = 0;
3601                                 }
3602                         }
3603                 }
3604         }
3605         else
3606         {
3607                 // no worldmodel or it can't check visibility
3608                 for (i = 0;i < r_refdef.scene.numentities;i++)
3609                 {
3610                         ent = r_refdef.scene.entities[i];
3611                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
3612                 }
3613         }
3614 }
3615
3616 /// only used if skyrendermasked, and normally returns false
3617 int R_DrawBrushModelsSky (void)
3618 {
3619         int i, sky;
3620         entity_render_t *ent;
3621
3622         if (!r_drawentities.integer)
3623                 return false;
3624
3625         sky = false;
3626         for (i = 0;i < r_refdef.scene.numentities;i++)
3627         {
3628                 if (!r_refdef.viewcache.entityvisible[i])
3629                         continue;
3630                 ent = r_refdef.scene.entities[i];
3631                 if (!ent->model || !ent->model->DrawSky)
3632                         continue;
3633                 ent->model->DrawSky(ent);
3634                 sky = true;
3635         }
3636         return sky;
3637 }
3638
3639 static void R_DrawNoModel(entity_render_t *ent);
3640 static void R_DrawModels(void)
3641 {
3642         int i;
3643         entity_render_t *ent;
3644
3645         if (!r_drawentities.integer)
3646                 return;
3647
3648         for (i = 0;i < r_refdef.scene.numentities;i++)
3649         {
3650                 if (!r_refdef.viewcache.entityvisible[i])
3651                         continue;
3652                 ent = r_refdef.scene.entities[i];
3653                 r_refdef.stats.entities++;
3654                 if (ent->model && ent->model->Draw != NULL)
3655                         ent->model->Draw(ent);
3656                 else
3657                         R_DrawNoModel(ent);
3658         }
3659 }
3660
3661 static void R_DrawModelsDepth(void)
3662 {
3663         int i;
3664         entity_render_t *ent;
3665
3666         if (!r_drawentities.integer)
3667                 return;
3668
3669         for (i = 0;i < r_refdef.scene.numentities;i++)
3670         {
3671                 if (!r_refdef.viewcache.entityvisible[i])
3672                         continue;
3673                 ent = r_refdef.scene.entities[i];
3674                 if (ent->model && ent->model->DrawDepth != NULL)
3675                         ent->model->DrawDepth(ent);
3676         }
3677 }
3678
3679 static void R_DrawModelsDebug(void)
3680 {
3681         int i;
3682         entity_render_t *ent;
3683
3684         if (!r_drawentities.integer)
3685                 return;
3686
3687         for (i = 0;i < r_refdef.scene.numentities;i++)
3688         {
3689                 if (!r_refdef.viewcache.entityvisible[i])
3690                         continue;
3691                 ent = r_refdef.scene.entities[i];
3692                 if (ent->model && ent->model->DrawDebug != NULL)
3693                         ent->model->DrawDebug(ent);
3694         }
3695 }
3696
3697 static void R_DrawModelsAddWaterPlanes(void)
3698 {
3699         int i;
3700         entity_render_t *ent;
3701
3702         if (!r_drawentities.integer)
3703                 return;
3704
3705         for (i = 0;i < r_refdef.scene.numentities;i++)
3706         {
3707                 if (!r_refdef.viewcache.entityvisible[i])
3708                         continue;
3709                 ent = r_refdef.scene.entities[i];
3710                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3711                         ent->model->DrawAddWaterPlanes(ent);
3712         }
3713 }
3714
3715 static void R_DrawModelDecals_Entity(entity_render_t *ent);
3716 static void R_DrawModelDecals(void)
3717 {
3718         int i;
3719         entity_render_t *ent;
3720
3721         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
3722
3723         if (!r_drawentities.integer || r_showsurfaces.integer)
3724                 return;
3725
3726         for (i = 0;i < r_refdef.scene.numentities;i++)
3727         {
3728                 if (!r_refdef.viewcache.entityvisible[i])
3729                         continue;
3730                 ent = r_refdef.scene.entities[i];
3731                 r_refdef.stats.entities++;
3732                 if (ent->decalsystem.numdecals)
3733                         R_DrawModelDecals_Entity(ent);
3734         }
3735 }
3736
3737 static void R_View_SetFrustum(void)
3738 {
3739         int i;
3740         double slopex, slopey;
3741         vec3_t forward, left, up, origin;
3742
3743         // we can't trust r_refdef.view.forward and friends in reflected scenes
3744         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3745
3746 #if 0
3747         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3748         r_refdef.view.frustum[0].normal[1] = 0 - 0;
3749         r_refdef.view.frustum[0].normal[2] = -1 - 0;
3750         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3751         r_refdef.view.frustum[1].normal[1] = 0 + 0;
3752         r_refdef.view.frustum[1].normal[2] = -1 + 0;
3753         r_refdef.view.frustum[2].normal[0] = 0 - 0;
3754         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3755         r_refdef.view.frustum[2].normal[2] = -1 - 0;
3756         r_refdef.view.frustum[3].normal[0] = 0 + 0;
3757         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3758         r_refdef.view.frustum[3].normal[2] = -1 + 0;
3759 #endif
3760
3761 #if 0
3762         zNear = r_refdef.nearclip;
3763         nudge = 1.0 - 1.0 / (1<<23);
3764         r_refdef.view.frustum[4].normal[0] = 0 - 0;
3765         r_refdef.view.frustum[4].normal[1] = 0 - 0;
3766         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3767         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3768         r_refdef.view.frustum[5].normal[0] = 0 + 0;
3769         r_refdef.view.frustum[5].normal[1] = 0 + 0;
3770         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3771         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3772 #endif
3773
3774
3775
3776 #if 0
3777         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3778         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3779         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3780         r_refdef.view.frustum[0].dist = m[15] - m[12];
3781
3782         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3783         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3784         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3785         r_refdef.view.frustum[1].dist = m[15] + m[12];
3786
3787         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3788         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3789         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3790         r_refdef.view.frustum[2].dist = m[15] - m[13];
3791
3792         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3793         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3794         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3795         r_refdef.view.frustum[3].dist = m[15] + m[13];
3796
3797         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3798         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3799         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3800         r_refdef.view.frustum[4].dist = m[15] - m[14];
3801
3802         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3803         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3804         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3805         r_refdef.view.frustum[5].dist = m[15] + m[14];
3806 #endif
3807
3808         if (r_refdef.view.useperspective)
3809         {
3810                 slopex = 1.0 / r_refdef.view.frustum_x;
3811                 slopey = 1.0 / r_refdef.view.frustum_y;
3812                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3813                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
3814                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
3815                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
3816                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3817
3818                 // Leaving those out was a mistake, those were in the old code, and they
3819                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3820                 // I couldn't reproduce it after adding those normalizations. --blub
3821                 VectorNormalize(r_refdef.view.frustum[0].normal);
3822                 VectorNormalize(r_refdef.view.frustum[1].normal);
3823                 VectorNormalize(r_refdef.view.frustum[2].normal);
3824                 VectorNormalize(r_refdef.view.frustum[3].normal);
3825
3826                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3827                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
3828                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
3829                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
3830                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
3831
3832                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3833                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3834                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3835                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3836                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3837         }
3838         else
3839         {
3840                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3841                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3842                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3843                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3844                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3845                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3846                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3847                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3848                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3849                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3850         }
3851         r_refdef.view.numfrustumplanes = 5;
3852
3853         if (r_refdef.view.useclipplane)
3854         {
3855                 r_refdef.view.numfrustumplanes = 6;
3856                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3857         }
3858
3859         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3860                 PlaneClassify(r_refdef.view.frustum + i);
3861
3862         // LordHavoc: note to all quake engine coders, Quake had a special case
3863         // for 90 degrees which assumed a square view (wrong), so I removed it,
3864         // Quake2 has it disabled as well.
3865
3866         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3867         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3868         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3869         //PlaneClassify(&frustum[0]);
3870
3871         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3872         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3873         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3874         //PlaneClassify(&frustum[1]);
3875
3876         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3877         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3878         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3879         //PlaneClassify(&frustum[2]);
3880
3881         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3882         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3883         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3884         //PlaneClassify(&frustum[3]);
3885
3886         // nearclip plane
3887         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3888         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3889         //PlaneClassify(&frustum[4]);
3890 }
3891
3892 void R_View_Update(void)
3893 {
3894         R_Main_ResizeViewCache();
3895         R_View_SetFrustum();
3896         R_View_WorldVisibility(r_refdef.view.useclipplane);
3897         R_View_UpdateEntityVisible();
3898         R_View_UpdateEntityLighting();
3899 }
3900
3901 void R_SetupView(qboolean allowwaterclippingplane)
3902 {
3903         const double *customclipplane = NULL;
3904         double plane[4];
3905         if (r_refdef.view.useclipplane && allowwaterclippingplane)
3906         {
3907                 // LordHavoc: couldn't figure out how to make this approach the
3908                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3909                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3910                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3911                         dist = r_refdef.view.clipplane.dist;
3912                 plane[0] = r_refdef.view.clipplane.normal[0];
3913                 plane[1] = r_refdef.view.clipplane.normal[1];
3914                 plane[2] = r_refdef.view.clipplane.normal[2];
3915                 plane[3] = dist;
3916                 customclipplane = plane;
3917         }
3918
3919         if (!r_refdef.view.useperspective)
3920                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
3921         else if (gl_stencil && r_useinfinitefarclip.integer)
3922                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
3923         else
3924                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
3925         R_SetViewport(&r_refdef.view.viewport);
3926 }
3927
3928 void R_ResetViewRendering2D(void)
3929 {
3930         r_viewport_t viewport;
3931         DrawQ_Finish();
3932
3933         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3934         R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
3935         R_SetViewport(&viewport);
3936         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
3937         GL_Color(1, 1, 1, 1);
3938         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3939         GL_BlendFunc(GL_ONE, GL_ZERO);
3940         GL_AlphaTest(false);
3941         GL_ScissorTest(false);
3942         GL_DepthMask(false);
3943         GL_DepthRange(0, 1);
3944         GL_DepthTest(false);
3945         R_Mesh_Matrix(&identitymatrix);
3946         R_Mesh_ResetTextureState();
3947         GL_PolygonOffset(0, 0);
3948         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3949         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3950         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3951         qglStencilMask(~0);CHECKGLERROR
3952         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3953         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3954         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3955         R_SetupGenericShader(true);
3956 }
3957
3958 void R_ResetViewRendering3D(void)
3959 {
3960         DrawQ_Finish();
3961
3962         R_SetupView(true);
3963         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3964         GL_Color(1, 1, 1, 1);
3965         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3966         GL_BlendFunc(GL_ONE, GL_ZERO);
3967         GL_AlphaTest(false);
3968         GL_ScissorTest(true);
3969         GL_DepthMask(true);
3970         GL_DepthRange(0, 1);
3971         GL_DepthTest(true);
3972         R_Mesh_Matrix(&identitymatrix);
3973         R_Mesh_ResetTextureState();
3974         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3975         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3976         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3977         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3978         qglStencilMask(~0);CHECKGLERROR
3979         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3980         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3981         GL_CullFace(r_refdef.view.cullface_back);
3982         R_SetupGenericShader(true);
3983 }
3984
3985 void R_RenderScene(void);
3986 void R_RenderWaterPlanes(void);
3987
3988 static void R_Water_StartFrame(void)
3989 {
3990         int i;
3991         int waterwidth, waterheight, texturewidth, textureheight;
3992         r_waterstate_waterplane_t *p;
3993
3994         // set waterwidth and waterheight to the water resolution that will be
3995         // used (often less than the screen resolution for faster rendering)
3996         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
3997         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
3998
3999         // calculate desired texture sizes
4000         // can't use water if the card does not support the texture size
4001         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
4002                 texturewidth = textureheight = waterwidth = waterheight = 0;
4003         else if (gl_support_arb_texture_non_power_of_two)
4004         {
4005                 texturewidth = waterwidth;
4006                 textureheight = waterheight;
4007         }
4008         else
4009         {
4010                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
4011                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
4012         }
4013
4014         // allocate textures as needed
4015         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
4016         {
4017                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
4018                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
4019                 {
4020                         if (p->texture_refraction)
4021                                 R_FreeTexture(p->texture_refraction);
4022                         p->texture_refraction = NULL;
4023                         if (p->texture_reflection)
4024                                 R_FreeTexture(p->texture_reflection);
4025                         p->texture_reflection = NULL;
4026                 }
4027                 memset(&r_waterstate, 0, sizeof(r_waterstate));
4028                 r_waterstate.texturewidth = texturewidth;
4029                 r_waterstate.textureheight = textureheight;
4030         }
4031
4032         if (r_waterstate.texturewidth)
4033         {
4034                 r_waterstate.enabled = true;
4035
4036                 // when doing a reduced render (HDR) we want to use a smaller area
4037                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4038                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4039
4040                 // set up variables that will be used in shader setup
4041                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4042                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4043                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4044                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4045         }
4046
4047         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
4048         r_waterstate.numwaterplanes = 0;
4049 }
4050
4051 void R_Water_AddWaterPlane(msurface_t *surface)
4052 {
4053         int triangleindex, planeindex;
4054         const int *e;
4055         vec3_t vert[3];
4056         vec3_t normal;
4057         vec3_t center;
4058         mplane_t plane;
4059         r_waterstate_waterplane_t *p;
4060         texture_t *t = R_GetCurrentTexture(surface->texture);
4061         // just use the first triangle with a valid normal for any decisions
4062         VectorClear(normal);
4063         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
4064         {
4065                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
4066                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
4067                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
4068                 TriangleNormal(vert[0], vert[1], vert[2], normal);
4069                 if (VectorLength2(normal) >= 0.001)
4070                         break;
4071         }
4072
4073         VectorCopy(normal, plane.normal);
4074         VectorNormalize(plane.normal);
4075         plane.dist = DotProduct(vert[0], plane.normal);
4076         PlaneClassify(&plane);
4077         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4078         {
4079                 // skip backfaces (except if nocullface is set)
4080                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4081                         return;
4082                 VectorNegate(plane.normal, plane.normal);
4083                 plane.dist *= -1;
4084                 PlaneClassify(&plane);
4085         }
4086
4087
4088         // find a matching plane if there is one
4089         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4090                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
4091                         break;
4092         if (planeindex >= r_waterstate.maxwaterplanes)
4093                 return; // nothing we can do, out of planes
4094
4095         // if this triangle does not fit any known plane rendered this frame, add one
4096         if (planeindex >= r_waterstate.numwaterplanes)
4097         {
4098                 // store the new plane
4099                 r_waterstate.numwaterplanes++;
4100                 p->plane = plane;
4101                 // clear materialflags and pvs
4102                 p->materialflags = 0;
4103                 p->pvsvalid = false;
4104         }
4105         // merge this surface's materialflags into the waterplane
4106         p->materialflags |= t->currentmaterialflags;
4107         // merge this surface's PVS into the waterplane
4108         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
4109         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4110          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4111         {
4112                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4113                 p->pvsvalid = true;
4114         }
4115 }
4116
4117 static void R_Water_ProcessPlanes(void)
4118 {
4119         r_refdef_view_t originalview;
4120         r_refdef_view_t myview;
4121         int planeindex;
4122         r_waterstate_waterplane_t *p;
4123
4124         originalview = r_refdef.view;
4125
4126         // make sure enough textures are allocated
4127         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4128         {
4129                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4130                 {
4131                         if (!p->texture_refraction)
4132                                 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);
4133                         if (!p->texture_refraction)
4134                                 goto error;
4135                 }
4136
4137                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4138                 {
4139                         if (!p->texture_reflection)
4140                                 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);
4141                         if (!p->texture_reflection)
4142                                 goto error;
4143                 }
4144         }
4145
4146         // render views
4147         r_refdef.view = originalview;
4148         r_refdef.view.showdebug = false;
4149         r_refdef.view.width = r_waterstate.waterwidth;
4150         r_refdef.view.height = r_waterstate.waterheight;
4151         r_refdef.view.useclipplane = true;
4152         myview = r_refdef.view;
4153         r_waterstate.renderingscene = true;
4154         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4155         {
4156                 // render the normal view scene and copy into texture
4157                 // (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)
4158                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4159                 {
4160                         r_refdef.view = myview;
4161                         r_refdef.view.clipplane = p->plane;
4162                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4163                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4164                         PlaneClassify(&r_refdef.view.clipplane);
4165
4166                         R_ResetViewRendering3D();
4167                         R_ClearScreen(r_refdef.fogenabled);
4168                         R_View_Update();
4169                         R_RenderScene();
4170
4171                         // copy view into the screen texture
4172                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
4173                         GL_ActiveTexture(0);
4174                         CHECKGLERROR
4175                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4176                 }
4177
4178                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4179                 {
4180                         r_refdef.view = myview;
4181                         // render reflected scene and copy into texture
4182                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4183                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
4184                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4185                         r_refdef.view.clipplane = p->plane;
4186                         // reverse the cullface settings for this render
4187                         r_refdef.view.cullface_front = GL_FRONT;
4188                         r_refdef.view.cullface_back = GL_BACK;
4189                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4190                         {
4191                                 r_refdef.view.usecustompvs = true;
4192                                 if (p->pvsvalid)
4193                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4194                                 else
4195                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4196                         }
4197
4198                         R_ResetViewRendering3D();
4199                         R_ClearScreen(r_refdef.fogenabled);
4200                         R_View_Update();
4201                         R_RenderScene();
4202
4203                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
4204                         GL_ActiveTexture(0);
4205                         CHECKGLERROR
4206                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4207                 }
4208         }
4209         r_waterstate.renderingscene = false;
4210         r_refdef.view = originalview;
4211         R_ResetViewRendering3D();
4212         R_ClearScreen(r_refdef.fogenabled);
4213         R_View_Update();
4214         return;
4215 error:
4216         r_refdef.view = originalview;
4217         r_waterstate.renderingscene = false;
4218         Cvar_SetValueQuick(&r_water, 0);
4219         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
4220         return;
4221 }
4222
4223 void R_Bloom_StartFrame(void)
4224 {
4225         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
4226
4227         // set bloomwidth and bloomheight to the bloom resolution that will be
4228         // used (often less than the screen resolution for faster rendering)
4229         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
4230         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
4231         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
4232         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
4233         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
4234
4235         // calculate desired texture sizes
4236         if (gl_support_arb_texture_non_power_of_two)
4237         {
4238                 screentexturewidth = r_refdef.view.width;
4239                 screentextureheight = r_refdef.view.height;
4240                 bloomtexturewidth = r_bloomstate.bloomwidth;
4241                 bloomtextureheight = r_bloomstate.bloomheight;
4242         }
4243         else
4244         {
4245                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
4246                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
4247                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
4248                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
4249         }
4250
4251         if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
4252         {
4253                 Cvar_SetValueQuick(&r_hdr, 0);
4254                 Cvar_SetValueQuick(&r_bloom, 0);
4255                 Cvar_SetValueQuick(&r_motionblur, 0);
4256                 Cvar_SetValueQuick(&r_damageblur, 0);
4257         }
4258
4259         if (!(r_glsl.integer && (r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
4260                 screentexturewidth = screentextureheight = 0;
4261         if (!r_hdr.integer && !r_bloom.integer)
4262                 bloomtexturewidth = bloomtextureheight = 0;
4263
4264         // allocate textures as needed
4265         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
4266         {
4267                 if (r_bloomstate.texture_screen)
4268                         R_FreeTexture(r_bloomstate.texture_screen);
4269                 r_bloomstate.texture_screen = NULL;
4270                 r_bloomstate.screentexturewidth = screentexturewidth;
4271                 r_bloomstate.screentextureheight = screentextureheight;
4272                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
4273                         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);
4274         }
4275         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
4276         {
4277                 if (r_bloomstate.texture_bloom)
4278                         R_FreeTexture(r_bloomstate.texture_bloom);
4279                 r_bloomstate.texture_bloom = NULL;
4280                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
4281                 r_bloomstate.bloomtextureheight = bloomtextureheight;
4282                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
4283                         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);
4284         }
4285
4286         // when doing a reduced render (HDR) we want to use a smaller area
4287         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
4288         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
4289         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
4290         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
4291         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
4292
4293         // set up a texcoord array for the full resolution screen image
4294         // (we have to keep this around to copy back during final render)
4295         r_bloomstate.screentexcoord2f[0] = 0;
4296         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
4297         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
4298         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
4299         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
4300         r_bloomstate.screentexcoord2f[5] = 0;
4301         r_bloomstate.screentexcoord2f[6] = 0;
4302         r_bloomstate.screentexcoord2f[7] = 0;
4303
4304         // set up a texcoord array for the reduced resolution bloom image
4305         // (which will be additive blended over the screen image)
4306         r_bloomstate.bloomtexcoord2f[0] = 0;
4307         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4308         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
4309         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4310         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
4311         r_bloomstate.bloomtexcoord2f[5] = 0;
4312         r_bloomstate.bloomtexcoord2f[6] = 0;
4313         r_bloomstate.bloomtexcoord2f[7] = 0;
4314
4315         if (r_hdr.integer || r_bloom.integer)
4316         {
4317                 r_bloomstate.enabled = true;
4318                 r_bloomstate.hdr = r_hdr.integer != 0;
4319         }
4320
4321         R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
4322 }
4323
4324 void R_Bloom_CopyBloomTexture(float colorscale)
4325 {
4326         r_refdef.stats.bloom++;
4327
4328         // scale down screen texture to the bloom texture size
4329         CHECKGLERROR
4330         R_SetViewport(&r_bloomstate.viewport);
4331         GL_BlendFunc(GL_ONE, GL_ZERO);
4332         GL_Color(colorscale, colorscale, colorscale, 1);
4333         // TODO: optimize with multitexture or GLSL
4334         R_SetupGenericShader(true);
4335         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4336         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4337         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4338         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4339
4340         // we now have a bloom image in the framebuffer
4341         // copy it into the bloom image texture for later processing
4342         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4343         GL_ActiveTexture(0);
4344         CHECKGLERROR
4345         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4346         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4347 }
4348
4349 void R_Bloom_CopyHDRTexture(void)
4350 {
4351         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4352         GL_ActiveTexture(0);
4353         CHECKGLERROR
4354         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4355         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4356 }
4357
4358 void R_Bloom_MakeTexture(void)
4359 {
4360         int x, range, dir;
4361         float xoffset, yoffset, r, brighten;
4362
4363         r_refdef.stats.bloom++;
4364
4365         R_ResetViewRendering2D();
4366         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4367         R_Mesh_ColorPointer(NULL, 0, 0);
4368         R_SetupGenericShader(true);
4369
4370         // we have a bloom image in the framebuffer
4371         CHECKGLERROR
4372         R_SetViewport(&r_bloomstate.viewport);
4373
4374         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4375         {
4376                 x *= 2;
4377                 r = bound(0, r_bloom_colorexponent.value / x, 1);
4378                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4379                 GL_Color(r, r, r, 1);
4380                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4381                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4382                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4383                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4384
4385                 // copy the vertically blurred bloom view to a texture
4386                 GL_ActiveTexture(0);
4387                 CHECKGLERROR
4388                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4389                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4390         }
4391
4392         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4393         brighten = r_bloom_brighten.value;
4394         if (r_hdr.integer)
4395                 brighten *= r_hdr_range.value;
4396         brighten = sqrt(brighten);
4397         if(range >= 1)
4398                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
4399         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4400         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4401
4402         for (dir = 0;dir < 2;dir++)
4403         {
4404                 // blend on at multiple vertical offsets to achieve a vertical blur
4405                 // TODO: do offset blends using GLSL
4406                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
4407                 GL_BlendFunc(GL_ONE, GL_ZERO);
4408                 for (x = -range;x <= range;x++)
4409                 {
4410                         if (!dir){xoffset = 0;yoffset = x;}
4411                         else {xoffset = x;yoffset = 0;}
4412                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
4413                         yoffset /= (float)r_bloomstate.bloomtextureheight;
4414                         // compute a texcoord array with the specified x and y offset
4415                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4416                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4417                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4418                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4419                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4420                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4421                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4422                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4423                         // this r value looks like a 'dot' particle, fading sharply to
4424                         // black at the edges
4425                         // (probably not realistic but looks good enough)
4426                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4427                         //r = brighten/(range*2+1);
4428                         r = brighten / (range * 2 + 1);
4429                         if(range >= 1)
4430                                 r *= (1 - x*x/(float)(range*range));
4431                         GL_Color(r, r, r, 1);
4432                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4433                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4434                         GL_BlendFunc(GL_ONE, GL_ONE);
4435                 }
4436
4437                 // copy the vertically blurred bloom view to a texture
4438                 GL_ActiveTexture(0);
4439                 CHECKGLERROR
4440                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4441                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4442         }
4443
4444         // apply subtract last
4445         // (just like it would be in a GLSL shader)
4446         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
4447         {
4448                 GL_BlendFunc(GL_ONE, GL_ZERO);
4449                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4450                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4451                 GL_Color(1, 1, 1, 1);
4452                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4453                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4454
4455                 GL_BlendFunc(GL_ONE, GL_ONE);
4456                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4457                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4458                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4459                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4460                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4461                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4462                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4463
4464                 // copy the darkened bloom view to a texture
4465                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4466                 GL_ActiveTexture(0);
4467                 CHECKGLERROR
4468                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4469                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4470         }
4471 }
4472
4473 void R_HDR_RenderBloomTexture(void)
4474 {
4475         int oldwidth, oldheight;
4476         float oldcolorscale;
4477
4478         oldcolorscale = r_refdef.view.colorscale;
4479         oldwidth = r_refdef.view.width;
4480         oldheight = r_refdef.view.height;
4481         r_refdef.view.width = r_bloomstate.bloomwidth;
4482         r_refdef.view.height = r_bloomstate.bloomheight;
4483
4484         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
4485         // TODO: add exposure compensation features
4486         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4487
4488         r_refdef.view.showdebug = false;
4489         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4490
4491         R_ResetViewRendering3D();
4492
4493         R_ClearScreen(r_refdef.fogenabled);
4494         if (r_timereport_active)
4495                 R_TimeReport("HDRclear");
4496
4497         R_View_Update();
4498         if (r_timereport_active)
4499                 R_TimeReport("visibility");
4500
4501         // only do secondary renders with HDR if r_hdr is 2 or higher
4502         r_waterstate.numwaterplanes = 0;
4503         if (r_waterstate.enabled && r_hdr.integer >= 2)
4504                 R_RenderWaterPlanes();
4505
4506         r_refdef.view.showdebug = true;
4507         R_RenderScene();
4508         r_waterstate.numwaterplanes = 0;
4509
4510         R_ResetViewRendering2D();
4511
4512         R_Bloom_CopyHDRTexture();
4513         R_Bloom_MakeTexture();
4514
4515         // restore the view settings
4516         r_refdef.view.width = oldwidth;
4517         r_refdef.view.height = oldheight;
4518         r_refdef.view.colorscale = oldcolorscale;
4519
4520         R_ResetViewRendering3D();
4521
4522         R_ClearScreen(r_refdef.fogenabled);
4523         if (r_timereport_active)
4524                 R_TimeReport("viewclear");
4525 }
4526
4527 static void R_BlendView(void)
4528 {
4529         if (r_bloomstate.texture_screen)
4530         {
4531                 // make sure the buffer is available
4532                 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4533
4534                 R_ResetViewRendering2D();
4535                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4536                 R_Mesh_ColorPointer(NULL, 0, 0);
4537                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4538                 GL_ActiveTexture(0);CHECKGLERROR
4539
4540                 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4541                 {  
4542                         // declare variables
4543                         float speed;
4544                         static float avgspeed;
4545
4546                         speed = VectorLength(cl.movement_velocity);
4547
4548                         cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4549                         avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4550
4551                         speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4552                         speed = bound(0, speed, 1);
4553                         speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4554
4555                         // calculate values into a standard alpha
4556                         cl.motionbluralpha = 1 - exp(-
4557                                         (
4558                                          (r_motionblur.value * speed / 80)
4559                                          +
4560                                          (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4561                                         )
4562                                         /
4563                                         max(0.0001, cl.time - cl.oldtime) // fps independent
4564                                    );
4565
4566                         cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4567                         cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4568                         // apply the blur
4569                         if (cl.motionbluralpha > 0)
4570                         {
4571                                 R_SetupGenericShader(true);
4572                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4573                                 GL_Color(1, 1, 1, cl.motionbluralpha);
4574                                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4575                                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4576                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4577                                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4578                         }
4579                 }
4580
4581                 // copy view into the screen texture
4582                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4583                 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4584         }
4585
4586         if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
4587         {
4588                 unsigned int permutation =
4589                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4590                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4591                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4592                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4593                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4594
4595                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4596                 {
4597                         // render simple bloom effect
4598                         // copy the screen and shrink it and darken it for the bloom process
4599                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4600                         // make the bloom texture
4601                         R_Bloom_MakeTexture();
4602                 }
4603
4604                 R_ResetViewRendering2D();
4605                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4606                 R_Mesh_ColorPointer(NULL, 0, 0);
4607                 GL_Color(1, 1, 1, 1);
4608                 GL_BlendFunc(GL_ONE, GL_ZERO);
4609                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4610                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4611                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4612                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4613                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4614                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4615                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4616                 if (r_glsl_permutation->loc_TintColor >= 0)
4617                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4618                 if (r_glsl_permutation->loc_ClientTime >= 0)
4619                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4620                 if (r_glsl_permutation->loc_PixelSize >= 0)
4621                         qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4622                 if (r_glsl_permutation->loc_UserVec1 >= 0)
4623                 {
4624                         float a=0, b=0, c=0, d=0;
4625 #if _MSC_VER >= 1400
4626 #define sscanf sscanf_s
4627 #endif
4628                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4629                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4630                 }
4631                 if (r_glsl_permutation->loc_UserVec2 >= 0)
4632                 {
4633                         float a=0, b=0, c=0, d=0;
4634                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4635                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4636                 }
4637                 if (r_glsl_permutation->loc_UserVec3 >= 0)
4638                 {
4639                         float a=0, b=0, c=0, d=0;
4640                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4641                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4642                 }
4643                 if (r_glsl_permutation->loc_UserVec4 >= 0)
4644                 {
4645                         float a=0, b=0, c=0, d=0;
4646                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4647                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4648                 }
4649                 if (r_glsl_permutation->loc_Saturation >= 0)
4650                         qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4651                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4652                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4653                 return;
4654         }
4655
4656
4657
4658         if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
4659         {
4660                 // render high dynamic range bloom effect
4661                 // the bloom texture was made earlier this render, so we just need to
4662                 // blend it onto the screen...
4663                 R_ResetViewRendering2D();
4664                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4665                 R_Mesh_ColorPointer(NULL, 0, 0);
4666                 R_SetupGenericShader(true);
4667                 GL_Color(1, 1, 1, 1);
4668                 GL_BlendFunc(GL_ONE, GL_ONE);
4669                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4670                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4671                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4672                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4673         }
4674         else if (r_bloomstate.texture_bloom)
4675         {
4676                 // render simple bloom effect
4677                 // copy the screen and shrink it and darken it for the bloom process
4678                 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4679                 // make the bloom texture
4680                 R_Bloom_MakeTexture();
4681                 // put the original screen image back in place and blend the bloom
4682                 // texture on it
4683                 R_ResetViewRendering2D();
4684                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4685                 R_Mesh_ColorPointer(NULL, 0, 0);
4686                 GL_Color(1, 1, 1, 1);
4687                 GL_BlendFunc(GL_ONE, GL_ZERO);
4688                 // do both in one pass if possible
4689                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4690                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4691                 if (r_textureunits.integer >= 2 && gl_combine.integer)
4692                 {
4693                         R_SetupGenericTwoTextureShader(GL_ADD);
4694                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
4695                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
4696                 }
4697                 else
4698                 {
4699                         R_SetupGenericShader(true);
4700                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4701                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4702                         // now blend on the bloom texture
4703                         GL_BlendFunc(GL_ONE, GL_ONE);
4704                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4705                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4706                 }
4707                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4708                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4709         }
4710         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4711         {
4712                 // apply a color tint to the whole view
4713                 R_ResetViewRendering2D();
4714                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4715                 R_Mesh_ColorPointer(NULL, 0, 0);
4716                 R_SetupGenericShader(false);
4717                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4718                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4719                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4720         }
4721 }
4722
4723 matrix4x4_t r_waterscrollmatrix;
4724
4725 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4726 {
4727         if (r_refdef.fog_density)
4728         {
4729                 r_refdef.fogcolor[0] = r_refdef.fog_red;
4730                 r_refdef.fogcolor[1] = r_refdef.fog_green;
4731                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4732
4733                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
4734                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
4735                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
4736                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
4737
4738                 {
4739                         vec3_t fogvec;
4740                         VectorCopy(r_refdef.fogcolor, fogvec);
4741                         //   color.rgb *= ContrastBoost * SceneBrightness;
4742                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4743                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4744                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4745                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4746                 }
4747         }
4748 }
4749
4750 void R_UpdateVariables(void)
4751 {
4752         R_Textures_Frame();
4753
4754         r_refdef.scene.ambient = r_ambient.value;
4755
4756         r_refdef.farclip = r_farclip_base.value;
4757         if (r_refdef.scene.worldmodel)
4758                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
4759         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4760
4761         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4762                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4763         r_refdef.polygonfactor = 0;
4764         r_refdef.polygonoffset = 0;
4765         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4766         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4767
4768         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4769         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4770         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4771         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4772         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4773         if (r_showsurfaces.integer)
4774         {
4775                 r_refdef.scene.rtworld = false;
4776                 r_refdef.scene.rtworldshadows = false;
4777                 r_refdef.scene.rtdlight = false;
4778                 r_refdef.scene.rtdlightshadows = false;
4779                 r_refdef.lightmapintensity = 0;
4780         }
4781
4782         if (gamemode == GAME_NEHAHRA)
4783         {
4784                 if (gl_fogenable.integer)
4785                 {
4786                         r_refdef.oldgl_fogenable = true;
4787                         r_refdef.fog_density = gl_fogdensity.value;
4788                         r_refdef.fog_red = gl_fogred.value;
4789                         r_refdef.fog_green = gl_foggreen.value;
4790                         r_refdef.fog_blue = gl_fogblue.value;
4791                         r_refdef.fog_alpha = 1;
4792                         r_refdef.fog_start = 0;
4793                         r_refdef.fog_end = gl_skyclip.value;
4794                         r_refdef.fog_height = 1<<30;
4795                         r_refdef.fog_fadedepth = 128;
4796                 }
4797                 else if (r_refdef.oldgl_fogenable)
4798                 {
4799                         r_refdef.oldgl_fogenable = false;
4800                         r_refdef.fog_density = 0;
4801                         r_refdef.fog_red = 0;
4802                         r_refdef.fog_green = 0;
4803                         r_refdef.fog_blue = 0;
4804                         r_refdef.fog_alpha = 0;
4805                         r_refdef.fog_start = 0;
4806                         r_refdef.fog_end = 0;
4807                         r_refdef.fog_height = 1<<30;
4808                         r_refdef.fog_fadedepth = 128;
4809                 }
4810         }
4811
4812         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4813         r_refdef.fog_start = max(0, r_refdef.fog_start);
4814         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4815
4816         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4817
4818         if (r_refdef.fog_density && r_drawfog.integer)
4819         {
4820                 r_refdef.fogenabled = true;
4821                 // this is the point where the fog reaches 0.9986 alpha, which we
4822                 // consider a good enough cutoff point for the texture
4823                 // (0.9986 * 256 == 255.6)
4824                 if (r_fog_exp2.integer)
4825                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4826                 else
4827                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4828                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4829                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4830                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4831                 // fog color was already set
4832                 // update the fog texture
4833                 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)
4834                         R_BuildFogTexture();
4835         }
4836         else
4837                 r_refdef.fogenabled = false;
4838
4839         if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4840         {
4841                 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4842                 {
4843                         // build GLSL gamma texture
4844 #define RAMPWIDTH 256
4845                         unsigned short ramp[RAMPWIDTH * 3];
4846                         unsigned char rampbgr[RAMPWIDTH][4];
4847                         int i;
4848
4849                         r_texture_gammaramps_serial = vid_gammatables_serial;
4850
4851                         VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4852                         for(i = 0; i < RAMPWIDTH; ++i)
4853                         {
4854                                 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4855                                 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4856                                 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4857                                 rampbgr[i][3] = 0;
4858                         }
4859                         if (r_texture_gammaramps)
4860                         {
4861                                 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4862                         }
4863                         else
4864                         {
4865                                 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
4866                         }
4867                 }
4868         }
4869         else
4870         {
4871                 // remove GLSL gamma texture
4872         }
4873 }
4874
4875 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4876 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4877 /*
4878 ================
4879 R_SelectScene
4880 ================
4881 */
4882 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4883         if( scenetype != r_currentscenetype ) {
4884                 // store the old scenetype
4885                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4886                 r_currentscenetype = scenetype;
4887                 // move in the new scene
4888                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4889         }
4890 }
4891
4892 /*
4893 ================
4894 R_GetScenePointer
4895 ================
4896 */
4897 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4898 {
4899         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4900         if( scenetype == r_currentscenetype ) {
4901                 return &r_refdef.scene;
4902         } else {
4903                 return &r_scenes_store[ scenetype ];
4904         }
4905 }
4906
4907 /*
4908 ================
4909 R_RenderView
4910 ================
4911 */
4912 void R_RenderView(void)
4913 {
4914         if (r_timereport_active)
4915                 R_TimeReport("start");
4916         r_frame++; // used only by R_GetCurrentTexture
4917         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4918
4919         R_AnimCache_NewFrame();
4920
4921         if (r_refdef.view.isoverlay)
4922         {
4923                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4924                 GL_Clear( GL_DEPTH_BUFFER_BIT );
4925                 R_TimeReport("depthclear");
4926
4927                 r_refdef.view.showdebug = false;
4928
4929                 r_waterstate.enabled = false;
4930                 r_waterstate.numwaterplanes = 0;
4931
4932                 R_RenderScene();
4933
4934                 CHECKGLERROR
4935                 return;
4936         }
4937
4938         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
4939                 return; //Host_Error ("R_RenderView: NULL worldmodel");
4940
4941         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4942
4943         // break apart the view matrix into vectors for various purposes
4944         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4945         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4946         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4947         VectorNegate(r_refdef.view.left, r_refdef.view.right);
4948         // make an inverted copy of the view matrix for tracking sprites
4949         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4950
4951         R_Shadow_UpdateWorldLightSelection();
4952
4953         R_Bloom_StartFrame();
4954         R_Water_StartFrame();
4955
4956         CHECKGLERROR
4957         if (r_timereport_active)
4958                 R_TimeReport("viewsetup");
4959
4960         R_ResetViewRendering3D();
4961
4962         if (r_refdef.view.clear || r_refdef.fogenabled)
4963         {
4964                 R_ClearScreen(r_refdef.fogenabled);
4965                 if (r_timereport_active)
4966                         R_TimeReport("viewclear");
4967         }
4968         r_refdef.view.clear = true;
4969
4970         // this produces a bloom texture to be used in R_BlendView() later
4971         if (r_hdr.integer)
4972                 R_HDR_RenderBloomTexture();
4973
4974         r_refdef.view.showdebug = true;
4975
4976         R_View_Update();
4977         if (r_timereport_active)
4978                 R_TimeReport("visibility");
4979
4980         r_waterstate.numwaterplanes = 0;
4981         if (r_waterstate.enabled)
4982                 R_RenderWaterPlanes();
4983
4984         R_RenderScene();
4985         r_waterstate.numwaterplanes = 0;
4986
4987         R_BlendView();
4988         if (r_timereport_active)
4989                 R_TimeReport("blendview");
4990
4991         GL_Scissor(0, 0, vid.width, vid.height);
4992         GL_ScissorTest(false);
4993         CHECKGLERROR
4994 }
4995
4996 void R_RenderWaterPlanes(void)
4997 {
4998         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4999         {
5000                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5001                 if (r_timereport_active)
5002                         R_TimeReport("waterworld");
5003         }
5004
5005         // don't let sound skip if going slow
5006         if (r_refdef.scene.extraupdate)
5007                 S_ExtraUpdate ();
5008
5009         R_DrawModelsAddWaterPlanes();
5010         if (r_timereport_active)
5011                 R_TimeReport("watermodels");
5012
5013         if (r_waterstate.numwaterplanes)
5014         {
5015                 R_Water_ProcessPlanes();
5016                 if (r_timereport_active)
5017                         R_TimeReport("waterscenes");
5018         }
5019 }
5020
5021 extern void R_DrawLightningBeams (void);
5022 extern void VM_CL_AddPolygonsToMeshQueue (void);
5023 extern void R_DrawPortals (void);
5024 extern cvar_t cl_locs_show;
5025 static void R_DrawLocs(void);
5026 static void R_DrawEntityBBoxes(void);
5027 extern cvar_t cl_decals_newsystem;
5028 void R_RenderScene(void)
5029 {
5030         r_refdef.stats.renders++;
5031
5032         R_UpdateFogColor();
5033
5034         // don't let sound skip if going slow
5035         if (r_refdef.scene.extraupdate)
5036                 S_ExtraUpdate ();
5037
5038         R_MeshQueue_BeginScene();
5039
5040         R_SkyStartFrame();
5041
5042         Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
5043
5044         if (cl.csqc_vidvars.drawworld)
5045         {
5046                 // don't let sound skip if going slow
5047                 if (r_refdef.scene.extraupdate)
5048                         S_ExtraUpdate ();
5049
5050                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5051                 {
5052                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5053                         if (r_timereport_active)
5054                                 R_TimeReport("worldsky");
5055                 }
5056
5057                 if (R_DrawBrushModelsSky() && r_timereport_active)
5058                         R_TimeReport("bmodelsky");
5059
5060                 if (skyrendermasked && skyrenderlater)
5061                 {
5062                         // we have to force off the water clipping plane while rendering sky
5063                         R_SetupView(false);
5064                         R_Sky();
5065                         R_SetupView(true);
5066                 }
5067         }
5068
5069         R_AnimCache_CacheVisibleEntities();
5070
5071         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5072         {
5073                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5074                 if (r_timereport_active)
5075                         R_TimeReport("worlddepth");
5076         }
5077         if (r_depthfirst.integer >= 2)
5078         {
5079                 R_DrawModelsDepth();
5080                 if (r_timereport_active)
5081                         R_TimeReport("modeldepth");
5082         }
5083
5084         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5085         {
5086                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5087                 if (r_timereport_active)
5088                         R_TimeReport("world");
5089         }
5090
5091         // don't let sound skip if going slow
5092         if (r_refdef.scene.extraupdate)
5093                 S_ExtraUpdate ();
5094
5095         R_DrawModels();
5096         if (r_timereport_active)
5097                 R_TimeReport("models");
5098
5099         // don't let sound skip if going slow
5100         if (r_refdef.scene.extraupdate)
5101                 S_ExtraUpdate ();
5102
5103         if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5104         {
5105                 R_DrawModelShadows();
5106                 R_ResetViewRendering3D();
5107                 // don't let sound skip if going slow
5108                 if (r_refdef.scene.extraupdate)
5109                         S_ExtraUpdate ();
5110         }
5111
5112         R_ShadowVolumeLighting(false);
5113         if (r_timereport_active)
5114                 R_TimeReport("rtlights");
5115
5116         // don't let sound skip if going slow
5117         if (r_refdef.scene.extraupdate)
5118                 S_ExtraUpdate ();
5119
5120         if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5121         {
5122                 R_DrawModelShadows();
5123                 R_ResetViewRendering3D();
5124                 // don't let sound skip if going slow
5125                 if (r_refdef.scene.extraupdate)
5126                         S_ExtraUpdate ();
5127         }
5128
5129         if (cl.csqc_vidvars.drawworld)
5130         {
5131                 if (cl_decals_newsystem.integer)
5132                 {
5133                         R_DrawModelDecals();
5134                         if (r_timereport_active)
5135                                 R_TimeReport("modeldecals");
5136                 }
5137                 else
5138                 {
5139                         R_DrawDecals();
5140                         if (r_timereport_active)
5141                                 R_TimeReport("decals");
5142                 }
5143
5144                 R_DrawParticles();
5145                 if (r_timereport_active)
5146                         R_TimeReport("particles");
5147
5148                 R_DrawExplosions();
5149                 if (r_timereport_active)
5150                         R_TimeReport("explosions");
5151
5152                 R_DrawLightningBeams();
5153                 if (r_timereport_active)
5154                         R_TimeReport("lightning");
5155         }
5156
5157         R_SetupGenericShader(true);
5158         VM_CL_AddPolygonsToMeshQueue();
5159
5160         if (r_refdef.view.showdebug)
5161         {
5162                 if (cl_locs_show.integer)
5163                 {
5164                         R_DrawLocs();
5165                         if (r_timereport_active)
5166                                 R_TimeReport("showlocs");
5167                 }
5168
5169                 if (r_drawportals.integer)
5170                 {
5171                         R_DrawPortals();
5172                         if (r_timereport_active)
5173                                 R_TimeReport("portals");
5174                 }
5175
5176                 if (r_showbboxes.value > 0)
5177                 {
5178                         R_DrawEntityBBoxes();
5179                         if (r_timereport_active)
5180                                 R_TimeReport("bboxes");
5181                 }
5182         }
5183
5184         R_SetupGenericShader(true);
5185         R_MeshQueue_RenderTransparent();
5186         if (r_timereport_active)
5187                 R_TimeReport("drawtrans");
5188
5189         R_SetupGenericShader(true);
5190
5191         if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0))
5192         {
5193                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
5194                 if (r_timereport_active)
5195                         R_TimeReport("worlddebug");
5196                 R_DrawModelsDebug();
5197                 if (r_timereport_active)
5198                         R_TimeReport("modeldebug");
5199         }
5200
5201         R_SetupGenericShader(true);
5202
5203         if (cl.csqc_vidvars.drawworld)
5204         {
5205                 R_DrawCoronas();
5206                 if (r_timereport_active)
5207                         R_TimeReport("coronas");
5208         }
5209
5210         // don't let sound skip if going slow
5211         if (r_refdef.scene.extraupdate)
5212                 S_ExtraUpdate ();
5213
5214         R_ResetViewRendering2D();
5215 }
5216
5217 static const unsigned short bboxelements[36] =
5218 {
5219         5, 1, 3, 5, 3, 7,
5220         6, 2, 0, 6, 0, 4,
5221         7, 3, 2, 7, 2, 6,
5222         4, 0, 1, 4, 1, 5,
5223         4, 5, 7, 4, 7, 6,
5224         1, 0, 2, 1, 2, 3,
5225 };
5226
5227 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
5228 {
5229         int i;
5230         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
5231
5232         RSurf_ActiveWorldEntity();
5233
5234         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5235         GL_DepthMask(false);
5236         GL_DepthRange(0, 1);
5237         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5238         R_Mesh_ResetTextureState();
5239
5240         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
5241         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
5242         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
5243         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
5244         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
5245         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
5246         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
5247         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
5248         R_FillColors(color4f, 8, cr, cg, cb, ca);
5249         if (r_refdef.fogenabled)
5250         {
5251                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
5252                 {
5253                         f1 = RSurf_FogVertex(v);
5254                         f2 = 1 - f1;
5255                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
5256                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
5257                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
5258                 }
5259         }
5260         R_Mesh_VertexPointer(vertex3f, 0, 0);
5261         R_Mesh_ColorPointer(color4f, 0, 0);
5262         R_Mesh_ResetTextureState();
5263         R_SetupGenericShader(false);
5264         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
5265 }
5266
5267 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5268 {
5269         int i;
5270         float color[4];
5271         prvm_edict_t *edict;
5272         prvm_prog_t *prog_save = prog;
5273
5274         // this function draws bounding boxes of server entities
5275         if (!sv.active)
5276                 return;
5277
5278         GL_CullFace(GL_NONE);
5279         R_SetupGenericShader(false);
5280
5281         prog = 0;
5282         SV_VM_Begin();
5283         for (i = 0;i < numsurfaces;i++)
5284         {
5285                 edict = PRVM_EDICT_NUM(surfacelist[i]);
5286                 switch ((int)edict->fields.server->solid)
5287                 {
5288                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
5289                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
5290                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
5291                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
5292                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
5293                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
5294                 }
5295                 color[3] *= r_showbboxes.value;
5296                 color[3] = bound(0, color[3], 1);
5297                 GL_DepthTest(!r_showdisabledepthtest.integer);
5298                 GL_CullFace(r_refdef.view.cullface_front);
5299                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
5300         }
5301         SV_VM_End();
5302         prog = prog_save;
5303 }
5304
5305 static void R_DrawEntityBBoxes(void)
5306 {
5307         int i;
5308         prvm_edict_t *edict;
5309         vec3_t center;
5310         prvm_prog_t *prog_save = prog;
5311
5312         // this function draws bounding boxes of server entities
5313         if (!sv.active)
5314                 return;
5315
5316         prog = 0;
5317         SV_VM_Begin();
5318         for (i = 0;i < prog->num_edicts;i++)
5319         {
5320                 edict = PRVM_EDICT_NUM(i);
5321                 if (edict->priv.server->free)
5322                         continue;
5323                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
5324                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
5325                         continue;
5326                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
5327                         continue;
5328                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
5329                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
5330         }
5331         SV_VM_End();
5332         prog = prog_save;
5333 }
5334
5335 static const int nomodelelement3i[24] =
5336 {
5337         5, 2, 0,
5338         5, 1, 2,
5339         5, 0, 3,
5340         5, 3, 1,
5341         0, 2, 4,
5342         2, 1, 4,
5343         3, 0, 4,
5344         1, 3, 4
5345 };
5346
5347 static const unsigned short nomodelelement3s[24] =
5348 {
5349         5, 2, 0,
5350         5, 1, 2,
5351         5, 0, 3,
5352         5, 3, 1,
5353         0, 2, 4,
5354         2, 1, 4,
5355         3, 0, 4,
5356         1, 3, 4
5357 };
5358
5359 static const float nomodelvertex3f[6*3] =
5360 {
5361         -16,   0,   0,
5362          16,   0,   0,
5363           0, -16,   0,
5364           0,  16,   0,
5365           0,   0, -16,
5366           0,   0,  16
5367 };
5368
5369 static const float nomodelcolor4f[6*4] =
5370 {
5371         0.0f, 0.0f, 0.5f, 1.0f,
5372         0.0f, 0.0f, 0.5f, 1.0f,
5373         0.0f, 0.5f, 0.0f, 1.0f,
5374         0.0f, 0.5f, 0.0f, 1.0f,
5375         0.5f, 0.0f, 0.0f, 1.0f,
5376         0.5f, 0.0f, 0.0f, 1.0f
5377 };
5378
5379 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5380 {
5381         int i;
5382         float f1, f2, *c;
5383         float color4f[6*4];
5384
5385         RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
5386
5387         // this is only called once per entity so numsurfaces is always 1, and
5388         // surfacelist is always {0}, so this code does not handle batches
5389
5390         if (rsurface.ent_flags & RENDER_ADDITIVE)
5391         {
5392                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5393                 GL_DepthMask(false);
5394         }
5395         else if (rsurface.ent_color[3] < 1)
5396         {
5397                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5398                 GL_DepthMask(false);
5399         }
5400         else
5401         {
5402                 GL_BlendFunc(GL_ONE, GL_ZERO);
5403                 GL_DepthMask(true);
5404         }
5405         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5406         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
5407         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
5408         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5409         R_SetupGenericShader(false);
5410         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5411         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5412         R_Mesh_ColorPointer(color4f, 0, 0);
5413         for (i = 0, c = color4f;i < 6;i++, c += 4)
5414         {
5415                 c[0] *= rsurface.ent_color[0];
5416                 c[1] *= rsurface.ent_color[1];
5417                 c[2] *= rsurface.ent_color[2];
5418                 c[3] *= rsurface.ent_color[3];
5419         }
5420         if (r_refdef.fogenabled)
5421         {
5422                 for (i = 0, c = color4f;i < 6;i++, c += 4)
5423                 {
5424                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
5425                         f2 = 1 - f1;
5426                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5427                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5428                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5429                 }
5430         }
5431         R_Mesh_ResetTextureState();
5432         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
5433 }
5434
5435 void R_DrawNoModel(entity_render_t *ent)
5436 {
5437         vec3_t org;
5438         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5439         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
5440                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5441         else
5442                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
5443 }
5444
5445 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5446 {
5447         vec3_t right1, right2, diff, normal;
5448
5449         VectorSubtract (org2, org1, normal);
5450
5451         // calculate 'right' vector for start
5452         VectorSubtract (r_refdef.view.origin, org1, diff);
5453         CrossProduct (normal, diff, right1);
5454         VectorNormalize (right1);
5455
5456         // calculate 'right' vector for end
5457         VectorSubtract (r_refdef.view.origin, org2, diff);
5458         CrossProduct (normal, diff, right2);
5459         VectorNormalize (right2);
5460
5461         vert[ 0] = org1[0] + width * right1[0];
5462         vert[ 1] = org1[1] + width * right1[1];
5463         vert[ 2] = org1[2] + width * right1[2];
5464         vert[ 3] = org1[0] - width * right1[0];
5465         vert[ 4] = org1[1] - width * right1[1];
5466         vert[ 5] = org1[2] - width * right1[2];
5467         vert[ 6] = org2[0] - width * right2[0];
5468         vert[ 7] = org2[1] - width * right2[1];
5469         vert[ 8] = org2[2] - width * right2[2];
5470         vert[ 9] = org2[0] + width * right2[0];
5471         vert[10] = org2[1] + width * right2[1];
5472         vert[11] = org2[2] + width * right2[2];
5473 }
5474
5475 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
5476 {
5477         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5478         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5479         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5480         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5481         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5482         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5483         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5484         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5485         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5486         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5487         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5488         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5489 }
5490
5491 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5492 {
5493         int i;
5494         float *vertex3f;
5495         float v[3];
5496         VectorSet(v, x, y, z);
5497         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5498                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5499                         break;
5500         if (i == mesh->numvertices)
5501         {
5502                 if (mesh->numvertices < mesh->maxvertices)
5503                 {
5504                         VectorCopy(v, vertex3f);
5505                         mesh->numvertices++;
5506                 }
5507                 return mesh->numvertices;
5508         }
5509         else
5510                 return i;
5511 }
5512
5513 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5514 {
5515         int i;
5516         int *e, element[3];
5517         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5518         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5519         e = mesh->element3i + mesh->numtriangles * 3;
5520         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5521         {
5522                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5523                 if (mesh->numtriangles < mesh->maxtriangles)
5524                 {
5525                         *e++ = element[0];
5526                         *e++ = element[1];
5527                         *e++ = element[2];
5528                         mesh->numtriangles++;
5529                 }
5530                 element[1] = element[2];
5531         }
5532 }
5533
5534 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5535 {
5536         int i;
5537         int *e, element[3];
5538         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5539         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5540         e = mesh->element3i + mesh->numtriangles * 3;
5541         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5542         {
5543                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5544                 if (mesh->numtriangles < mesh->maxtriangles)
5545                 {
5546                         *e++ = element[0];
5547                         *e++ = element[1];
5548                         *e++ = element[2];
5549                         mesh->numtriangles++;
5550                 }
5551                 element[1] = element[2];
5552         }
5553 }
5554
5555 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5556 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5557 {
5558         int planenum, planenum2;
5559         int w;
5560         int tempnumpoints;
5561         mplane_t *plane, *plane2;
5562         double maxdist;
5563         double temppoints[2][256*3];
5564         // figure out how large a bounding box we need to properly compute this brush
5565         maxdist = 0;
5566         for (w = 0;w < numplanes;w++)
5567                 maxdist = max(maxdist, fabs(planes[w].dist));
5568         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5569         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5570         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5571         {
5572                 w = 0;
5573                 tempnumpoints = 4;
5574                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5575                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5576                 {
5577                         if (planenum2 == planenum)
5578                                 continue;
5579                         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);
5580                         w = !w;
5581                 }
5582                 if (tempnumpoints < 3)
5583                         continue;
5584                 // generate elements forming a triangle fan for this polygon
5585                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5586         }
5587 }
5588
5589 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)
5590 {
5591         texturelayer_t *layer;
5592         layer = t->currentlayers + t->currentnumlayers++;
5593         layer->type = type;
5594         layer->depthmask = depthmask;
5595         layer->blendfunc1 = blendfunc1;
5596         layer->blendfunc2 = blendfunc2;
5597         layer->texture = texture;
5598         layer->texmatrix = *matrix;
5599         layer->color[0] = r * r_refdef.view.colorscale;
5600         layer->color[1] = g * r_refdef.view.colorscale;
5601         layer->color[2] = b * r_refdef.view.colorscale;
5602         layer->color[3] = a;
5603 }
5604
5605 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5606 {
5607         double index, f;
5608         index = parms[2] + r_refdef.scene.time * parms[3];
5609         index -= floor(index);
5610         switch (func)
5611         {
5612         default:
5613         case Q3WAVEFUNC_NONE:
5614         case Q3WAVEFUNC_NOISE:
5615         case Q3WAVEFUNC_COUNT:
5616                 f = 0;
5617                 break;
5618         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5619         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5620         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5621         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5622         case Q3WAVEFUNC_TRIANGLE:
5623                 index *= 4;
5624                 f = index - floor(index);
5625                 if (index < 1)
5626                         f = f;
5627                 else if (index < 2)
5628                         f = 1 - f;
5629                 else if (index < 3)
5630                         f = -f;
5631                 else
5632                         f = -(1 - f);
5633                 break;
5634         }
5635         return (float)(parms[0] + parms[1] * f);
5636 }
5637
5638 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5639 {
5640         int w, h, idx;
5641         float f;
5642         float tcmat[12];
5643         matrix4x4_t matrix, temp;
5644         switch(tcmod->tcmod)
5645         {
5646                 case Q3TCMOD_COUNT:
5647                 case Q3TCMOD_NONE:
5648                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5649                                 matrix = r_waterscrollmatrix;
5650                         else
5651                                 matrix = identitymatrix;
5652                         break;
5653                 case Q3TCMOD_ENTITYTRANSLATE:
5654                         // this is used in Q3 to allow the gamecode to control texcoord
5655                         // scrolling on the entity, which is not supported in darkplaces yet.
5656                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5657                         break;
5658                 case Q3TCMOD_ROTATE:
5659                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5660                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5661                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5662                         break;
5663                 case Q3TCMOD_SCALE:
5664                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5665                         break;
5666                 case Q3TCMOD_SCROLL:
5667                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5668                         break;
5669                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5670                         w = (int) tcmod->parms[0];
5671                         h = (int) tcmod->parms[1];
5672                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5673                         f = f - floor(f);
5674                         idx = (int) floor(f * w * h);
5675                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5676                         break;
5677                 case Q3TCMOD_STRETCH:
5678                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5679                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5680                         break;
5681                 case Q3TCMOD_TRANSFORM:
5682                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
5683                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
5684                         VectorSet(tcmat +  6, 0                   , 0                , 1);
5685                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
5686                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5687                         break;
5688                 case Q3TCMOD_TURBULENT:
5689                         // this is handled in the RSurf_PrepareVertices function
5690                         matrix = identitymatrix;
5691                         break;
5692         }
5693         temp = *texmatrix;
5694         Matrix4x4_Concat(texmatrix, &matrix, &temp);
5695 }
5696
5697 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
5698 {
5699         int textureflags = TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
5700         char name[MAX_QPATH];
5701         skinframe_t *skinframe;
5702         unsigned char pixels[296*194];
5703         strlcpy(cache->name, skinname, sizeof(cache->name));
5704         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
5705         if (developer_loading.integer)
5706                 Con_Printf("loading %s\n", name);
5707         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5708         if (!skinframe || !skinframe->base)
5709         {
5710                 unsigned char *f;
5711                 fs_offset_t filesize;
5712                 skinframe = NULL;
5713                 f = FS_LoadFile(name, tempmempool, true, &filesize);
5714                 if (f)
5715                 {
5716                         if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
5717                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
5718                         Mem_Free(f);
5719                 }
5720         }
5721         cache->skinframe = skinframe;
5722 }
5723
5724 texture_t *R_GetCurrentTexture(texture_t *t)
5725 {
5726         int i;
5727         const entity_render_t *ent = rsurface.entity;
5728         dp_model_t *model = ent->model;
5729         q3shaderinfo_layer_tcmod_t *tcmod;
5730
5731         if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5732                 return t->currentframe;
5733         t->update_lastrenderframe = r_frame;
5734         t->update_lastrenderentity = (void *)ent;
5735
5736         // switch to an alternate material if this is a q1bsp animated material
5737         {
5738                 texture_t *texture = t;
5739                 int s = rsurface.ent_skinnum;
5740                 if ((unsigned int)s >= (unsigned int)model->numskins)
5741                         s = 0;
5742                 if (model->skinscenes)
5743                 {
5744                         if (model->skinscenes[s].framecount > 1)
5745                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5746                         else
5747                                 s = model->skinscenes[s].firstframe;
5748                 }
5749                 if (s > 0)
5750                         t = t + s * model->num_surfaces;
5751                 if (t->animated)
5752                 {
5753                         // use an alternate animation if the entity's frame is not 0,
5754                         // and only if the texture has an alternate animation
5755                         if (rsurface.ent_alttextures && t->anim_total[1])
5756                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5757                         else
5758                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5759                 }
5760                 texture->currentframe = t;
5761         }
5762
5763         // update currentskinframe to be a qw skin or animation frame
5764         if (rsurface.ent_qwskin >= 0)
5765         {
5766                 i = rsurface.ent_qwskin;
5767                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
5768                 {
5769                         r_qwskincache_size = cl.maxclients;
5770                         if (r_qwskincache)
5771                                 Mem_Free(r_qwskincache);
5772                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
5773                 }
5774                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
5775                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
5776                 t->currentskinframe = r_qwskincache[i].skinframe;
5777                 if (t->currentskinframe == NULL)
5778                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
5779         }
5780         else if (t->numskinframes >= 2)
5781                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
5782         if (t->backgroundnumskinframes >= 2)
5783                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
5784
5785         t->currentmaterialflags = t->basematerialflags;
5786         t->currentalpha = rsurface.ent_color[3];
5787         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5788                 t->currentalpha *= r_wateralpha.value;
5789         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5790                 t->currentalpha *= t->r_water_wateralpha;
5791         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5792                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5793         if (!(rsurface.ent_flags & RENDER_LIGHT))
5794                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5795         else if (rsurface.modeltexcoordlightmap2f == NULL)
5796         {
5797                 // pick a model lighting mode
5798                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
5799                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5800                 else
5801                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5802         }
5803         if (rsurface.ent_flags & RENDER_ADDITIVE)
5804                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5805         else if (t->currentalpha < 1)
5806                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5807         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
5808                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5809         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
5810                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5811         if (t->backgroundnumskinframes)
5812                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5813         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5814         {
5815                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5816                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5817         }
5818         else
5819                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5820
5821         // there is no tcmod
5822         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5823         {
5824                 t->currenttexmatrix = r_waterscrollmatrix;
5825                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5826         }
5827         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
5828         {
5829                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5830                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5831         }
5832
5833         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5834                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5835         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5836                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5837
5838         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
5839         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5840         t->glosstexture = r_texture_black;
5841         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5842         t->backgroundglosstexture = r_texture_black;
5843         t->specularpower = r_shadow_glossexponent.value;
5844         // TODO: store reference values for these in the texture?
5845         t->specularscale = 0;
5846         if (r_shadow_gloss.integer > 0)
5847         {
5848                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5849                 {
5850                         if (r_shadow_glossintensity.value > 0)
5851                         {
5852                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5853                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5854                                 t->specularscale = r_shadow_glossintensity.value;
5855                         }
5856                 }
5857                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5858                 {
5859                         t->glosstexture = r_texture_white;
5860                         t->backgroundglosstexture = r_texture_white;
5861                         t->specularscale = r_shadow_gloss2intensity.value;
5862                         t->specularpower = r_shadow_gloss2exponent.value;
5863                 }
5864         }
5865         t->specularscale *= t->specularscalemod;
5866         t->specularpower *= t->specularpowermod;
5867
5868         // lightmaps mode looks bad with dlights using actual texturing, so turn
5869         // off the colormap and glossmap, but leave the normalmap on as it still
5870         // accurately represents the shading involved
5871         if (gl_lightmaps.integer)
5872         {
5873                 t->basetexture = r_texture_grey128;
5874                 t->backgroundbasetexture = NULL;
5875                 t->specularscale = 0;
5876                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5877         }
5878
5879         Vector4Set(t->lightmapcolor, rsurface.ent_color[0], rsurface.ent_color[1], rsurface.ent_color[2], t->currentalpha);
5880         VectorClear(t->dlightcolor);
5881         t->currentnumlayers = 0;
5882         if (t->currentmaterialflags & MATERIALFLAG_WALL)
5883         {
5884                 int layerflags = 0;
5885                 int blendfunc1, blendfunc2;
5886                 qboolean depthmask;
5887                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5888                 {
5889                         blendfunc1 = GL_SRC_ALPHA;
5890                         blendfunc2 = GL_ONE;
5891                 }
5892                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5893                 {
5894                         blendfunc1 = GL_SRC_ALPHA;
5895                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5896                 }
5897                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5898                 {
5899                         blendfunc1 = t->customblendfunc[0];
5900                         blendfunc2 = t->customblendfunc[1];
5901                 }
5902                 else
5903                 {
5904                         blendfunc1 = GL_ONE;
5905                         blendfunc2 = GL_ZERO;
5906                 }
5907                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5908                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5909                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5910                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5911                 {
5912                         // fullbright is not affected by r_refdef.lightmapintensity
5913                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
5914                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5915                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5916                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5917                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5918                 }
5919                 else
5920                 {
5921                         vec3_t ambientcolor;
5922                         float colorscale;
5923                         // set the color tint used for lights affecting this surface
5924                         VectorSet(t->dlightcolor, rsurface.ent_color[0] * t->lightmapcolor[3], rsurface.ent_color[1] * t->lightmapcolor[3], rsurface.ent_color[2] * t->lightmapcolor[3]);
5925                         colorscale = 2;
5926                         // q3bsp has no lightmap updates, so the lightstylevalue that
5927                         // would normally be baked into the lightmap must be
5928                         // applied to the color
5929                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5930                         if (model->type == mod_brushq3)
5931                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5932                         colorscale *= r_refdef.lightmapintensity;
5933                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5934                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5935                         // basic lit geometry
5936                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
5937                         // add pants/shirt if needed
5938                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5939                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
5940                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5941                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5942                         // now add ambient passes if needed
5943                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5944                         {
5945                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
5946                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5947                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5948                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5949                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5950                         }
5951                 }
5952                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5953                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
5954                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5955                 {
5956                         // if this is opaque use alpha blend which will darken the earlier
5957                         // passes cheaply.
5958                         //
5959                         // if this is an alpha blended material, all the earlier passes
5960                         // were darkened by fog already, so we only need to add the fog
5961                         // color ontop through the fog mask texture
5962                         //
5963                         // if this is an additive blended material, all the earlier passes
5964                         // were darkened by fog already, and we should not add fog color
5965                         // (because the background was not darkened, there is no fog color
5966                         // that was lost behind it).
5967                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
5968                 }
5969         }
5970
5971         return t->currentframe;
5972 }
5973
5974 rsurfacestate_t rsurface;
5975
5976 void R_Mesh_ResizeArrays(int newvertices)
5977 {
5978         float *base;
5979         if (rsurface.array_size >= newvertices)
5980                 return;
5981         if (rsurface.array_modelvertex3f)
5982                 Mem_Free(rsurface.array_modelvertex3f);
5983         rsurface.array_size = (newvertices + 1023) & ~1023;
5984         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5985         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
5986         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
5987         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
5988         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
5989         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
5990         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5991         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5992         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
5993         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
5994         rsurface.array_color4f           = base + rsurface.array_size * 27;
5995         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5996 }
5997
5998 void RSurf_ActiveWorldEntity(void)
5999 {
6000         dp_model_t *model = r_refdef.scene.worldmodel;
6001         //if (rsurface.entity == r_refdef.scene.worldentity)
6002         //      return;
6003         rsurface.entity = r_refdef.scene.worldentity;
6004         rsurface.ent_skinnum = 0;
6005         rsurface.ent_qwskin = -1;
6006         rsurface.ent_shadertime = 0;
6007         Vector4Set(rsurface.ent_color, 1, 1, 1, 1);
6008         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
6009         if (rsurface.array_size < model->surfmesh.num_vertices)
6010                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
6011         rsurface.matrix = identitymatrix;
6012         rsurface.inversematrix = identitymatrix;
6013         rsurface.matrixscale = 1;
6014         rsurface.inversematrixscale = 1;
6015         R_Mesh_Matrix(&identitymatrix);
6016         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
6017         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
6018         rsurface.fograngerecip = r_refdef.fograngerecip;
6019         rsurface.fogheightfade = r_refdef.fogheightfade;
6020         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
6021         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6022         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6023         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6024         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6025         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6026         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6027         VectorSet(rsurface.glowmod, 1, 1, 1);
6028         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6029         rsurface.frameblend[0].lerp = 1;
6030         rsurface.ent_alttextures = false;
6031         rsurface.basepolygonfactor = r_refdef.polygonfactor;
6032         rsurface.basepolygonoffset = r_refdef.polygonoffset;
6033         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
6034         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6035         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6036         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6037         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6038         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6039         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6040         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6041         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6042         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
6043         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6044         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6045         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
6046         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6047         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6048         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
6049         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6050         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6051         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
6052         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6053         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6054         rsurface.modelelement3i = model->surfmesh.data_element3i;
6055         rsurface.modelelement3s = model->surfmesh.data_element3s;
6056         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6057         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6058         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6059         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6060         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6061         rsurface.modelsurfaces = model->data_surfaces;
6062         rsurface.generatedvertex = false;
6063         rsurface.vertex3f  = rsurface.modelvertex3f;
6064         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6065         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6066         rsurface.svector3f = rsurface.modelsvector3f;
6067         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6068         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6069         rsurface.tvector3f = rsurface.modeltvector3f;
6070         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6071         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6072         rsurface.normal3f  = rsurface.modelnormal3f;
6073         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6074         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6075         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6076 }
6077
6078 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6079 {
6080         dp_model_t *model = ent->model;
6081         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6082         //      return;
6083         rsurface.entity = (entity_render_t *)ent;
6084         rsurface.ent_skinnum = ent->skinnum;
6085         rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
6086         rsurface.ent_shadertime = ent->shadertime;
6087         Vector4Set(rsurface.ent_color, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha);
6088         rsurface.ent_flags = ent->flags;
6089         if (rsurface.array_size < model->surfmesh.num_vertices)
6090                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
6091         rsurface.matrix = ent->matrix;
6092         rsurface.inversematrix = ent->inversematrix;
6093         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6094         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6095         R_Mesh_Matrix(&rsurface.matrix);
6096         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6097         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6098         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6099         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6100         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6101         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6102         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
6103         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
6104         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
6105         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
6106         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
6107         VectorCopy(ent->glowmod, rsurface.glowmod);
6108         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6109         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6110         rsurface.basepolygonfactor = r_refdef.polygonfactor;
6111         rsurface.basepolygonoffset = r_refdef.polygonoffset;
6112         if (ent->model->brush.submodel)
6113         {
6114                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6115                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6116         }
6117         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
6118         {
6119                 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
6120                 {
6121                         rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
6122                         rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
6123                         rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
6124                         rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
6125                 }
6126                 else if (wanttangents)
6127                 {
6128                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6129                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6130                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6131                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6132                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
6133                 }
6134                 else if (wantnormals)
6135                 {
6136                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6137                         rsurface.modelsvector3f = NULL;
6138                         rsurface.modeltvector3f = NULL;
6139                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6140                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
6141                 }
6142                 else
6143                 {
6144                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6145                         rsurface.modelsvector3f = NULL;
6146                         rsurface.modeltvector3f = NULL;
6147                         rsurface.modelnormal3f = NULL;
6148                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
6149                 }
6150                 rsurface.modelvertex3f_bufferobject = 0;
6151                 rsurface.modelvertex3f_bufferoffset = 0;
6152                 rsurface.modelsvector3f_bufferobject = 0;
6153                 rsurface.modelsvector3f_bufferoffset = 0;
6154                 rsurface.modeltvector3f_bufferobject = 0;
6155                 rsurface.modeltvector3f_bufferoffset = 0;
6156                 rsurface.modelnormal3f_bufferobject = 0;
6157                 rsurface.modelnormal3f_bufferoffset = 0;
6158                 rsurface.generatedvertex = true;
6159         }
6160         else
6161         {
6162                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
6163                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6164                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6165                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6166                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6167                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6168                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6169                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6170                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6171                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
6172                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6173                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6174                 rsurface.generatedvertex = false;
6175         }
6176         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
6177         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6178         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6179         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
6180         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6181         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6182         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
6183         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6184         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6185         rsurface.modelelement3i = model->surfmesh.data_element3i;
6186         rsurface.modelelement3s = model->surfmesh.data_element3s;
6187         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6188         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6189         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6190         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6191         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6192         rsurface.modelsurfaces = model->data_surfaces;
6193         rsurface.vertex3f  = rsurface.modelvertex3f;
6194         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6195         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6196         rsurface.svector3f = rsurface.modelsvector3f;
6197         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6198         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6199         rsurface.tvector3f = rsurface.modeltvector3f;
6200         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6201         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6202         rsurface.normal3f  = rsurface.modelnormal3f;
6203         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6204         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6205         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6206 }
6207
6208 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
6209 {
6210         rsurface.entity = r_refdef.scene.worldentity;
6211         rsurface.ent_skinnum = 0;
6212         rsurface.ent_qwskin = -1;
6213         rsurface.ent_shadertime = shadertime;
6214         Vector4Set(rsurface.ent_color, r, g, b, a);
6215         rsurface.ent_flags = entflags;
6216         rsurface.modelnum_vertices = numvertices;
6217         rsurface.modelnum_triangles = numtriangles;
6218         if (rsurface.array_size < rsurface.modelnum_vertices)
6219                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
6220         rsurface.matrix = *matrix;
6221         rsurface.inversematrix = *inversematrix;
6222         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6223         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6224         R_Mesh_Matrix(&rsurface.matrix);
6225         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6226         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6227         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6228         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6229         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6230         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6231         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6232         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6233         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6234         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6235         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6236         VectorSet(rsurface.glowmod, 1, 1, 1);
6237         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6238         rsurface.frameblend[0].lerp = 1;
6239         rsurface.ent_alttextures = false;
6240         rsurface.basepolygonfactor = r_refdef.polygonfactor;
6241         rsurface.basepolygonoffset = r_refdef.polygonoffset;
6242         if (wanttangents)
6243         {
6244                 rsurface.modelvertex3f = vertex3f;
6245                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
6246                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
6247                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6248         }
6249         else if (wantnormals)
6250         {
6251                 rsurface.modelvertex3f = vertex3f;
6252                 rsurface.modelsvector3f = NULL;
6253                 rsurface.modeltvector3f = NULL;
6254                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6255         }
6256         else
6257         {
6258                 rsurface.modelvertex3f = vertex3f;
6259                 rsurface.modelsvector3f = NULL;
6260                 rsurface.modeltvector3f = NULL;
6261                 rsurface.modelnormal3f = NULL;
6262         }
6263         rsurface.modelvertex3f_bufferobject = 0;
6264         rsurface.modelvertex3f_bufferoffset = 0;
6265         rsurface.modelsvector3f_bufferobject = 0;
6266         rsurface.modelsvector3f_bufferoffset = 0;
6267         rsurface.modeltvector3f_bufferobject = 0;
6268         rsurface.modeltvector3f_bufferoffset = 0;
6269         rsurface.modelnormal3f_bufferobject = 0;
6270         rsurface.modelnormal3f_bufferoffset = 0;
6271         rsurface.generatedvertex = true;
6272         rsurface.modellightmapcolor4f  = color4f;
6273         rsurface.modellightmapcolor4f_bufferobject = 0;
6274         rsurface.modellightmapcolor4f_bufferoffset = 0;
6275         rsurface.modeltexcoordtexture2f  = texcoord2f;
6276         rsurface.modeltexcoordtexture2f_bufferobject = 0;
6277         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
6278         rsurface.modeltexcoordlightmap2f  = NULL;
6279         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
6280         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
6281         rsurface.modelelement3i = element3i;
6282         rsurface.modelelement3s = element3s;
6283         rsurface.modelelement3i_bufferobject = 0;
6284         rsurface.modelelement3s_bufferobject = 0;
6285         rsurface.modellightmapoffsets = NULL;
6286         rsurface.modelsurfaces = NULL;
6287         rsurface.vertex3f  = rsurface.modelvertex3f;
6288         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6289         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6290         rsurface.svector3f = rsurface.modelsvector3f;
6291         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6292         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6293         rsurface.tvector3f = rsurface.modeltvector3f;
6294         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6295         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6296         rsurface.normal3f  = rsurface.modelnormal3f;
6297         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6298         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6299         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6300
6301         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
6302         {
6303                 if ((wantnormals || wanttangents) && !normal3f)
6304                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6305                 if (wanttangents && !svector3f)
6306                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
6307         }
6308 }
6309
6310 float RSurf_FogPoint(const float *v)
6311 {
6312         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6313         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
6314         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
6315         float FogHeightFade = r_refdef.fogheightfade;
6316         float fogfrac;
6317         unsigned int fogmasktableindex;
6318         if (r_refdef.fogplaneviewabove)
6319                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6320         else
6321                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6322         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
6323         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6324 }
6325
6326 float RSurf_FogVertex(const float *v)
6327 {
6328         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6329         float FogPlaneViewDist = rsurface.fogplaneviewdist;
6330         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
6331         float FogHeightFade = rsurface.fogheightfade;
6332         float fogfrac;
6333         unsigned int fogmasktableindex;
6334         if (r_refdef.fogplaneviewabove)
6335                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6336         else
6337                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6338         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
6339         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6340 }
6341
6342 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
6343 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
6344 {
6345         int deformindex;
6346         int texturesurfaceindex;
6347         int i, j;
6348         float amplitude;
6349         float animpos;
6350         float scale;
6351         const float *v1, *in_tc;
6352         float *out_tc;
6353         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
6354         float waveparms[4];
6355         q3shaderinfo_deform_t *deform;
6356         // 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
6357         if (rsurface.generatedvertex)
6358         {
6359                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
6360                         generatenormals = true;
6361                 for (i = 0;i < Q3MAXDEFORMS;i++)
6362                 {
6363                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
6364                         {
6365                                 generatetangents = true;
6366                                 generatenormals = true;
6367                         }
6368                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
6369                                 generatenormals = true;
6370                 }
6371                 if (generatenormals && !rsurface.modelnormal3f)
6372                 {
6373                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6374                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
6375                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
6376                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6377                 }
6378                 if (generatetangents && !rsurface.modelsvector3f)
6379                 {
6380                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6381                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
6382                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
6383                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6384                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
6385                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
6386                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
6387                 }
6388         }
6389         rsurface.vertex3f  = rsurface.modelvertex3f;
6390         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6391         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6392         rsurface.svector3f = rsurface.modelsvector3f;
6393         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6394         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6395         rsurface.tvector3f = rsurface.modeltvector3f;
6396         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6397         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6398         rsurface.normal3f  = rsurface.modelnormal3f;
6399         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6400         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6401         // if vertices are deformed (sprite flares and things in maps, possibly
6402         // water waves, bulges and other deformations), generate them into
6403         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
6404         // (may be static model data or generated data for an animated model, or
6405         //  the previous deform pass)
6406         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
6407         {
6408                 switch (deform->deform)
6409                 {
6410                 default:
6411                 case Q3DEFORM_PROJECTIONSHADOW:
6412                 case Q3DEFORM_TEXT0:
6413                 case Q3DEFORM_TEXT1:
6414                 case Q3DEFORM_TEXT2:
6415                 case Q3DEFORM_TEXT3:
6416                 case Q3DEFORM_TEXT4:
6417                 case Q3DEFORM_TEXT5:
6418                 case Q3DEFORM_TEXT6:
6419                 case Q3DEFORM_TEXT7:
6420                 case Q3DEFORM_NONE:
6421                         break;
6422                 case Q3DEFORM_AUTOSPRITE:
6423                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6424                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6425                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6426                         VectorNormalize(newforward);
6427                         VectorNormalize(newright);
6428                         VectorNormalize(newup);
6429                         // make deformed versions of only the model vertices used by the specified surfaces
6430                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6431                         {
6432                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6433                                 // a single autosprite surface can contain multiple sprites...
6434                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
6435                                 {
6436                                         VectorClear(center);
6437                                         for (i = 0;i < 4;i++)
6438                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6439                                         VectorScale(center, 0.25f, center);
6440                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
6441                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
6442                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
6443                                         for (i = 0;i < 4;i++)
6444                                         {
6445                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
6446                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6447                                         }
6448                                 }
6449                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6450                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6451                         }
6452                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6453                         rsurface.vertex3f_bufferobject = 0;
6454                         rsurface.vertex3f_bufferoffset = 0;
6455                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6456                         rsurface.svector3f_bufferobject = 0;
6457                         rsurface.svector3f_bufferoffset = 0;
6458                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6459                         rsurface.tvector3f_bufferobject = 0;
6460                         rsurface.tvector3f_bufferoffset = 0;
6461                         rsurface.normal3f = rsurface.array_deformednormal3f;
6462                         rsurface.normal3f_bufferobject = 0;
6463                         rsurface.normal3f_bufferoffset = 0;
6464                         break;
6465                 case Q3DEFORM_AUTOSPRITE2:
6466                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6467                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6468                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6469                         VectorNormalize(newforward);
6470                         VectorNormalize(newright);
6471                         VectorNormalize(newup);
6472                         // make deformed versions of only the model vertices used by the specified surfaces
6473                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6474                         {
6475                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6476                                 const float *v1, *v2;
6477                                 vec3_t start, end;
6478                                 float f, l;
6479                                 struct
6480                                 {
6481                                         float length2;
6482                                         const float *v1;
6483                                         const float *v2;
6484                                 }
6485                                 shortest[2];
6486                                 memset(shortest, 0, sizeof(shortest));
6487                                 // a single autosprite surface can contain multiple sprites...
6488                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
6489                                 {
6490                                         VectorClear(center);
6491                                         for (i = 0;i < 4;i++)
6492                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6493                                         VectorScale(center, 0.25f, center);
6494                                         // find the two shortest edges, then use them to define the
6495                                         // axis vectors for rotating around the central axis
6496                                         for (i = 0;i < 6;i++)
6497                                         {
6498                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
6499                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
6500 #if 0
6501                                                 Debug_PolygonBegin(NULL, 0);
6502                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
6503                                                 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);
6504                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
6505                                                 Debug_PolygonEnd();
6506 #endif
6507                                                 l = VectorDistance2(v1, v2);
6508                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
6509                                                 if (v1[2] != v2[2])
6510                                                         l += (1.0f / 1024.0f);
6511                                                 if (shortest[0].length2 > l || i == 0)
6512                                                 {
6513                                                         shortest[1] = shortest[0];
6514                                                         shortest[0].length2 = l;
6515                                                         shortest[0].v1 = v1;
6516                                                         shortest[0].v2 = v2;
6517                                                 }
6518                                                 else if (shortest[1].length2 > l || i == 1)
6519                                                 {
6520                                                         shortest[1].length2 = l;
6521                                                         shortest[1].v1 = v1;
6522                                                         shortest[1].v2 = v2;
6523                                                 }
6524                                         }
6525                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6526                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6527 #if 0
6528                                         Debug_PolygonBegin(NULL, 0);
6529                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6530                                         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);
6531                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6532                                         Debug_PolygonEnd();
6533 #endif
6534                                         // this calculates the right vector from the shortest edge
6535                                         // and the up vector from the edge midpoints
6536                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6537                                         VectorNormalize(right);
6538                                         VectorSubtract(end, start, up);
6539                                         VectorNormalize(up);
6540                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6541                                         VectorSubtract(rsurface.localvieworigin, center, forward);
6542                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6543                                         VectorNegate(forward, forward);
6544                                         VectorReflect(forward, 0, up, forward);
6545                                         VectorNormalize(forward);
6546                                         CrossProduct(up, forward, newright);
6547                                         VectorNormalize(newright);
6548 #if 0
6549                                         Debug_PolygonBegin(NULL, 0);
6550                                         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);
6551                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6552                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
6553                                         Debug_PolygonEnd();
6554 #endif
6555 #if 0
6556                                         Debug_PolygonBegin(NULL, 0);
6557                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6558                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6559                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
6560                                         Debug_PolygonEnd();
6561 #endif
6562                                         // rotate the quad around the up axis vector, this is made
6563                                         // especially easy by the fact we know the quad is flat,
6564                                         // so we only have to subtract the center position and
6565                                         // measure distance along the right vector, and then
6566                                         // multiply that by the newright vector and add back the
6567                                         // center position
6568                                         // we also need to subtract the old position to undo the
6569                                         // displacement from the center, which we do with a
6570                                         // DotProduct, the subtraction/addition of center is also
6571                                         // optimized into DotProducts here
6572                                         l = DotProduct(right, center);
6573                                         for (i = 0;i < 4;i++)
6574                                         {
6575                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6576                                                 f = DotProduct(right, v1) - l;
6577                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6578                                         }
6579                                 }
6580                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6581                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6582                         }
6583                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6584                         rsurface.vertex3f_bufferobject = 0;
6585                         rsurface.vertex3f_bufferoffset = 0;
6586                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6587                         rsurface.svector3f_bufferobject = 0;
6588                         rsurface.svector3f_bufferoffset = 0;
6589                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6590                         rsurface.tvector3f_bufferobject = 0;
6591                         rsurface.tvector3f_bufferoffset = 0;
6592                         rsurface.normal3f = rsurface.array_deformednormal3f;
6593                         rsurface.normal3f_bufferobject = 0;
6594                         rsurface.normal3f_bufferoffset = 0;
6595                         break;
6596                 case Q3DEFORM_NORMAL:
6597                         // deform the normals to make reflections wavey
6598                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6599                         {
6600                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6601                                 for (j = 0;j < surface->num_vertices;j++)
6602                                 {
6603                                         float vertex[3];
6604                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
6605                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6606                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
6607                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6608                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6609                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6610                                         VectorNormalize(normal);
6611                                 }
6612                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6613                         }
6614                         rsurface.svector3f = rsurface.array_deformedsvector3f;
6615                         rsurface.svector3f_bufferobject = 0;
6616                         rsurface.svector3f_bufferoffset = 0;
6617                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
6618                         rsurface.tvector3f_bufferobject = 0;
6619                         rsurface.tvector3f_bufferoffset = 0;
6620                         rsurface.normal3f = rsurface.array_deformednormal3f;
6621                         rsurface.normal3f_bufferobject = 0;
6622                         rsurface.normal3f_bufferoffset = 0;
6623                         break;
6624                 case Q3DEFORM_WAVE:
6625                         // deform vertex array to make wavey water and flags and such
6626                         waveparms[0] = deform->waveparms[0];
6627                         waveparms[1] = deform->waveparms[1];
6628                         waveparms[2] = deform->waveparms[2];
6629                         waveparms[3] = deform->waveparms[3];
6630                         // this is how a divisor of vertex influence on deformation
6631                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6632                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6633                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6634                         {
6635                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6636                                 for (j = 0;j < surface->num_vertices;j++)
6637                                 {
6638                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
6639                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6640                                         // if the wavefunc depends on time, evaluate it per-vertex
6641                                         if (waveparms[3])
6642                                         {
6643                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6644                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6645                                         }
6646                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
6647                                 }
6648                         }
6649                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6650                         rsurface.vertex3f_bufferobject = 0;
6651                         rsurface.vertex3f_bufferoffset = 0;
6652                         break;
6653                 case Q3DEFORM_BULGE:
6654                         // deform vertex array to make the surface have moving bulges
6655                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6656                         {
6657                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6658                                 for (j = 0;j < surface->num_vertices;j++)
6659                                 {
6660                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6661                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6662                                 }
6663                         }
6664                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6665                         rsurface.vertex3f_bufferobject = 0;
6666                         rsurface.vertex3f_bufferoffset = 0;
6667                         break;
6668                 case Q3DEFORM_MOVE:
6669                         // deform vertex array
6670                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6671                         VectorScale(deform->parms, scale, waveparms);
6672                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6673                         {
6674                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6675                                 for (j = 0;j < surface->num_vertices;j++)
6676                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6677                         }
6678                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
6679                         rsurface.vertex3f_bufferobject = 0;
6680                         rsurface.vertex3f_bufferoffset = 0;
6681                         break;
6682                 }
6683         }
6684         // generate texcoords based on the chosen texcoord source
6685         switch(rsurface.texture->tcgen.tcgen)
6686         {
6687         default:
6688         case Q3TCGEN_TEXTURE:
6689                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
6690                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
6691                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
6692                 break;
6693         case Q3TCGEN_LIGHTMAP:
6694                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
6695                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
6696                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
6697                 break;
6698         case Q3TCGEN_VECTOR:
6699                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6700                 {
6701                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6702                         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)
6703                         {
6704                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6705                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6706                         }
6707                 }
6708                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6709                 rsurface.texcoordtexture2f_bufferobject  = 0;
6710                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6711                 break;
6712         case Q3TCGEN_ENVIRONMENT:
6713                 // make environment reflections using a spheremap
6714                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6715                 {
6716                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6717                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6718                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6719                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6720                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6721                         {
6722                                 // identical to Q3A's method, but executed in worldspace so
6723                                 // carried models can be shiny too
6724
6725                                 float viewer[3], d, reflected[3], worldreflected[3];
6726
6727                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
6728                                 // VectorNormalize(viewer);
6729
6730                                 d = DotProduct(normal, viewer);
6731
6732                                 reflected[0] = normal[0]*2*d - viewer[0];
6733                                 reflected[1] = normal[1]*2*d - viewer[1];
6734                                 reflected[2] = normal[2]*2*d - viewer[2];
6735                                 // note: this is proportinal to viewer, so we can normalize later
6736
6737                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6738                                 VectorNormalize(worldreflected);
6739
6740                                 // note: this sphere map only uses world x and z!
6741                                 // so positive and negative y will LOOK THE SAME.
6742                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6743                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6744                         }
6745                 }
6746                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6747                 rsurface.texcoordtexture2f_bufferobject  = 0;
6748                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6749                 break;
6750         }
6751         // the only tcmod that needs software vertex processing is turbulent, so
6752         // check for it here and apply the changes if needed
6753         // and we only support that as the first one
6754         // (handling a mixture of turbulent and other tcmods would be problematic
6755         //  without punting it entirely to a software path)
6756         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6757         {
6758                 amplitude = rsurface.texture->tcmods[0].parms[1];
6759                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6760                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6761                 {
6762                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6763                         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)
6764                         {
6765                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6766                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6767                         }
6768                 }
6769                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
6770                 rsurface.texcoordtexture2f_bufferobject  = 0;
6771                 rsurface.texcoordtexture2f_bufferoffset  = 0;
6772         }
6773         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
6774         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6775         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6776         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6777 }
6778
6779 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
6780 {
6781         int i, j;
6782         const msurface_t *surface = texturesurfacelist[0];
6783         const msurface_t *surface2;
6784         int firstvertex;
6785         int endvertex;
6786         int numvertices;
6787         int numtriangles;
6788         // TODO: lock all array ranges before render, rather than on each surface
6789         if (texturenumsurfaces == 1)
6790         {
6791                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6792                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6793         }
6794         else if (r_batchmode.integer == 2)
6795         {
6796                 #define MAXBATCHTRIANGLES 4096
6797                 int batchtriangles = 0;
6798                 int batchelements[MAXBATCHTRIANGLES*3];
6799                 for (i = 0;i < texturenumsurfaces;i = j)
6800                 {
6801                         surface = texturesurfacelist[i];
6802                         j = i + 1;
6803                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6804                         {
6805                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6806                                 continue;
6807                         }
6808                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6809                         batchtriangles = surface->num_triangles;
6810                         firstvertex = surface->num_firstvertex;
6811                         endvertex = surface->num_firstvertex + surface->num_vertices;
6812                         for (;j < texturenumsurfaces;j++)
6813                         {
6814                                 surface2 = texturesurfacelist[j];
6815                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6816                                         break;
6817                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6818                                 batchtriangles += surface2->num_triangles;
6819                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6820                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6821                         }
6822                         surface2 = texturesurfacelist[j-1];
6823                         numvertices = endvertex - firstvertex;
6824                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6825                 }
6826         }
6827         else if (r_batchmode.integer == 1)
6828         {
6829                 for (i = 0;i < texturenumsurfaces;i = j)
6830                 {
6831                         surface = texturesurfacelist[i];
6832                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6833                                 if (texturesurfacelist[j] != surface2)
6834                                         break;
6835                         surface2 = texturesurfacelist[j-1];
6836                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6837                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6838                         GL_LockArrays(surface->num_firstvertex, numvertices);
6839                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6840                 }
6841         }
6842         else
6843         {
6844                 for (i = 0;i < texturenumsurfaces;i++)
6845                 {
6846                         surface = texturesurfacelist[i];
6847                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6848                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6849                 }
6850         }
6851 }
6852
6853 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6854 {
6855         int i, planeindex, vertexindex;
6856         float d, bestd;
6857         vec3_t vert;
6858         const float *v;
6859         r_waterstate_waterplane_t *p, *bestp;
6860         const msurface_t *surface;
6861         if (r_waterstate.renderingscene)
6862                 return;
6863         for (i = 0;i < texturenumsurfaces;i++)
6864         {
6865                 surface = texturesurfacelist[i];
6866                 if (lightmaptexunit >= 0)
6867                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6868                 if (deluxemaptexunit >= 0)
6869                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6870                 // pick the closest matching water plane
6871                 bestd = 0;
6872                 bestp = NULL;
6873                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6874                 {
6875                         d = 0;
6876                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6877                         {
6878                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6879                                 d += fabs(PlaneDiff(vert, &p->plane));
6880                         }
6881                         if (bestd > d || !bestp)
6882                         {
6883                                 bestd = d;
6884                                 bestp = p;
6885                         }
6886                 }
6887                 if (bestp)
6888                 {
6889                         if (refractiontexunit >= 0)
6890                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6891                         if (reflectiontexunit >= 0)
6892                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6893                 }
6894                 else
6895                 {
6896                         if (refractiontexunit >= 0)
6897                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6898                         if (reflectiontexunit >= 0)
6899                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6900                 }
6901                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6902                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6903         }
6904 }
6905
6906 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6907 {
6908         int i;
6909         int j;
6910         const msurface_t *surface = texturesurfacelist[0];
6911         const msurface_t *surface2;
6912         int firstvertex;
6913         int endvertex;
6914         int numvertices;
6915         int numtriangles;
6916         // TODO: lock all array ranges before render, rather than on each surface
6917         if (texturenumsurfaces == 1)
6918         {
6919                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6920                 if (deluxemaptexunit >= 0)
6921                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6922                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6923                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6924         }
6925         else if (r_batchmode.integer == 2)
6926         {
6927                 #define MAXBATCHTRIANGLES 4096
6928                 int batchtriangles = 0;
6929                 int batchelements[MAXBATCHTRIANGLES*3];
6930                 for (i = 0;i < texturenumsurfaces;i = j)
6931                 {
6932                         surface = texturesurfacelist[i];
6933                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6934                         if (deluxemaptexunit >= 0)
6935                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6936                         j = i + 1;
6937                         if (surface->num_triangles > MAXBATCHTRIANGLES)
6938                         {
6939                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6940                                 continue;
6941                         }
6942                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6943                         batchtriangles = surface->num_triangles;
6944                         firstvertex = surface->num_firstvertex;
6945                         endvertex = surface->num_firstvertex + surface->num_vertices;
6946                         for (;j < texturenumsurfaces;j++)
6947                         {
6948                                 surface2 = texturesurfacelist[j];
6949                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6950                                         break;
6951                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6952                                 batchtriangles += surface2->num_triangles;
6953                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
6954                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6955                         }
6956                         surface2 = texturesurfacelist[j-1];
6957                         numvertices = endvertex - firstvertex;
6958                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6959                 }
6960         }
6961         else if (r_batchmode.integer == 1)
6962         {
6963 #if 0
6964                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6965                 for (i = 0;i < texturenumsurfaces;i = j)
6966                 {
6967                         surface = texturesurfacelist[i];
6968                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6969                                 if (texturesurfacelist[j] != surface2)
6970                                         break;
6971                         Con_Printf(" %i", j - i);
6972                 }
6973                 Con_Printf("\n");
6974                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6975 #endif
6976                 for (i = 0;i < texturenumsurfaces;i = j)
6977                 {
6978                         surface = texturesurfacelist[i];
6979                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6980                         if (deluxemaptexunit >= 0)
6981                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6982                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6983                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6984                                         break;
6985 #if 0
6986                         Con_Printf(" %i", j - i);
6987 #endif
6988                         surface2 = texturesurfacelist[j-1];
6989                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6990                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6991                         GL_LockArrays(surface->num_firstvertex, numvertices);
6992                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6993                 }
6994 #if 0
6995                 Con_Printf("\n");
6996 #endif
6997         }
6998         else
6999         {
7000                 for (i = 0;i < texturenumsurfaces;i++)
7001                 {
7002                         surface = texturesurfacelist[i];
7003                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7004                         if (deluxemaptexunit >= 0)
7005                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7006                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7007                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7008                 }
7009         }
7010 }
7011
7012 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7013 {
7014         int j;
7015         int texturesurfaceindex;
7016         if (r_showsurfaces.integer == 2)
7017         {
7018                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7019                 {
7020                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7021                         for (j = 0;j < surface->num_triangles;j++)
7022                         {
7023                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
7024                                 GL_Color(f, f, f, 1);
7025                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7026                         }
7027                 }
7028         }
7029         else
7030         {
7031                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7032                 {
7033                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7034                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
7035                         GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
7036                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7037                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7038                 }
7039         }
7040 }
7041
7042 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7043 {
7044         int texturesurfaceindex;
7045         int i;
7046         const float *v;
7047         float *c2;
7048         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7049         {
7050                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7051                 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)
7052                 {
7053                         c2[0] = 0.5;
7054                         c2[1] = 0.5;
7055                         c2[2] = 0.5;
7056                         c2[3] = 1;
7057                 }
7058         }
7059         rsurface.lightmapcolor4f = rsurface.array_color4f;
7060         rsurface.lightmapcolor4f_bufferobject = 0;
7061         rsurface.lightmapcolor4f_bufferoffset = 0;
7062 }
7063
7064 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7065 {
7066         int texturesurfaceindex;
7067         int i;
7068         float f;
7069         const float *v;
7070         const float *c;
7071         float *c2;
7072         if (rsurface.lightmapcolor4f)
7073         {
7074                 // generate color arrays for the surfaces in this list
7075                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7076                 {
7077                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7078                         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)
7079                         {
7080                                 f = RSurf_FogVertex(v);
7081                                 c2[0] = c[0] * f;
7082                                 c2[1] = c[1] * f;
7083                                 c2[2] = c[2] * f;
7084                                 c2[3] = c[3];
7085                         }
7086                 }
7087         }
7088         else
7089         {
7090                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7091                 {
7092                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7093                         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)
7094                         {
7095                                 f = RSurf_FogVertex(v);
7096                                 c2[0] = f;
7097                                 c2[1] = f;
7098                                 c2[2] = f;
7099                                 c2[3] = 1;
7100                         }
7101                 }
7102         }
7103         rsurface.lightmapcolor4f = rsurface.array_color4f;
7104         rsurface.lightmapcolor4f_bufferobject = 0;
7105         rsurface.lightmapcolor4f_bufferoffset = 0;
7106 }
7107
7108 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7109 {
7110         int texturesurfaceindex;
7111         int i;
7112         float f;
7113         const float *v;
7114         const float *c;
7115         float *c2;
7116         if (!rsurface.lightmapcolor4f)
7117                 return;
7118         // generate color arrays for the surfaces in this list
7119         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7120         {
7121                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7122                 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)
7123                 {
7124                         f = RSurf_FogVertex(v);
7125                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
7126                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
7127                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
7128                         c2[3] = c[3];
7129                 }
7130         }
7131         rsurface.lightmapcolor4f = rsurface.array_color4f;
7132         rsurface.lightmapcolor4f_bufferobject = 0;
7133         rsurface.lightmapcolor4f_bufferoffset = 0;
7134 }
7135
7136 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
7137 {
7138         int texturesurfaceindex;
7139         int i;
7140         const float *c;
7141         float *c2;
7142         if (!rsurface.lightmapcolor4f)
7143                 return;
7144         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7145         {
7146                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7147                 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)
7148                 {
7149                         c2[0] = c[0] * r;
7150                         c2[1] = c[1] * g;
7151                         c2[2] = c[2] * b;
7152                         c2[3] = c[3] * a;
7153                 }
7154         }
7155         rsurface.lightmapcolor4f = rsurface.array_color4f;
7156         rsurface.lightmapcolor4f_bufferobject = 0;
7157         rsurface.lightmapcolor4f_bufferoffset = 0;
7158 }
7159
7160 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7161 {
7162         int texturesurfaceindex;
7163         int i;
7164         const float *c;
7165         float *c2;
7166         if (!rsurface.lightmapcolor4f)
7167                 return;
7168         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7169         {
7170                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7171                 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)
7172                 {
7173                         c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
7174                         c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
7175                         c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
7176                         c2[3] = c[3];
7177                 }
7178         }
7179         rsurface.lightmapcolor4f = rsurface.array_color4f;
7180         rsurface.lightmapcolor4f_bufferobject = 0;
7181         rsurface.lightmapcolor4f_bufferoffset = 0;
7182 }
7183
7184 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7185 {
7186         // TODO: optimize
7187         rsurface.lightmapcolor4f = NULL;
7188         rsurface.lightmapcolor4f_bufferobject = 0;
7189         rsurface.lightmapcolor4f_bufferoffset = 0;
7190         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7191         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7192         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7193         GL_Color(r, g, b, a);
7194         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
7195 }
7196
7197 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7198 {
7199         // TODO: optimize applyfog && applycolor case
7200         // just apply fog if necessary, and tint the fog color array if necessary
7201         rsurface.lightmapcolor4f = NULL;
7202         rsurface.lightmapcolor4f_bufferobject = 0;
7203         rsurface.lightmapcolor4f_bufferoffset = 0;
7204         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7205         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7206         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7207         GL_Color(r, g, b, a);
7208         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7209 }
7210
7211 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7212 {
7213         int texturesurfaceindex;
7214         int i;
7215         float *c;
7216         // TODO: optimize
7217         if (texturesurfacelist[0]->lightmapinfo)
7218         {
7219                 // generate color arrays for the surfaces in this list
7220                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7221                 {
7222                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7223                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
7224                         {
7225                                 if (surface->lightmapinfo->samples)
7226                                 {
7227                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
7228                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
7229                                         VectorScale(lm, scale, c);
7230                                         if (surface->lightmapinfo->styles[1] != 255)
7231                                         {
7232                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
7233                                                 lm += size3;
7234                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
7235                                                 VectorMA(c, scale, lm, c);
7236                                                 if (surface->lightmapinfo->styles[2] != 255)
7237                                                 {
7238                                                         lm += size3;
7239                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
7240                                                         VectorMA(c, scale, lm, c);
7241                                                         if (surface->lightmapinfo->styles[3] != 255)
7242                                                         {
7243                                                                 lm += size3;
7244                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
7245                                                                 VectorMA(c, scale, lm, c);
7246                                                         }
7247                                                 }
7248                                         }
7249                                 }
7250                                 else
7251                                         VectorClear(c);
7252                                 c[3] = 1;
7253                         }
7254                 }
7255                 rsurface.lightmapcolor4f = rsurface.array_color4f;
7256                 rsurface.lightmapcolor4f_bufferobject = 0;
7257                 rsurface.lightmapcolor4f_bufferoffset = 0;
7258         }
7259         else
7260         {
7261                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7262                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7263                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7264         }
7265         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7266         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7267         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7268         GL_Color(r, g, b, a);
7269         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7270 }
7271
7272 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
7273 {
7274         int texturesurfaceindex;
7275         int i;
7276         float f;
7277         float alpha;
7278         const float *v;
7279         const float *n;
7280         float *c;
7281         vec3_t ambientcolor;
7282         vec3_t diffusecolor;
7283         vec3_t lightdir;
7284         // TODO: optimize
7285         // model lighting
7286         VectorCopy(rsurface.modellight_lightdir, lightdir);
7287         f = 0.5f * r_refdef.lightmapintensity;
7288         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
7289         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
7290         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
7291         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
7292         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
7293         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
7294         alpha = *a;
7295         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
7296         {
7297                 // generate color arrays for the surfaces in this list
7298                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7299                 {
7300                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7301                         int numverts = surface->num_vertices;
7302                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
7303                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
7304                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
7305                         // q3-style directional shading
7306                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
7307                         {
7308                                 if ((f = DotProduct(n, lightdir)) > 0)
7309                                         VectorMA(ambientcolor, f, diffusecolor, c);
7310                                 else
7311                                         VectorCopy(ambientcolor, c);
7312                                 c[3] = alpha;
7313                         }
7314                 }
7315                 *r = 1;
7316                 *g = 1;
7317                 *b = 1;
7318                 *a = 1;
7319                 rsurface.lightmapcolor4f = rsurface.array_color4f;
7320                 rsurface.lightmapcolor4f_bufferobject = 0;
7321                 rsurface.lightmapcolor4f_bufferoffset = 0;
7322                 *applycolor = false;
7323         }
7324         else
7325         {
7326                 *r = ambientcolor[0];
7327                 *g = ambientcolor[1];
7328                 *b = ambientcolor[2];
7329                 rsurface.lightmapcolor4f = NULL;
7330                 rsurface.lightmapcolor4f_bufferobject = 0;
7331                 rsurface.lightmapcolor4f_bufferoffset = 0;
7332         }
7333 }
7334
7335 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7336 {
7337         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
7338         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7339         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7340         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7341         GL_Color(r, g, b, a);
7342         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7343 }
7344
7345 void RSurf_SetupDepthAndCulling(void)
7346 {
7347         // submodels are biased to avoid z-fighting with world surfaces that they
7348         // may be exactly overlapping (avoids z-fighting artifacts on certain
7349         // doors and things in Quake maps)
7350         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
7351         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
7352         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
7353         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
7354 }
7355
7356 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7357 {
7358         // transparent sky would be ridiculous
7359         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
7360                 return;
7361         R_SetupGenericShader(false);
7362         skyrenderlater = true;
7363         RSurf_SetupDepthAndCulling();
7364         GL_DepthMask(true);
7365         // LordHavoc: HalfLife maps have freaky skypolys so don't use
7366         // skymasking on them, and Quake3 never did sky masking (unlike
7367         // software Quake and software Quake2), so disable the sky masking
7368         // in Quake3 maps as it causes problems with q3map2 sky tricks,
7369         // and skymasking also looks very bad when noclipping outside the
7370         // level, so don't use it then either.
7371         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
7372         {
7373                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
7374                 R_Mesh_ColorPointer(NULL, 0, 0);
7375                 R_Mesh_ResetTextureState();
7376                 if (skyrendermasked)
7377                 {
7378                         R_SetupDepthOrShadowShader();
7379                         // depth-only (masking)
7380                         GL_ColorMask(0,0,0,0);
7381                         // just to make sure that braindead drivers don't draw
7382                         // anything despite that colormask...
7383                         GL_BlendFunc(GL_ZERO, GL_ONE);
7384                 }
7385                 else
7386                 {
7387                         R_SetupGenericShader(false);
7388                         // fog sky
7389                         GL_BlendFunc(GL_ONE, GL_ZERO);
7390                 }
7391                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7392                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7393                 if (skyrendermasked)
7394                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7395         }
7396         R_Mesh_ResetTextureState();
7397         GL_Color(1, 1, 1, 1);
7398 }
7399
7400 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7401 {
7402         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
7403                 return;
7404
7405         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
7406         R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
7407         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
7408         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
7409         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
7410         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
7411         if (rsurface.texture->backgroundcurrentskinframe)
7412         {
7413                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
7414                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
7415                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
7416                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
7417         }
7418         if(rsurface.texture->colormapping)
7419         {
7420                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
7421                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
7422         }
7423         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
7424         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7425                 R_Mesh_ColorPointer(NULL, 0, 0);
7426         else
7427                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7428
7429         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7430         {
7431                 // render background
7432                 GL_BlendFunc(GL_ONE, GL_ZERO);
7433                 GL_DepthMask(true);
7434                 GL_AlphaTest(false);
7435
7436                 GL_Color(1, 1, 1, 1);
7437                 R_Mesh_ColorPointer(NULL, 0, 0);
7438
7439                 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
7440                 if (r_glsl_permutation)
7441                 {
7442                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
7443                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7444                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7445                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7446                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7447                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7448                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
7449                 }
7450                 GL_LockArrays(0, 0);
7451
7452                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7453                 GL_DepthMask(false);
7454                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7455                         R_Mesh_ColorPointer(NULL, 0, 0);
7456                 else
7457                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7458                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
7459                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
7460         }
7461
7462         R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
7463         if (!r_glsl_permutation)
7464                 return;
7465
7466         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
7467         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7468         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7469         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7470         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7471         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7472
7473         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
7474         {
7475                 GL_BlendFunc(GL_ONE, GL_ZERO);
7476                 GL_DepthMask(true);
7477                 GL_AlphaTest(false);
7478         }
7479         else
7480         {
7481                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7482                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
7483                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
7484         }
7485
7486         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7487         {
7488                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7489                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
7490                 else
7491                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
7492         }
7493         else
7494         {
7495                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7496                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
7497                 else
7498                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7499         }
7500         GL_LockArrays(0, 0);
7501 }
7502
7503 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7504 {
7505         // OpenGL 1.3 path - anything not completely ancient
7506         int texturesurfaceindex;
7507         qboolean applycolor;
7508         qboolean applyfog;
7509         rmeshstate_t m;
7510         int layerindex;
7511         const texturelayer_t *layer;
7512         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7513
7514         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7515         {
7516                 vec4_t layercolor;
7517                 int layertexrgbscale;
7518                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7519                 {
7520                         if (layerindex == 0)
7521                                 GL_AlphaTest(true);
7522                         else
7523                         {
7524                                 GL_AlphaTest(false);
7525                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7526                         }
7527                 }
7528                 GL_DepthMask(layer->depthmask && writedepth);
7529                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7530                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7531                 {
7532                         layertexrgbscale = 4;
7533                         VectorScale(layer->color, 0.25f, layercolor);
7534                 }
7535                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7536                 {
7537                         layertexrgbscale = 2;
7538                         VectorScale(layer->color, 0.5f, layercolor);
7539                 }
7540                 else
7541                 {
7542                         layertexrgbscale = 1;
7543                         VectorScale(layer->color, 1.0f, layercolor);
7544                 }
7545                 layercolor[3] = layer->color[3];
7546                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7547                 R_Mesh_ColorPointer(NULL, 0, 0);
7548                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7549                 switch (layer->type)
7550                 {
7551                 case TEXTURELAYERTYPE_LITTEXTURE:
7552                         memset(&m, 0, sizeof(m));
7553                         m.tex[0] = R_GetTexture(r_texture_white);
7554                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7555                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7556                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7557                         m.tex[1] = R_GetTexture(layer->texture);
7558                         m.texmatrix[1] = layer->texmatrix;
7559                         m.texrgbscale[1] = layertexrgbscale;
7560                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7561                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7562                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7563                         R_Mesh_TextureState(&m);
7564                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7565                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7566                         else if (rsurface.uselightmaptexture)
7567                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7568                         else
7569                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7570                         break;
7571                 case TEXTURELAYERTYPE_TEXTURE:
7572                         memset(&m, 0, sizeof(m));
7573                         m.tex[0] = R_GetTexture(layer->texture);
7574                         m.texmatrix[0] = layer->texmatrix;
7575                         m.texrgbscale[0] = layertexrgbscale;
7576                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7577                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7578                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7579                         R_Mesh_TextureState(&m);
7580                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7581                         break;
7582                 case TEXTURELAYERTYPE_FOG:
7583                         memset(&m, 0, sizeof(m));
7584                         m.texrgbscale[0] = layertexrgbscale;
7585                         if (layer->texture)
7586                         {
7587                                 m.tex[0] = R_GetTexture(layer->texture);
7588                                 m.texmatrix[0] = layer->texmatrix;
7589                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7590                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7591                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7592                         }
7593                         R_Mesh_TextureState(&m);
7594                         // generate a color array for the fog pass
7595                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7596                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7597                         {
7598                                 int i;
7599                                 float f;
7600                                 const float *v;
7601                                 float *c;
7602                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7603                                 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)
7604                                 {
7605                                         f = 1 - RSurf_FogVertex(v);
7606                                         c[0] = layercolor[0];
7607                                         c[1] = layercolor[1];
7608                                         c[2] = layercolor[2];
7609                                         c[3] = f * layercolor[3];
7610                                 }
7611                         }
7612                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7613                         break;
7614                 default:
7615                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7616                 }
7617                 GL_LockArrays(0, 0);
7618         }
7619         CHECKGLERROR
7620         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7621         {
7622                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7623                 GL_AlphaTest(false);
7624         }
7625 }
7626
7627 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7628 {
7629         // OpenGL 1.1 - crusty old voodoo path
7630         int texturesurfaceindex;
7631         qboolean applyfog;
7632         rmeshstate_t m;
7633         int layerindex;
7634         const texturelayer_t *layer;
7635         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7636
7637         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7638         {
7639                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7640                 {
7641                         if (layerindex == 0)
7642                                 GL_AlphaTest(true);
7643                         else
7644                         {
7645                                 GL_AlphaTest(false);
7646                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7647                         }
7648                 }
7649                 GL_DepthMask(layer->depthmask && writedepth);
7650                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7651                 R_Mesh_ColorPointer(NULL, 0, 0);
7652                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7653                 switch (layer->type)
7654                 {
7655                 case TEXTURELAYERTYPE_LITTEXTURE:
7656                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7657                         {
7658                                 // two-pass lit texture with 2x rgbscale
7659                                 // first the lightmap pass
7660                                 memset(&m, 0, sizeof(m));
7661                                 m.tex[0] = R_GetTexture(r_texture_white);
7662                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7663                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7664                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7665                                 R_Mesh_TextureState(&m);
7666                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7667                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7668                                 else if (rsurface.uselightmaptexture)
7669                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7670                                 else
7671                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7672                                 GL_LockArrays(0, 0);
7673                                 // then apply the texture to it
7674                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7675                                 memset(&m, 0, sizeof(m));
7676                                 m.tex[0] = R_GetTexture(layer->texture);
7677                                 m.texmatrix[0] = layer->texmatrix;
7678                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7679                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7680                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7681                                 R_Mesh_TextureState(&m);
7682                                 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);
7683                         }
7684                         else
7685                         {
7686                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7687                                 memset(&m, 0, sizeof(m));
7688                                 m.tex[0] = R_GetTexture(layer->texture);
7689                                 m.texmatrix[0] = layer->texmatrix;
7690                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7691                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7692                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7693                                 R_Mesh_TextureState(&m);
7694                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7695                                         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);
7696                                 else
7697                                         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);
7698                         }
7699                         break;
7700                 case TEXTURELAYERTYPE_TEXTURE:
7701                         // singletexture unlit texture with transparency support
7702                         memset(&m, 0, sizeof(m));
7703                         m.tex[0] = R_GetTexture(layer->texture);
7704                         m.texmatrix[0] = layer->texmatrix;
7705                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7706                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7707                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7708                         R_Mesh_TextureState(&m);
7709                         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);
7710                         break;
7711                 case TEXTURELAYERTYPE_FOG:
7712                         // singletexture fogging
7713                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7714                         if (layer->texture)
7715                         {
7716                                 memset(&m, 0, sizeof(m));
7717                                 m.tex[0] = R_GetTexture(layer->texture);
7718                                 m.texmatrix[0] = layer->texmatrix;
7719                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7720                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7721                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7722                                 R_Mesh_TextureState(&m);
7723                         }
7724                         else
7725                                 R_Mesh_ResetTextureState();
7726                         // generate a color array for the fog pass
7727                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7728                         {
7729                                 int i;
7730                                 float f;
7731                                 const float *v;
7732                                 float *c;
7733                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7734                                 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)
7735                                 {
7736                                         f = 1 - RSurf_FogVertex(v);
7737                                         c[0] = layer->color[0];
7738                                         c[1] = layer->color[1];
7739                                         c[2] = layer->color[2];
7740                                         c[3] = f * layer->color[3];
7741                                 }
7742                         }
7743                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7744                         break;
7745                 default:
7746                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7747                 }
7748                 GL_LockArrays(0, 0);
7749         }
7750         CHECKGLERROR
7751         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7752         {
7753                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7754                 GL_AlphaTest(false);
7755         }
7756 }
7757
7758 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7759 {
7760         float c[4];
7761
7762         GL_AlphaTest(false);
7763         R_Mesh_ColorPointer(NULL, 0, 0);
7764         R_Mesh_ResetTextureState();
7765         R_SetupGenericShader(false);
7766
7767         if(rsurface.texture && rsurface.texture->currentskinframe)
7768         {
7769                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7770                 c[3] *= rsurface.texture->currentalpha;
7771         }
7772         else
7773         {
7774                 c[0] = 1;
7775                 c[1] = 0;
7776                 c[2] = 1;
7777                 c[3] = 1;
7778         }
7779
7780         if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7781         {
7782                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7783                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7784                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7785         }
7786
7787         // brighten it up (as texture value 127 means "unlit")
7788         c[0] *= 2 * r_refdef.view.colorscale;
7789         c[1] *= 2 * r_refdef.view.colorscale;
7790         c[2] *= 2 * r_refdef.view.colorscale;
7791
7792         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7793                 c[3] *= r_wateralpha.value;
7794
7795         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7796         {
7797                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7798                 GL_DepthMask(false);
7799         }
7800         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7801         {
7802                 GL_BlendFunc(GL_ONE, GL_ONE);
7803                 GL_DepthMask(false);
7804         }
7805         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7806         {
7807                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7808                 GL_DepthMask(false);
7809         }
7810         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7811         {
7812                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7813                 GL_DepthMask(false);
7814         }
7815         else
7816         {
7817                 GL_BlendFunc(GL_ONE, GL_ZERO);
7818                 GL_DepthMask(writedepth);
7819         }
7820
7821         rsurface.lightmapcolor4f = NULL;
7822
7823         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7824         {
7825                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7826
7827                 rsurface.lightmapcolor4f = NULL;
7828                 rsurface.lightmapcolor4f_bufferobject = 0;
7829                 rsurface.lightmapcolor4f_bufferoffset = 0;
7830         }
7831         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7832         {
7833                 qboolean applycolor = true;
7834                 float one = 1.0;
7835
7836                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7837
7838                 r_refdef.lightmapintensity = 1;
7839                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7840                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7841         }
7842         else
7843         {
7844                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7845
7846                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7847                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7848                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7849         }
7850
7851         if(!rsurface.lightmapcolor4f)
7852                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7853
7854         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7855         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7856         if(r_refdef.fogenabled)
7857                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7858
7859         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7860         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7861 }
7862
7863 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7864 {
7865         CHECKGLERROR
7866         RSurf_SetupDepthAndCulling();
7867         if (r_showsurfaces.integer == 3)
7868                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7869         else if (r_glsl.integer && gl_support_fragment_shader)
7870                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7871         else if (gl_combine.integer && r_textureunits.integer >= 2)
7872                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7873         else
7874                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7875         CHECKGLERROR
7876 }
7877
7878 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7879 {
7880         CHECKGLERROR
7881         RSurf_SetupDepthAndCulling();
7882         if (r_showsurfaces.integer == 3)
7883                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7884         else if (r_glsl.integer && gl_support_fragment_shader)
7885                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7886         else if (gl_combine.integer && r_textureunits.integer >= 2)
7887                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7888         else
7889                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7890         CHECKGLERROR
7891 }
7892
7893 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7894 {
7895         int i, j;
7896         int texturenumsurfaces, endsurface;
7897         texture_t *texture;
7898         const msurface_t *surface;
7899         const msurface_t *texturesurfacelist[1024];
7900
7901         // if the model is static it doesn't matter what value we give for
7902         // wantnormals and wanttangents, so this logic uses only rules applicable
7903         // to a model, knowing that they are meaningless otherwise
7904         if (ent == r_refdef.scene.worldentity)
7905                 RSurf_ActiveWorldEntity();
7906         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7907                 RSurf_ActiveModelEntity(ent, false, false);
7908         else
7909                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
7910
7911         for (i = 0;i < numsurfaces;i = j)
7912         {
7913                 j = i + 1;
7914                 surface = rsurface.modelsurfaces + surfacelist[i];
7915                 texture = surface->texture;
7916                 rsurface.texture = R_GetCurrentTexture(texture);
7917                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7918                 // scan ahead until we find a different texture
7919                 endsurface = min(i + 1024, numsurfaces);
7920                 texturenumsurfaces = 0;
7921                 texturesurfacelist[texturenumsurfaces++] = surface;
7922                 for (;j < endsurface;j++)
7923                 {
7924                         surface = rsurface.modelsurfaces + surfacelist[j];
7925                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7926                                 break;
7927                         texturesurfacelist[texturenumsurfaces++] = surface;
7928                 }
7929                 // render the range of surfaces
7930                 if (ent == r_refdef.scene.worldentity)
7931                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7932                 else
7933                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7934         }
7935         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7936         GL_AlphaTest(false);
7937 }
7938
7939 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
7940 {
7941         const entity_render_t *queueentity = r_refdef.scene.worldentity;
7942         CHECKGLERROR
7943         if (depthonly)
7944         {
7945                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7946                         return;
7947                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7948                         return;
7949                 RSurf_SetupDepthAndCulling();
7950                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7951                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7952         }
7953         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7954         {
7955                 RSurf_SetupDepthAndCulling();
7956                 GL_AlphaTest(false);
7957                 R_Mesh_ColorPointer(NULL, 0, 0);
7958                 R_Mesh_ResetTextureState();
7959                 R_SetupGenericShader(false);
7960                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7961                 GL_DepthMask(true);
7962                 GL_BlendFunc(GL_ONE, GL_ZERO);
7963                 GL_Color(0, 0, 0, 1);
7964                 GL_DepthTest(writedepth);
7965                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7966         }
7967         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7968         {
7969                 RSurf_SetupDepthAndCulling();
7970                 GL_AlphaTest(false);
7971                 R_Mesh_ColorPointer(NULL, 0, 0);
7972                 R_Mesh_ResetTextureState();
7973                 R_SetupGenericShader(false);
7974                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7975                 GL_DepthMask(true);
7976                 GL_BlendFunc(GL_ONE, GL_ZERO);
7977                 GL_DepthTest(true);
7978                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7979         }
7980         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7981                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7982         else if (!rsurface.texture->currentnumlayers)
7983                 return;
7984         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7985         {
7986                 // transparent surfaces get pushed off into the transparent queue
7987                 int surfacelistindex;
7988                 const msurface_t *surface;
7989                 vec3_t tempcenter, center;
7990                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7991                 {
7992                         surface = texturesurfacelist[surfacelistindex];
7993                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7994                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7995                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7996                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7997                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7998                 }
7999         }
8000         else
8001         {
8002                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8003                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
8004         }
8005         CHECKGLERROR
8006 }
8007
8008 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
8009 {
8010         int i, j;
8011         texture_t *texture;
8012         // break the surface list down into batches by texture and use of lightmapping
8013         for (i = 0;i < numsurfaces;i = j)
8014         {
8015                 j = i + 1;
8016                 // texture is the base texture pointer, rsurface.texture is the
8017                 // current frame/skin the texture is directing us to use (for example
8018                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8019                 // use skin 1 instead)
8020                 texture = surfacelist[i]->texture;
8021                 rsurface.texture = R_GetCurrentTexture(texture);
8022                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8023                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8024                 {
8025                         // if this texture is not the kind we want, skip ahead to the next one
8026                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8027                                 ;
8028                         continue;
8029                 }
8030                 // simply scan ahead until we find a different texture or lightmap state
8031                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8032                         ;
8033                 // render the range of surfaces
8034                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
8035         }
8036 }
8037
8038 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
8039 {
8040         CHECKGLERROR
8041         if (depthonly)
8042         {
8043                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8044                         return;
8045                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8046                         return;
8047                 RSurf_SetupDepthAndCulling();
8048                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8049                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8050         }
8051         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
8052         {
8053                 RSurf_SetupDepthAndCulling();
8054                 GL_AlphaTest(false);
8055                 R_Mesh_ColorPointer(NULL, 0, 0);
8056                 R_Mesh_ResetTextureState();
8057                 R_SetupGenericShader(false);
8058                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8059                 GL_DepthMask(true);
8060                 GL_BlendFunc(GL_ONE, GL_ZERO);
8061                 GL_Color(0, 0, 0, 1);
8062                 GL_DepthTest(writedepth);
8063                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8064         }
8065         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8066         {
8067                 RSurf_SetupDepthAndCulling();
8068                 GL_AlphaTest(false);
8069                 R_Mesh_ColorPointer(NULL, 0, 0);
8070                 R_Mesh_ResetTextureState();
8071                 R_SetupGenericShader(false);
8072                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8073                 GL_DepthMask(true);
8074                 GL_BlendFunc(GL_ONE, GL_ZERO);
8075                 GL_DepthTest(true);
8076                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
8077         }
8078         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
8079                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8080         else if (!rsurface.texture->currentnumlayers)
8081                 return;
8082         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
8083         {
8084                 // transparent surfaces get pushed off into the transparent queue
8085                 int surfacelistindex;
8086                 const msurface_t *surface;
8087                 vec3_t tempcenter, center;
8088                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8089                 {
8090                         surface = texturesurfacelist[surfacelistindex];
8091                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8092                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8093                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8094                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8095                         if (queueentity->transparent_offset) // transparent offset
8096                         {
8097                                 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
8098                                 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
8099                                 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
8100                         }
8101                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8102                 }
8103         }
8104         else
8105         {
8106                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8107                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
8108         }
8109         CHECKGLERROR
8110 }
8111
8112 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
8113 {
8114         int i, j;
8115         texture_t *texture;
8116         // break the surface list down into batches by texture and use of lightmapping
8117         for (i = 0;i < numsurfaces;i = j)
8118         {
8119                 j = i + 1;
8120                 // texture is the base texture pointer, rsurface.texture is the
8121                 // current frame/skin the texture is directing us to use (for example
8122                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8123                 // use skin 1 instead)
8124                 texture = surfacelist[i]->texture;
8125                 rsurface.texture = R_GetCurrentTexture(texture);
8126                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8127                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8128                 {
8129                         // if this texture is not the kind we want, skip ahead to the next one
8130                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8131                                 ;
8132                         continue;
8133                 }
8134                 // simply scan ahead until we find a different texture or lightmap state
8135                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8136                         ;
8137                 // render the range of surfaces
8138                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
8139         }
8140 }
8141
8142 float locboxvertex3f[6*4*3] =
8143 {
8144         1,0,1, 1,0,0, 1,1,0, 1,1,1,
8145         0,1,1, 0,1,0, 0,0,0, 0,0,1,
8146         1,1,1, 1,1,0, 0,1,0, 0,1,1,
8147         0,0,1, 0,0,0, 1,0,0, 1,0,1,
8148         0,0,1, 1,0,1, 1,1,1, 0,1,1,
8149         1,0,0, 0,0,0, 0,1,0, 1,1,0
8150 };
8151
8152 unsigned short locboxelements[6*2*3] =
8153 {
8154          0, 1, 2, 0, 2, 3,
8155          4, 5, 6, 4, 6, 7,
8156          8, 9,10, 8,10,11,
8157         12,13,14, 12,14,15,
8158         16,17,18, 16,18,19,
8159         20,21,22, 20,22,23
8160 };
8161
8162 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8163 {
8164         int i, j;
8165         cl_locnode_t *loc = (cl_locnode_t *)ent;
8166         vec3_t mins, size;
8167         float vertex3f[6*4*3];
8168         CHECKGLERROR
8169         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8170         GL_DepthMask(false);
8171         GL_DepthRange(0, 1);
8172         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8173         GL_DepthTest(true);
8174         GL_CullFace(GL_NONE);
8175         R_Mesh_Matrix(&identitymatrix);
8176
8177         R_Mesh_VertexPointer(vertex3f, 0, 0);
8178         R_Mesh_ColorPointer(NULL, 0, 0);
8179         R_Mesh_ResetTextureState();
8180         R_SetupGenericShader(false);
8181
8182         i = surfacelist[0];
8183         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8184                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8185                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8186                         surfacelist[0] < 0 ? 0.5f : 0.125f);
8187
8188         if (VectorCompare(loc->mins, loc->maxs))
8189         {
8190                 VectorSet(size, 2, 2, 2);
8191                 VectorMA(loc->mins, -0.5f, size, mins);
8192         }
8193         else
8194         {
8195                 VectorCopy(loc->mins, mins);
8196                 VectorSubtract(loc->maxs, loc->mins, size);
8197         }
8198
8199         for (i = 0;i < 6*4*3;)
8200                 for (j = 0;j < 3;j++, i++)
8201                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
8202
8203         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
8204 }
8205
8206 void R_DrawLocs(void)
8207 {
8208         int index;
8209         cl_locnode_t *loc, *nearestloc;
8210         vec3_t center;
8211         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
8212         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
8213         {
8214                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
8215                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
8216         }
8217 }
8218
8219 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
8220 {
8221         if (decalsystem->decals)
8222                 Mem_Free(decalsystem->decals);
8223         memset(decalsystem, 0, sizeof(*decalsystem));
8224 }
8225
8226 void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex)
8227 {
8228         float *v3f;
8229         float *tc2f;
8230         float *c4f;
8231         float ca;
8232         tridecal_t *decal;
8233         tridecal_t *decals;
8234         int i;
8235         int maxdecals;
8236
8237         // expand or initialize the system
8238         if (decalsystem->maxdecals <= decalsystem->numdecals)
8239         {
8240                 decalsystem_t old = *decalsystem;
8241                 qboolean useshortelements;
8242                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
8243                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
8244                 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
8245                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
8246                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
8247                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
8248                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
8249                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
8250                 if (decalsystem->numdecals)
8251                 {
8252                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
8253                         memcpy(decalsystem->vertex3f, old.vertex3f, decalsystem->numdecals * sizeof(float[3][3]));
8254                         memcpy(decalsystem->texcoord2f, old.texcoord2f, decalsystem->numdecals * sizeof(float[3][2]));
8255                         memcpy(decalsystem->color4f, old.color4f, decalsystem->numdecals * sizeof(float[3][4]));
8256                 }
8257                 Mem_Free(old.decals);
8258                 for (i = 0;i < decalsystem->maxdecals*3;i++)
8259                         decalsystem->element3i[i] = i;
8260                 if (useshortelements)
8261                         for (i = 0;i < decalsystem->maxdecals*3;i++)
8262                                 decalsystem->element3s[i] = i;
8263         }
8264
8265         // grab a decal and search for another free slot for the next one
8266         maxdecals = decalsystem->maxdecals;
8267         decals = decalsystem->decals;
8268         decal = decalsystem->decals + (i = decalsystem->freedecal++);
8269         v3f = decalsystem->vertex3f + 9*i;
8270         tc2f = decalsystem->texcoord2f + 6*i;
8271         c4f = decalsystem->color4f + 12*i;
8272         for (i = decalsystem->freedecal;i < maxdecals && decals[i].colors[0][3];i++)
8273                 ;
8274         decalsystem->freedecal = i;
8275         if (decalsystem->numdecals <= i)
8276                 decalsystem->numdecals = i + 1;
8277
8278         // initialize the decal
8279         decal->lived = 0;
8280         decal->triangleindex = triangleindex;
8281         decal->colors[0][0] = (unsigned char)(c0[0]*255.0f);
8282         decal->colors[0][1] = (unsigned char)(c0[1]*255.0f);
8283         decal->colors[0][2] = (unsigned char)(c0[2]*255.0f);
8284         decal->colors[0][3] = 255;
8285         decal->colors[1][0] = (unsigned char)(c1[0]*255.0f);
8286         decal->colors[1][1] = (unsigned char)(c1[1]*255.0f);
8287         decal->colors[1][2] = (unsigned char)(c1[2]*255.0f);
8288         decal->colors[1][3] = 255;
8289         decal->colors[2][0] = (unsigned char)(c2[0]*255.0f);
8290         decal->colors[2][1] = (unsigned char)(c2[1]*255.0f);
8291         decal->colors[2][2] = (unsigned char)(c2[2]*255.0f);
8292         decal->colors[2][3] = 255;
8293         v3f[0] = v0[0];
8294         v3f[1] = v0[1];
8295         v3f[2] = v0[2];
8296         v3f[3] = v1[0];
8297         v3f[4] = v1[1];
8298         v3f[5] = v1[2];
8299         v3f[6] = v2[0];
8300         v3f[7] = v2[1];
8301         v3f[8] = v2[2];
8302         tc2f[0] = t0[0];
8303         tc2f[1] = t0[1];
8304         tc2f[2] = t1[0];
8305         tc2f[3] = t1[1];
8306         tc2f[4] = t2[0];
8307         tc2f[5] = t2[1];
8308         ca = (1.0f/255.0f);
8309         c4f[ 0] = decal->colors[0][0] * ca;
8310         c4f[ 1] = decal->colors[0][1] * ca;
8311         c4f[ 2] = decal->colors[0][2] * ca;
8312         c4f[ 3] = 1;
8313         c4f[ 4] = decal->colors[1][0] * ca;
8314         c4f[ 5] = decal->colors[1][1] * ca;
8315         c4f[ 6] = decal->colors[1][2] * ca;
8316         c4f[ 7] = 1;
8317         c4f[ 8] = decal->colors[2][0] * ca;
8318         c4f[ 9] = decal->colors[2][1] * ca;
8319         c4f[10] = decal->colors[2][2] * ca;
8320         c4f[11] = 1;
8321 }
8322
8323 extern cvar_t cl_decals_bias;
8324 extern cvar_t cl_decals_models;
8325 void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
8326 {
8327         matrix4x4_t projection;
8328         decalsystem_t *decalsystem;
8329         qboolean dynamic;
8330         dp_model_t *model;
8331         const float *vertex3f;
8332         const msurface_t *surface;
8333         const msurface_t *surfaces;
8334         const int *surfacelist;
8335         const texture_t *texture;
8336         int numvertices;
8337         int numtriangles;
8338         int numsurfacelist;
8339         int surfacelistindex;
8340         int triangleindex;
8341         int cornerindex;
8342         int index;
8343         int numpoints;
8344         const int *e;
8345         float localorigin[3];
8346         float localnormal[3];
8347         float localmins[3];
8348         float localmaxs[3];
8349         float localsize;
8350         float ilocalsize;
8351         float v[9][3];
8352         float tc[9][2];
8353         float c[9][4];
8354         //float normal[3];
8355         float planes[6][4];
8356         float f;
8357         float points[2][9][3];
8358         float angles[3];
8359         float temp[3];
8360
8361         decalsystem = &ent->decalsystem;
8362         model = ent->model;
8363         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
8364         {
8365                 R_DecalSystem_Reset(&ent->decalsystem);
8366                 return;
8367         }
8368
8369         if (!model->brush.data_nodes && !cl_decals_models.integer)
8370         {
8371                 if (decalsystem->model)
8372                         R_DecalSystem_Reset(decalsystem);
8373                 return;
8374         }
8375
8376         if (decalsystem->model != model)
8377                 R_DecalSystem_Reset(decalsystem);
8378         decalsystem->model = model;
8379
8380         RSurf_ActiveModelEntity(ent, false, false);
8381
8382         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
8383         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
8384         VectorNormalize(localnormal);
8385         localsize = worldsize*rsurface.inversematrixscale;
8386         ilocalsize = 1.0f / localsize;
8387         localmins[0] = localorigin[0] - localsize;
8388         localmins[1] = localorigin[1] - localsize;
8389         localmins[2] = localorigin[2] - localsize;
8390         localmaxs[0] = localorigin[0] + localsize;
8391         localmaxs[1] = localorigin[1] + localsize;
8392         localmaxs[2] = localorigin[2] + localsize;
8393
8394         //VectorCopy(localnormal, planes[4]);
8395         //VectorVectors(planes[4], planes[2], planes[0]);
8396         AnglesFromVectors(angles, localnormal, NULL, false);
8397         AngleVectors(angles, planes[0], planes[2], planes[4]);
8398         VectorNegate(planes[0], planes[1]);
8399         VectorNegate(planes[2], planes[3]);
8400         VectorNegate(planes[4], planes[5]);
8401         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
8402         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
8403         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
8404         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
8405         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
8406         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
8407
8408 #if 1
8409 // works
8410 {
8411         matrix4x4_t forwardprojection;
8412         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
8413         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
8414 }
8415 #else
8416 // broken
8417 {
8418         float projectionvector[4][3];
8419         VectorScale(planes[0], ilocalsize, projectionvector[0]);
8420         VectorScale(planes[2], ilocalsize, projectionvector[1]);
8421         VectorScale(planes[4], ilocalsize, projectionvector[2]);
8422         projectionvector[0][0] = planes[0][0] * ilocalsize;
8423         projectionvector[0][1] = planes[1][0] * ilocalsize;
8424         projectionvector[0][2] = planes[2][0] * ilocalsize;
8425         projectionvector[1][0] = planes[0][1] * ilocalsize;
8426         projectionvector[1][1] = planes[1][1] * ilocalsize;
8427         projectionvector[1][2] = planes[2][1] * ilocalsize;
8428         projectionvector[2][0] = planes[0][2] * ilocalsize;
8429         projectionvector[2][1] = planes[1][2] * ilocalsize;
8430         projectionvector[2][2] = planes[2][2] * ilocalsize;
8431         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
8432         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
8433         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
8434         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
8435 }
8436 #endif
8437
8438         dynamic = model->surfmesh.isanimated;
8439         vertex3f = rsurface.modelvertex3f;
8440         numsurfacelist = model->nummodelsurfaces;
8441         surfacelist = model->sortedmodelsurfaces;
8442         surfaces = model->data_surfaces;
8443         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
8444         {
8445                 surface = surfaces + surfacelist[surfacelistindex];
8446                 // skip transparent surfaces
8447                 texture = surface->texture;
8448                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8449                         continue;
8450                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
8451                         continue;
8452                 if (texture->currentalpha < 1)
8453                         continue;
8454                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
8455                         continue;
8456                 numvertices = surface->num_vertices;
8457                 numtriangles = surface->num_triangles;
8458                 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
8459                 {
8460                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
8461                         {
8462                                 index = 3*e[cornerindex];
8463                                 VectorCopy(vertex3f + index, v[cornerindex]);
8464                         }
8465                         // cull backfaces
8466                         //TriangleNormal(v[0], v[1], v[2], normal);
8467                         //if (DotProduct(normal, localnormal) < 0.0f)
8468                         //      continue;
8469                         // clip by each of the box planes formed from the projection matrix
8470                         // if anything survives, we emit the decal
8471                         numpoints = PolygonF_Clip(3        , v[0]        , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8472                         if (numpoints < 3)
8473                                 continue;
8474                         numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
8475                         if (numpoints < 3)
8476                                 continue;
8477                         numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8478                         if (numpoints < 3)
8479                                 continue;
8480                         numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
8481                         if (numpoints < 3)
8482                                 continue;
8483                         numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8484                         if (numpoints < 3)
8485                                 continue;
8486                         numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
8487                         if (numpoints < 3)
8488                                 continue;
8489                         // some part of the triangle survived, so we have to accept it...
8490                         if (dynamic)
8491                         {
8492                                 // dynamic always uses the original triangle
8493                                 numpoints = 3;
8494                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
8495                                 {
8496                                         index = 3*e[cornerindex];
8497                                         VectorCopy(vertex3f + index, v[cornerindex]);
8498                                 }
8499                         }
8500                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
8501                         {
8502                                 // convert vertex positions to texcoords
8503                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
8504                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
8505                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
8506                                 // calculate distance fade from the projection origin
8507                                 f = a * (1.0f-fabs(temp[0]));
8508                                 f = max(0.0f, f);
8509                                 c[cornerindex][0] = r * f;
8510                                 c[cornerindex][1] = g * f;
8511                                 c[cornerindex][2] = b * f;
8512                                 c[cornerindex][3] = 1.0f;
8513                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
8514                         }
8515                         if (dynamic)
8516                                 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex);
8517                         else
8518                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
8519                                         R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1);
8520                 }
8521         }
8522 }
8523
8524 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
8525 {
8526         int renderentityindex;
8527         float worldmins[3];
8528         float worldmaxs[3];
8529         entity_render_t *ent;
8530
8531         worldmins[0] = worldorigin[0] - worldsize;
8532         worldmins[1] = worldorigin[1] - worldsize;
8533         worldmins[2] = worldorigin[2] - worldsize;
8534         worldmaxs[0] = worldorigin[0] + worldsize;
8535         worldmaxs[1] = worldorigin[1] + worldsize;
8536         worldmaxs[2] = worldorigin[2] + worldsize;
8537
8538         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize);
8539
8540         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
8541         {
8542                 ent = r_refdef.scene.entities[renderentityindex];
8543                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
8544                         continue;
8545
8546                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize);
8547         }
8548 }
8549
8550 extern skinframe_t *decalskinframe;
8551 static void R_DrawModelDecals_Entity(entity_render_t *ent)
8552 {
8553         int i;
8554         decalsystem_t *decalsystem = &ent->decalsystem;
8555         int numdecals;
8556         tridecal_t *decal;
8557         float frametime;
8558         float fadedelay;
8559         float faderate;
8560         float alpha;
8561         float *v3f;
8562         float *c4f;
8563         const int *e;
8564
8565         if (!decalsystem->numdecals)
8566                 return;
8567
8568         if (r_showsurfaces.integer)
8569                 return;
8570
8571         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
8572         {
8573                 R_DecalSystem_Reset(decalsystem);
8574                 return;
8575         }
8576
8577         // if the model is static it doesn't matter what value we give for
8578         // wantnormals and wanttangents, so this logic uses only rules applicable
8579         // to a model, knowing that they are meaningless otherwise
8580         if (ent == r_refdef.scene.worldentity)
8581                 RSurf_ActiveWorldEntity();
8582         else
8583                 RSurf_ActiveModelEntity(ent, false, false);
8584
8585         if (decalsystem->lastupdatetime)
8586                 frametime = cl.time - decalsystem->lastupdatetime;
8587         else
8588                 frametime = 0;
8589         decalsystem->lastupdatetime = cl.time;
8590         decal = decalsystem->decals;
8591         numdecals = decalsystem->numdecals;
8592
8593         fadedelay = cl_decals_time.value;
8594         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
8595
8596         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
8597         {
8598                 if (!decal->colors[0][3])
8599                         continue;
8600
8601                 decal->lived += frametime;
8602                 if (decal->lived >= fadedelay)
8603                 {
8604                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
8605                         if (alpha <= 0)
8606                         {
8607                                 // kill the decal by zeroing vertex data
8608                                 memset(decalsystem->vertex3f + 9*i, 0, sizeof(float[3][3]));
8609                                 memset(decalsystem->texcoord2f + 6*i, 0, sizeof(float[3][2]));
8610                                 memset(decalsystem->color4f + 12*i, 0, sizeof(float[3][4]));
8611                                 memset(decal, 0, sizeof(*decal));
8612                                 if (decalsystem->freedecal > i)
8613                                         decalsystem->freedecal = i;
8614                                 continue;
8615                         }
8616
8617                         // update color values for fading decals
8618                         alpha *= (1.0f/255.0f);
8619                         c4f = decalsystem->color4f + 12*i;
8620                         c4f[ 0] = decal->colors[0][0] * alpha;
8621                         c4f[ 1] = decal->colors[0][1] * alpha;
8622                         c4f[ 2] = decal->colors[0][2] * alpha;
8623                         c4f[ 3] = 1;
8624                         c4f[ 4] = decal->colors[1][0] * alpha;
8625                         c4f[ 5] = decal->colors[1][1] * alpha;
8626                         c4f[ 6] = decal->colors[1][2] * alpha;
8627                         c4f[ 7] = 1;
8628                         c4f[ 8] = decal->colors[2][0] * alpha;
8629                         c4f[ 9] = decal->colors[2][1] * alpha;
8630                         c4f[10] = decal->colors[2][2] * alpha;
8631                         c4f[11] = 1;
8632                 }
8633
8634                 // update vertex positions for animated models
8635                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
8636                 {
8637                         e = rsurface.modelelement3i + 3*decal->triangleindex;
8638                         v3f = decalsystem->vertex3f + 9*i;
8639                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
8640                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
8641                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
8642                 }
8643         }
8644
8645         // reduce numdecals if possible
8646         while (numdecals > 0 && !decalsystem->decals[numdecals - 1].colors[0][3])
8647                 numdecals--;
8648         decalsystem->numdecals = numdecals;
8649
8650         if (numdecals > 0)
8651         {
8652                 r_refdef.stats.decals += numdecals;
8653                 // now render the decals all at once
8654                 // (this assumes they all use one particle font texture!)
8655                 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numdecals, decalsystem->element3i, decalsystem->element3s, false, false);
8656                 R_Mesh_ResetTextureState();
8657                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
8658                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
8659                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
8660                 R_SetupGenericShader(true);
8661                 GL_DepthMask(false);
8662                 GL_DepthRange(0, 1);
8663                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
8664                 GL_DepthTest(true);
8665                 GL_CullFace(GL_NONE);
8666                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
8667                 R_Mesh_TexBind(0, R_GetTexture(decalskinframe->base));
8668                 //R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
8669                 GL_LockArrays(0, numdecals * 3);
8670                 R_Mesh_Draw(0, numdecals * 3, 0, numdecals, decalsystem->element3i, decalsystem->element3s, 0, 0);
8671                 GL_LockArrays(0, 0);
8672         }
8673
8674         if (numdecals <= 0)
8675         {
8676                 // if there are no decals left, reset decalsystem
8677                 R_DecalSystem_Reset(decalsystem);
8678         }
8679 }
8680
8681 void R_DrawDebugModel(void)
8682 {
8683         entity_render_t *ent = rsurface.entity;
8684         int i, j, k, l, flagsmask;
8685         const int *elements;
8686         q3mbrush_t *brush;
8687         const msurface_t *surface;
8688         dp_model_t *model = ent->model;
8689         vec3_t v;
8690
8691         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
8692
8693         R_Mesh_ColorPointer(NULL, 0, 0);
8694         R_Mesh_ResetTextureState();
8695         R_SetupGenericShader(false);
8696         GL_DepthRange(0, 1);
8697         GL_DepthTest(!r_showdisabledepthtest.integer);
8698         GL_DepthMask(false);
8699         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8700
8701         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
8702         {
8703                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
8704                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
8705                 {
8706                         if (brush->colbrushf && brush->colbrushf->numtriangles)
8707                         {
8708                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
8709                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
8710                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
8711                         }
8712                 }
8713                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
8714                 {
8715                         if (surface->num_collisiontriangles)
8716                         {
8717                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
8718                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
8719                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
8720                         }
8721                 }
8722         }
8723
8724         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8725
8726         if (r_showtris.integer || r_shownormals.integer)
8727         {
8728                 if (r_showdisabledepthtest.integer)
8729                 {
8730                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8731                         GL_DepthMask(false);
8732                 }
8733                 else
8734                 {
8735                         GL_BlendFunc(GL_ONE, GL_ZERO);
8736                         GL_DepthMask(true);
8737                 }
8738                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
8739                 {
8740                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
8741                                 continue;
8742                         rsurface.texture = R_GetCurrentTexture(surface->texture);
8743                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
8744                         {
8745                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
8746                                 if (r_showtris.value > 0)
8747                                 {
8748                                         if (!rsurface.texture->currentlayers->depthmask)
8749                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
8750                                         else if (ent == r_refdef.scene.worldentity)
8751                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
8752                                         else
8753                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
8754                                         elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
8755                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
8756                                         R_Mesh_ColorPointer(NULL, 0, 0);
8757                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
8758                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
8759                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
8760                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
8761                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
8762                                         CHECKGLERROR
8763                                 }
8764                                 if (r_shownormals.value < 0)
8765                                 {
8766                                         qglBegin(GL_LINES);
8767                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8768                                         {
8769                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
8770                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
8771                                                 qglVertex3f(v[0], v[1], v[2]);
8772                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
8773                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8774                                                 qglVertex3f(v[0], v[1], v[2]);
8775                                         }
8776                                         qglEnd();
8777                                         CHECKGLERROR
8778                                 }
8779                                 if (r_shownormals.value > 0)
8780                                 {
8781                                         qglBegin(GL_LINES);
8782                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8783                                         {
8784                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
8785                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
8786                                                 qglVertex3f(v[0], v[1], v[2]);
8787                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
8788                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8789                                                 qglVertex3f(v[0], v[1], v[2]);
8790                                         }
8791                                         qglEnd();
8792                                         CHECKGLERROR
8793                                         qglBegin(GL_LINES);
8794                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8795                                         {
8796                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
8797                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
8798                                                 qglVertex3f(v[0], v[1], v[2]);
8799                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
8800                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8801                                                 qglVertex3f(v[0], v[1], v[2]);
8802                                         }
8803                                         qglEnd();
8804                                         CHECKGLERROR
8805                                         qglBegin(GL_LINES);
8806                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8807                                         {
8808                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
8809                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
8810                                                 qglVertex3f(v[0], v[1], v[2]);
8811                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
8812                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8813                                                 qglVertex3f(v[0], v[1], v[2]);
8814                                         }
8815                                         qglEnd();
8816                                         CHECKGLERROR
8817                                 }
8818                         }
8819                 }
8820                 rsurface.texture = NULL;
8821         }
8822 }
8823
8824 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
8825 int r_maxsurfacelist = 0;
8826 const msurface_t **r_surfacelist = NULL;
8827 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
8828 {
8829         int i, j, endj, f, flagsmask;
8830         texture_t *t;
8831         dp_model_t *model = r_refdef.scene.worldmodel;
8832         msurface_t *surfaces;
8833         unsigned char *update;
8834         int numsurfacelist = 0;
8835         if (model == NULL)
8836                 return;
8837
8838         if (r_maxsurfacelist < model->num_surfaces)
8839         {
8840                 r_maxsurfacelist = model->num_surfaces;
8841                 if (r_surfacelist)
8842                         Mem_Free(r_surfacelist);
8843                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
8844         }
8845
8846         RSurf_ActiveWorldEntity();
8847
8848         surfaces = model->data_surfaces;
8849         update = model->brushq1.lightmapupdateflags;
8850
8851         // update light styles on this submodel
8852         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
8853         {
8854                 model_brush_lightstyleinfo_t *style;
8855                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
8856                 {
8857                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
8858                         {
8859                                 int *list = style->surfacelist;
8860                                 style->value = r_refdef.scene.lightstylevalue[style->style];
8861                                 for (j = 0;j < style->numsurfaces;j++)
8862                                         update[list[j]] = true;
8863                         }
8864                 }
8865         }
8866
8867         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
8868
8869         if (debug)
8870         {
8871                 R_DrawDebugModel();
8872                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8873                 return;
8874         }
8875
8876         f = 0;
8877         t = NULL;
8878         rsurface.uselightmaptexture = false;
8879         rsurface.texture = NULL;
8880         rsurface.rtlight = NULL;
8881         numsurfacelist = 0;
8882         // add visible surfaces to draw list
8883         for (i = 0;i < model->nummodelsurfaces;i++)
8884         {
8885                 j = model->sortedmodelsurfaces[i];
8886                 if (r_refdef.viewcache.world_surfacevisible[j])
8887                         r_surfacelist[numsurfacelist++] = surfaces + j;
8888         }
8889         // update lightmaps if needed
8890         if (update)
8891                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
8892                         if (r_refdef.viewcache.world_surfacevisible[j])
8893                                 if (update[j])
8894                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
8895         // don't do anything if there were no surfaces
8896         if (!numsurfacelist)
8897         {
8898                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8899                 return;
8900         }
8901         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
8902         GL_AlphaTest(false);
8903
8904         // add to stats if desired
8905         if (r_speeds.integer && !skysurfaces && !depthonly)
8906         {
8907                 r_refdef.stats.world_surfaces += numsurfacelist;
8908                 for (j = 0;j < numsurfacelist;j++)
8909                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
8910         }
8911
8912         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8913 }
8914
8915 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
8916 {
8917         int i, j, endj, f, flagsmask;
8918         texture_t *t;
8919         dp_model_t *model = ent->model;
8920         msurface_t *surfaces;
8921         unsigned char *update;
8922         int numsurfacelist = 0;
8923         if (model == NULL)
8924                 return;
8925
8926         if (r_maxsurfacelist < model->num_surfaces)
8927         {
8928                 r_maxsurfacelist = model->num_surfaces;
8929                 if (r_surfacelist)
8930                         Mem_Free(r_surfacelist);
8931                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
8932         }
8933
8934         // if the model is static it doesn't matter what value we give for
8935         // wantnormals and wanttangents, so this logic uses only rules applicable
8936         // to a model, knowing that they are meaningless otherwise
8937         if (ent == r_refdef.scene.worldentity)
8938                 RSurf_ActiveWorldEntity();
8939         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8940                 RSurf_ActiveModelEntity(ent, false, false);
8941         else
8942                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
8943
8944         surfaces = model->data_surfaces;
8945         update = model->brushq1.lightmapupdateflags;
8946
8947         // update light styles
8948         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
8949         {
8950                 model_brush_lightstyleinfo_t *style;
8951                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
8952                 {
8953                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
8954                         {
8955                                 int *list = style->surfacelist;
8956                                 style->value = r_refdef.scene.lightstylevalue[style->style];
8957                                 for (j = 0;j < style->numsurfaces;j++)
8958                                         update[list[j]] = true;
8959                         }
8960                 }
8961         }
8962
8963         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
8964
8965         if (debug)
8966         {
8967                 R_DrawDebugModel();
8968                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8969                 return;
8970         }
8971
8972         f = 0;
8973         t = NULL;
8974         rsurface.uselightmaptexture = false;
8975         rsurface.texture = NULL;
8976         rsurface.rtlight = NULL;
8977         numsurfacelist = 0;
8978         // add visible surfaces to draw list
8979         for (i = 0;i < model->nummodelsurfaces;i++)
8980                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
8981         // don't do anything if there were no surfaces
8982         if (!numsurfacelist)
8983         {
8984                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8985                 return;
8986         }
8987         // update lightmaps if needed
8988         if (update)
8989                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
8990                         if (update[j])
8991                                 R_BuildLightMap(ent, surfaces + j);
8992         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
8993         GL_AlphaTest(false);
8994
8995         // add to stats if desired
8996         if (r_speeds.integer && !skysurfaces && !depthonly)
8997         {
8998                 r_refdef.stats.entities_surfaces += numsurfacelist;
8999                 for (j = 0;j < numsurfacelist;j++)
9000                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
9001         }
9002
9003         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9004 }
9005
9006 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth)
9007 {
9008         static texture_t texture;
9009         static msurface_t surface;
9010         const msurface_t *surfacelist = &surface;
9011
9012         // fake enough texture and surface state to render this geometry
9013
9014         texture.update_lastrenderframe = -1; // regenerate this texture
9015         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
9016         texture.currentskinframe = skinframe;
9017         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
9018         texture.specularscalemod = 1;
9019         texture.specularpowermod = 1;
9020
9021         surface.texture = &texture;
9022         surface.num_triangles = numtriangles;
9023         surface.num_firsttriangle = firsttriangle;
9024         surface.num_vertices = numvertices;
9025         surface.num_firstvertex = firstvertex;
9026
9027         // now render it
9028         rsurface.texture = R_GetCurrentTexture(surface.texture);
9029         rsurface.uselightmaptexture = false;
9030         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth);
9031 }